Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/DepthBlit/DepthBlitDepthOnlyPass.cs
2024-08-26 23:07:20 +03:00

102 lines
4.7 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal;
// This pass is a simplified version of the URP DepthOnlyPass. This pass renders depth to an RTHandle.
// Unlike the original URP DepthOnlyPass, this example does not use the _CameraDepthTexture texture, and demonstrates how to copy from the depth buffer to a custom RTHandle instead.
public class DepthBlitDepthOnlyPass : ScriptableRenderPass
{
private const string k_PassName = "DepthBlitDepthOnlyPass";
private ProfilingSampler m_ProfilingSampler = new ProfilingSampler(k_PassName);
private RTHandle m_DestRT; // The RTHandle for storing the depth texture, set by the Renderer Feature
FilteringSettings m_FilteringSettings;
private static readonly ShaderTagId k_ShaderTagId = new ShaderTagId("DepthOnly");
class PassData
{
public RendererListHandle rendererList;
}
public DepthBlitDepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, RTHandle destination)
{
renderPassEvent = evt;
m_DestRT = destination;
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
}
#pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member
// Unity calls the Configure method in the Compatibility mode (non-RenderGraph path)
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
ConfigureTarget(m_DestRT);
}
// Unity calls the Execute method in the Compatibility mode
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cameraData = renderingData.cameraData;
if (cameraData.camera.cameraType != CameraType.Game)
return;
// Setup the RendererList for drawing objects with the shader tag "DepthOnly".
var sortFlags = cameraData.defaultOpaqueSortFlags;
var drawSettings = RenderingUtils.CreateDrawingSettings(k_ShaderTagId, ref renderingData, sortFlags);
drawSettings.perObjectData = PerObjectData.None;
RendererListParams param = new RendererListParams(renderingData.cullResults, drawSettings, m_FilteringSettings);
param.filteringSettings.batchLayerMask = uint.MaxValue;
RendererList rendererList = context.CreateRendererList(ref param);
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
cmd.ClearRenderTarget(true,false, Color.black);
cmd.DrawRendererList(rendererList);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
#pragma warning restore 618, 672
// Unity calls the RecordRenderGraph method to add and configure one or more render passes in the render graph system.
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
DepthBlitFeature.TexRefData texRefData = frameData.GetOrCreate<DepthBlitFeature.TexRefData>();
// Set the texture resources for this render graph instance.
TextureHandle dest = renderGraph.ImportTexture(m_DestRT);
texRefData.depthTextureHandle = dest;
if(!dest.IsValid())
return;
using (var builder = renderGraph.AddRasterRenderPass<PassData>(k_PassName, out var passData, m_ProfilingSampler))
{
// Setup the RendererList for drawing objects with the shader tag "DepthOnly".
var sortFlags = cameraData.defaultOpaqueSortFlags;
var drawSettings = RenderingUtils.CreateDrawingSettings(k_ShaderTagId, renderingData, cameraData, lightData, sortFlags);
drawSettings.perObjectData = PerObjectData.None;
RendererListParams param = new RendererListParams(renderingData.cullResults, drawSettings, m_FilteringSettings);
param.filteringSettings.batchLayerMask = uint.MaxValue;
passData.rendererList = renderGraph.CreateRendererList(param);
builder.UseRendererList(passData.rendererList);
builder.SetRenderAttachmentDepth(dest, AccessFlags.Write);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
context.cmd.ClearRenderTarget(true,false, Color.black);
context.cmd.DrawRendererList(data.rendererList);
});
}
}
}