forked from BilalY/Rasagar
106 lines
4.9 KiB
C#
106 lines
4.9 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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internal class DecalDrawFowardEmissiveSystem : DecalDrawSystem
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{
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public DecalDrawFowardEmissiveSystem(DecalEntityManager entityManager) : base("DecalDrawFowardEmissiveSystem.Execute", entityManager) { }
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protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexEmissive;
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}
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internal class DecalForwardEmissivePass : ScriptableRenderPass
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{
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private FilteringSettings m_FilteringSettings;
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private List<ShaderTagId> m_ShaderTagIdList;
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private DecalDrawFowardEmissiveSystem m_DrawSystem;
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private PassData m_PassData;
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public DecalForwardEmissivePass(DecalDrawFowardEmissiveSystem drawSystem)
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{
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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ConfigureInput(ScriptableRenderPassInput.Depth); // Require depth
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m_DrawSystem = drawSystem;
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profilingSampler = new ProfilingSampler("Draw Decal Forward Emissive");
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m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
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m_ShaderTagIdList = new List<ShaderTagId>();
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m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalMeshForwardEmissive));
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m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalProjectorForwardEmissive));
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m_PassData = new PassData();
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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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InitPassData(ref m_PassData);
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UniversalRenderingData universalRenderingData = renderingData.frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
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UniversalLightData lightData = renderingData.frameData.Get<UniversalLightData>();
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var param = InitRendererListParams(universalRenderingData, cameraData, lightData);
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var rendererList = context.CreateRendererList(ref param);
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using (new ProfilingScope(universalRenderingData.commandBuffer, profilingSampler))
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{
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(universalRenderingData.commandBuffer), m_PassData, rendererList);
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}
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}
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private class PassData
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{
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internal DecalDrawFowardEmissiveSystem drawSystem;
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internal RendererListHandle rendererList;
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}
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private void InitPassData(ref PassData passData)
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{
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passData.drawSystem = m_DrawSystem;
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}
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private RendererListParams InitRendererListParams(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
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{
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SortingCriteria sortingCriteria = cameraData.defaultOpaqueSortFlags;
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DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortingCriteria);
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return new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings);
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}
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private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList)
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{
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passData.drawSystem.Execute(cmd);
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cmd.DrawRendererList(rendererList);
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}
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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UniversalLightData lightData = frameData.Get<UniversalLightData>();
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InitPassData(ref passData);
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var param = InitRendererListParams(renderingData, cameraData, lightData);
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passData.rendererList = renderGraph.CreateRendererList(param);
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builder.UseRendererList(passData.rendererList);
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UniversalRenderer renderer = (UniversalRenderer)cameraData.renderer;
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builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
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builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Read);
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builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) =>
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{
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ExecutePass(rgContext.cmd, data, data.rendererList);
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});
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}
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}
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}
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}
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