using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal.Internal; namespace UnityEngine.Rendering.Universal { /// /// Used by DBuffer to copy depth into different texture. /// In future this should be replaced by proper depth copy logic, as current CopyDepthPass do not implement RecordRenderGraph. /// internal class DBufferCopyDepthPass : CopyDepthPass { public DBufferCopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldClear = false, bool copyToDepth = false, bool copyResolvedDepth = false) : base(evt, copyDepthShader, shouldClear, copyToDepth, copyResolvedDepth) { } public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { UniversalResourceData resourceData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); UniversalRenderer renderer = (UniversalRenderer)cameraData.renderer; TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture; TextureHandle src, dest; if (renderer.renderingModeActual == RenderingMode.Deferred) { src = resourceData.activeDepthTexture; dest = cameraDepthTexture; } else { var depthDesc = cameraData.cameraTargetDescriptor; depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat; depthDesc.msaaSamples = 1; var depthTarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, DBufferRenderPass.s_DBufferDepthName, true); resourceData.dBufferDepth = depthTarget; src = cameraDepthTexture; dest = cameraData.cameraTargetDescriptor.msaaSamples > 1 ? depthTarget : resourceData.activeDepthTexture; } Render(renderGraph, dest, src, resourceData, cameraData, false); } } }