462 lines
24 KiB
C#
462 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.Profiling;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal
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{
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internal class Render2DLightingPass : ScriptableRenderPass, IRenderPass2D
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{
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private static readonly int k_HDREmulationScaleID = Shader.PropertyToID("_HDREmulationScale");
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private static readonly int k_InverseHDREmulationScaleID = Shader.PropertyToID("_InverseHDREmulationScale");
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private static readonly int k_RendererColorID = Shader.PropertyToID("_RendererColor");
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private static readonly int k_LightLookupID = Shader.PropertyToID("_LightLookup");
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private static readonly int k_FalloffLookupID = Shader.PropertyToID("_FalloffLookup");
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private static readonly int[] k_ShapeLightTextureIDs =
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{
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Shader.PropertyToID("_ShapeLightTexture0"),
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Shader.PropertyToID("_ShapeLightTexture1"),
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Shader.PropertyToID("_ShapeLightTexture2"),
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Shader.PropertyToID("_ShapeLightTexture3")
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};
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private static readonly ShaderTagId k_CombinedRenderingPassName = new ShaderTagId("Universal2D");
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private static readonly ShaderTagId k_NormalsRenderingPassName = new ShaderTagId("NormalsRendering");
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private static readonly ShaderTagId k_LegacyPassName = new ShaderTagId("SRPDefaultUnlit");
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private static readonly List<ShaderTagId> k_ShaderTags = new List<ShaderTagId>() { k_LegacyPassName, k_CombinedRenderingPassName };
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private static readonly ProfilingSampler m_ProfilingDrawLights = new ProfilingSampler("Draw 2D Lights");
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private static readonly ProfilingSampler m_ProfilingDrawLightTextures = new ProfilingSampler("Draw 2D Lights Textures");
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private static readonly ProfilingSampler m_ProfilingDrawRenderers = new ProfilingSampler("Draw All Renderers");
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private static readonly ProfilingSampler m_ProfilingDrawLayerBatch = new ProfilingSampler("Draw Layer Batch");
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private static readonly ProfilingSampler m_ProfilingSamplerUnlit = new ProfilingSampler("Render Unlit");
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Material m_BlitMaterial;
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Material m_SamplingMaterial;
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private readonly Renderer2DData m_Renderer2DData;
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private readonly Texture2D m_FallOffLookup;
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private bool m_NeedsDepth;
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private short m_CameraSortingLayerBoundsIndex;
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public Render2DLightingPass(Renderer2DData rendererData, Material blitMaterial, Material samplingMaterial, Texture2D fallOffLookup)
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{
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m_Renderer2DData = rendererData;
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m_BlitMaterial = blitMaterial;
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m_SamplingMaterial = samplingMaterial;
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m_FallOffLookup = fallOffLookup;
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m_CameraSortingLayerBoundsIndex = GetCameraSortingLayerBoundsIndex(m_Renderer2DData);
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}
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internal void Setup(bool useDepth)
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{
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m_NeedsDepth = useDepth;
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}
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private void CopyCameraSortingLayerRenderTexture(ScriptableRenderContext context, RenderingData renderingData, RenderBufferStoreAction mainTargetStoreAction)
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{
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var cmd = renderingData.commandBuffer;
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this.CreateCameraSortingLayerRenderTexture(renderingData, cmd, m_Renderer2DData.cameraSortingLayerDownsamplingMethod);
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Material copyMaterial = m_SamplingMaterial;
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int passIndex = 0;
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if (m_Renderer2DData.cameraSortingLayerDownsamplingMethod != Downsampling._4xBox)
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{
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copyMaterial = m_BlitMaterial;
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passIndex = colorAttachmentHandle.rt.filterMode == FilterMode.Bilinear ? 1 : 0;
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}
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Blitter.BlitCameraTexture(cmd, colorAttachmentHandle, m_Renderer2DData.cameraSortingLayerRenderTarget, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, copyMaterial, passIndex);
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CoreUtils.SetRenderTarget(cmd,
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colorAttachmentHandle, RenderBufferLoadAction.Load, mainTargetStoreAction,
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depthAttachmentHandle, RenderBufferLoadAction.Load, mainTargetStoreAction,
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ClearFlag.None, Color.clear);
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cmd.SetGlobalTexture(m_Renderer2DData.cameraSortingLayerRenderTarget.name, m_Renderer2DData.cameraSortingLayerRenderTarget.nameID);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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}
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public static short GetCameraSortingLayerBoundsIndex(Renderer2DData rendererData)
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{
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SortingLayer[] sortingLayers = Light2DManager.GetCachedSortingLayer();
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for (short i = 0; i < sortingLayers.Length; i++)
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{
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if (sortingLayers[i].id == rendererData.cameraSortingLayerTextureBound)
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return (short)sortingLayers[i].value;
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}
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return short.MinValue;
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}
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private void DetermineWhenToResolve(int startIndex, int batchesDrawn, int batchCount, LayerBatch[] layerBatches,
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out int resolveDuringBatch, out bool resolveIsAfterCopy)
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{
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bool anyLightWithVolumetricShadows = false;
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var lights = m_Renderer2DData.lightCullResult.visibleLights;
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for (int i = 0; i < lights.Count; i++)
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{
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anyLightWithVolumetricShadows = lights[i].renderVolumetricShadows;
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if (anyLightWithVolumetricShadows)
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break;
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}
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var lastVolumetricLightBatch = -1;
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if (anyLightWithVolumetricShadows)
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{
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for (int i = startIndex + batchesDrawn - 1; i >= startIndex; i--)
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{
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if (layerBatches[i].lightStats.totalVolumetricUsage > 0)
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{
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lastVolumetricLightBatch = i;
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break;
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}
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}
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}
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if (m_Renderer2DData.useCameraSortingLayerTexture)
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{
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var cameraSortingLayerBoundsIndex = GetCameraSortingLayerBoundsIndex(m_Renderer2DData);
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var copyBatch = -1;
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for (int i = startIndex; i < startIndex + batchesDrawn; i++)
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{
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var layerBatch = layerBatches[i];
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if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex <= layerBatch.layerRange.upperBound)
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{
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copyBatch = i;
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break;
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}
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}
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resolveIsAfterCopy = copyBatch > lastVolumetricLightBatch;
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resolveDuringBatch = resolveIsAfterCopy ? copyBatch : lastVolumetricLightBatch;
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}
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else
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{
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resolveDuringBatch = lastVolumetricLightBatch;
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resolveIsAfterCopy = false;
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}
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}
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private void Render(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData, ref FilteringSettings filterSettings, DrawingSettings drawSettings)
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{
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UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
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var activeDebugHandler = GetActiveDebugHandler(cameraData);
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if (activeDebugHandler != null)
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{
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UniversalRenderingData universalRenderingData = renderingData.universalRenderingData;
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RenderStateBlock renderStateBlock = new RenderStateBlock();
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var debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(context,
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ref universalRenderingData.cullResults, ref drawSettings, ref filterSettings, ref renderStateBlock);
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debugRendererLists.DrawWithRendererList(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer));
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}
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else
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{
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var param = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings);
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var rl = context.CreateRendererList(ref param);
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cmd.DrawRendererList(rl);
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}
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}
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private int DrawLayerBatches(
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LayerBatch[] layerBatches,
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int batchCount,
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int startIndex,
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CommandBuffer cmd,
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ScriptableRenderContext context,
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ref RenderingData renderingData,
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ref FilteringSettings filterSettings,
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ref DrawingSettings normalsDrawSettings,
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ref DrawingSettings drawSettings,
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ref RenderTextureDescriptor desc)
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{
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UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
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var debugHandler = GetActiveDebugHandler(cameraData);
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bool drawLights = debugHandler?.IsLightingActive ?? true;
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var batchesDrawn = 0;
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var rtCount = 0U;
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// Account for Sprite Mask and normal map usage where the first and last layer has to render the stencil pass
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bool normalsFirstClear = true;
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// Draw lights
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using (new ProfilingScope(cmd, m_ProfilingDrawLights))
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{
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for (var i = startIndex; i < batchCount; ++i)
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{
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ref var layerBatch = ref layerBatches[i];
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var blendStyleMask = layerBatch.lightStats.blendStylesUsed;
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var blendStyleCount = 0U;
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while (blendStyleMask > 0)
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{
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blendStyleCount += blendStyleMask & 1;
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blendStyleMask >>= 1;
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}
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rtCount += blendStyleCount;
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if (rtCount > LayerUtility.maxTextureCount)
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break;
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batchesDrawn++;
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if (layerBatch.lightStats.totalNormalMapUsage > 0)
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{
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filterSettings.sortingLayerRange = layerBatch.layerRange;
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var depthTarget = m_NeedsDepth ? depthAttachmentHandle : null;
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this.RenderNormals(context, renderingData, normalsDrawSettings, filterSettings, depthTarget, ref normalsFirstClear);
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}
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using (new ProfilingScope(cmd, m_ProfilingDrawLightTextures))
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{
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this.RenderLights(renderingData, cmd, ref layerBatch, ref desc);
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}
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}
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}
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// Determine when to resolve in case we use MSAA
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var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1;
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var isFinalBatchSet = startIndex + batchesDrawn >= batchCount;
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var resolveDuringBatch = -1;
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var resolveIsAfterCopy = false;
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if (msaaEnabled && isFinalBatchSet)
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DetermineWhenToResolve(startIndex, batchesDrawn, batchCount, layerBatches, out resolveDuringBatch, out resolveIsAfterCopy);
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// Draw renderers
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var blendStylesCount = m_Renderer2DData.lightBlendStyles.Length;
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using (new ProfilingScope(cmd, m_ProfilingDrawRenderers))
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{
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RenderBufferStoreAction initialStoreAction;
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if (msaaEnabled)
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initialStoreAction = resolveDuringBatch < startIndex ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.StoreAndResolve;
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else
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initialStoreAction = RenderBufferStoreAction.Store;
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CoreUtils.SetRenderTarget(cmd,
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colorAttachmentHandle, RenderBufferLoadAction.Load, initialStoreAction,
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depthAttachmentHandle, RenderBufferLoadAction.Load, initialStoreAction,
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ClearFlag.None, Color.clear);
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for (var i = startIndex; i < startIndex + batchesDrawn; i++)
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{
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using (new ProfilingScope(cmd, m_ProfilingDrawLayerBatch))
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{
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// This is a local copy of the array element (it's a struct). Remember to add a ref here if you need to modify the real thing.
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var layerBatch = layerBatches[i];
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if (layerBatch.lightStats.useAnyLights)
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{
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for (var blendStyleIndex = 0; blendStyleIndex < blendStylesCount; blendStyleIndex++)
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{
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var blendStyleMask = (uint)(1 << blendStyleIndex);
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var blendStyleUsed = (layerBatch.lightStats.blendStylesUsed & blendStyleMask) > 0;
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if (blendStyleUsed)
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{
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var identifier = layerBatch.GetRTId(cmd, desc, blendStyleIndex);
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cmd.SetGlobalTexture(k_ShapeLightTextureIDs[blendStyleIndex], identifier);
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}
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RendererLighting.EnableBlendStyle(CommandBufferHelpers.GetRasterCommandBuffer(cmd), blendStyleIndex, blendStyleUsed);
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}
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}
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else
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{
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for (var blendStyleIndex = 0; blendStyleIndex < k_ShapeLightTextureIDs.Length; blendStyleIndex++)
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{
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cmd.SetGlobalTexture(k_ShapeLightTextureIDs[blendStyleIndex], Texture2D.blackTexture);
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RendererLighting.EnableBlendStyle(CommandBufferHelpers.GetRasterCommandBuffer(cmd), blendStyleIndex, blendStyleIndex == 0);
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}
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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short cameraSortingLayerBoundsIndex = GetCameraSortingLayerBoundsIndex(m_Renderer2DData);
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RenderBufferStoreAction copyStoreAction;
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if (msaaEnabled)
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copyStoreAction = resolveDuringBatch == i && resolveIsAfterCopy ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.StoreAndResolve;
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else
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copyStoreAction = RenderBufferStoreAction.Store;
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// If our camera sorting layer texture bound is inside our batch we need to break up the DrawRenderers into two batches
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if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex < layerBatch.layerRange.upperBound && m_Renderer2DData.useCameraSortingLayerTexture)
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{
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filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, cameraSortingLayerBoundsIndex);
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Render(context, cmd, ref renderingData, ref filterSettings, drawSettings);
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CopyCameraSortingLayerRenderTexture(context, renderingData, copyStoreAction);
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filterSettings.sortingLayerRange = new SortingLayerRange((short)(cameraSortingLayerBoundsIndex + 1), layerBatch.layerRange.upperBound);
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Render(context, cmd, ref renderingData, ref filterSettings, drawSettings);
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}
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else
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{
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filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, layerBatch.layerRange.upperBound);
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Render(context, cmd, ref renderingData, ref filterSettings, drawSettings);
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if (cameraSortingLayerBoundsIndex == layerBatch.layerRange.upperBound && m_Renderer2DData.useCameraSortingLayerTexture)
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CopyCameraSortingLayerRenderTexture(context, renderingData, copyStoreAction);
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}
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// Draw light volumes
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if (drawLights && (layerBatch.lightStats.totalVolumetricUsage > 0))
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{
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var sampleName = "Render 2D Light Volumes";
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cmd.BeginSample(sampleName);
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RenderBufferStoreAction storeAction;
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if (msaaEnabled)
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storeAction = resolveDuringBatch == i && !resolveIsAfterCopy ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.StoreAndResolve;
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else
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storeAction = RenderBufferStoreAction.Store;
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this.RenderLightVolumes(renderingData, cmd, ref layerBatch, colorAttachmentHandle.nameID, depthAttachmentHandle.nameID,
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RenderBufferStoreAction.Store, storeAction, false, m_Renderer2DData.lightCullResult.visibleLights);
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cmd.EndSample(sampleName);
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}
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}
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}
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}
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for (var i = startIndex; i < startIndex + batchesDrawn; ++i)
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{
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ref var layerBatch = ref layerBatches[i];
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layerBatch.ReleaseRT(cmd);
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}
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return batchesDrawn;
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}
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[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var isLitView = true;
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#if UNITY_EDITOR
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if (renderingData.cameraData.isSceneViewCamera)
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isLitView = UnityEditor.SceneView.currentDrawingSceneView.sceneLighting;
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if (renderingData.cameraData.camera.cameraType == CameraType.Preview)
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isLitView = false;
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#endif
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var camera = renderingData.cameraData.camera;
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var filterSettings = FilteringSettings.defaultValue;
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filterSettings.renderQueueRange = RenderQueueRange.all;
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filterSettings.layerMask = -1;
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filterSettings.renderingLayerMask = 0xFFFFFFFF;
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filterSettings.sortingLayerRange = SortingLayerRange.all;
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LayerUtility.InitializeBudget(m_Renderer2DData.lightRenderTextureMemoryBudget);
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ShadowRendering.InitializeBudget(m_Renderer2DData.shadowRenderTextureMemoryBudget);
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RendererLighting.lightBatch.Reset();
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var isSceneLit = m_Renderer2DData.lightCullResult.IsSceneLit();
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if (isSceneLit && isLitView)
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{
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var combinedDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);
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var normalsDrawSettings = CreateDrawingSettings(k_NormalsRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent);
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var sortSettings = combinedDrawSettings.sortingSettings;
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RendererLighting.GetTransparencySortingMode(m_Renderer2DData, camera, ref sortSettings);
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combinedDrawSettings.sortingSettings = sortSettings;
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normalsDrawSettings.sortingSettings = sortSettings;
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var cmd = renderingData.commandBuffer;
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cmd.SetGlobalFloat(k_HDREmulationScaleID, m_Renderer2DData.hdrEmulationScale);
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cmd.SetGlobalFloat(k_InverseHDREmulationScaleID, 1.0f / m_Renderer2DData.hdrEmulationScale);
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cmd.SetGlobalColor(k_RendererColorID, Color.white);
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cmd.SetGlobalTexture(k_FalloffLookupID, m_FallOffLookup);
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cmd.SetGlobalTexture(k_LightLookupID, Light2DLookupTexture.GetLightLookupTexture());
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RendererLighting.SetLightShaderGlobals(m_Renderer2DData, CommandBufferHelpers.GetRasterCommandBuffer(cmd));
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var desc = this.GetBlendStyleRenderTextureDesc(renderingData);
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ShadowRendering.CallOnBeforeRender(renderingData.cameraData.camera, m_Renderer2DData.lightCullResult);
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var layerBatches = LayerUtility.CalculateBatches(m_Renderer2DData.lightCullResult, out var batchCount);
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var batchesDrawn = 0;
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for (var i = 0; i < batchCount; i += batchesDrawn)
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batchesDrawn = DrawLayerBatches(layerBatches, batchCount, i, cmd, context, ref renderingData, ref filterSettings, ref normalsDrawSettings, ref combinedDrawSettings, ref desc);
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RendererLighting.DisableAllKeywords(CommandBufferHelpers.GetRasterCommandBuffer(cmd));
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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}
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else
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{
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var unlitDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);
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var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1;
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var storeAction = msaaEnabled ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.Store;
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var sortSettings = unlitDrawSettings.sortingSettings;
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RendererLighting.GetTransparencySortingMode(m_Renderer2DData, camera, ref sortSettings);
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unlitDrawSettings.sortingSettings = sortSettings;
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var cmd = renderingData.commandBuffer;
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using (new ProfilingScope(cmd, m_ProfilingSamplerUnlit))
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{
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CoreUtils.SetRenderTarget(cmd,
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colorAttachmentHandle, RenderBufferLoadAction.Load, storeAction,
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depthAttachmentHandle, RenderBufferLoadAction.Load, storeAction,
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ClearFlag.None, Color.clear);
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cmd.SetGlobalColor(k_RendererColorID, Color.white);
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for (var blendStyleIndex = 0; blendStyleIndex < k_ShapeLightTextureIDs.Length; blendStyleIndex++)
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{
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if (blendStyleIndex == 0)
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cmd.SetGlobalTexture(k_ShapeLightTextureIDs[blendStyleIndex], Texture2D.blackTexture);
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RendererLighting.EnableBlendStyle(CommandBufferHelpers.GetRasterCommandBuffer(cmd), blendStyleIndex, blendStyleIndex == 0);
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}
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}
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RendererLighting.DisableAllKeywords(CommandBufferHelpers.GetRasterCommandBuffer(cmd));
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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Profiler.BeginSample("Render Sprites Unlit");
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if (m_Renderer2DData.useCameraSortingLayerTexture)
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{
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filterSettings.sortingLayerRange = new SortingLayerRange(short.MinValue, m_CameraSortingLayerBoundsIndex);
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Render(context, cmd, ref renderingData, ref filterSettings, unlitDrawSettings);
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CopyCameraSortingLayerRenderTexture(context, renderingData, storeAction);
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filterSettings.sortingLayerRange = new SortingLayerRange((short)(m_CameraSortingLayerBoundsIndex + 1), short.MaxValue);
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Render(context, cmd, ref renderingData, ref filterSettings, unlitDrawSettings);
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}
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else
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{
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Render(context, cmd, ref renderingData, ref filterSettings, unlitDrawSettings);
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}
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Profiler.EndSample();
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}
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filterSettings.sortingLayerRange = SortingLayerRange.all;
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RendererList objectsWithErrorRendererList = RendererList.nullRendererList;
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RenderingUtils.CreateRendererListObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None, ref objectsWithErrorRendererList);
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RenderingUtils.DrawRendererListObjectsWithError(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), ref objectsWithErrorRendererList);
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}
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Renderer2DData IRenderPass2D.rendererData
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{
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get { return m_Renderer2DData; }
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}
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public void Dispose()
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{
|
|
m_Renderer2DData.normalsRenderTarget?.Release();
|
|
m_Renderer2DData.normalsRenderTarget = null;
|
|
m_Renderer2DData.cameraSortingLayerRenderTarget?.Release();
|
|
m_Renderer2DData.cameraSortingLayerRenderTarget = null;
|
|
}
|
|
}
|
|
}
|