using System; namespace UnityEngine.Rendering.Universal { /// /// System used for skipping culling. It is used with as it already handles culling. /// internal class DecalSkipCulledSystem { private DecalEntityManager m_EntityManager; private ProfilingSampler m_Sampler; private Camera m_Camera; public DecalSkipCulledSystem(DecalEntityManager entityManager) { m_EntityManager = entityManager; m_Sampler = new ProfilingSampler("DecalSkipCulledSystem.Execute"); } public void Execute(Camera camera) { using (new ProfilingScope(m_Sampler)) { m_Camera = camera; for (int i = 0; i < m_EntityManager.chunkCount; ++i) Execute(m_EntityManager.culledChunks[i], m_EntityManager.culledChunks[i].count); } } private void Execute(DecalCulledChunk culledChunk, int count) { if (count == 0) return; culledChunk.currentJobHandle.Complete(); for (int i = 0; i < count; ++i) culledChunk.visibleDecalIndices[i] = i; culledChunk.visibleDecalCount = count; culledChunk.cameraPosition = m_Camera.transform.position; culledChunk.cullingMask = m_Camera.cullingMask; #if UNITY_EDITOR culledChunk.sceneCullingMask = GetSceneCullingMaskFromCamera(m_Camera); #endif } internal static UInt64 GetSceneCullingMaskFromCamera(Camera camera) { #if UNITY_EDITOR if (camera.overrideSceneCullingMask != 0) return camera.overrideSceneCullingMask; if (camera.scene.IsValid()) return UnityEditor.SceneManagement.EditorSceneManager.GetSceneCullingMask(camera.scene); switch (camera.cameraType) { case CameraType.SceneView: return UnityEditor.SceneManagement.SceneCullingMasks.MainStageSceneViewObjects; default: return UnityEditor.SceneManagement.SceneCullingMasks.GameViewObjects; } #else return 0; #endif } } }