forked from BilalY/Rasagar
102 lines
4.7 KiB
C#
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#pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member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);
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|