Beispiel #1
0
    public void Setup(ScriptableRenderer renderer, ref ScriptableRenderContext context,
                      ref CullResults cullResults, ref RenderingData renderingData)
    {
        Init();

        renderer.Clear();

        renderer.SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData);
        RenderTextureDescriptor baseDescriptor   = ScriptableRenderer.CreateRTDesc(ref renderingData.cameraData);
        RenderTextureDescriptor shadowDescriptor = baseDescriptor;

        shadowDescriptor.dimension = TextureDimension.Tex2D;

        renderer.EnqueuePass(m_SetupForwardRenderingPass);

        RenderTargetHandle colorHandle = RenderTargetHandle.CameraTarget;
        RenderTargetHandle depthHandle = RenderTargetHandle.CameraTarget;

        var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples;

        m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
        renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass);

        Camera camera          = renderingData.cameraData.camera;
        bool   dynamicBatching = renderingData.supportsDynamicBatching;
        RendererConfiguration rendererConfiguration = ScriptableRenderer.GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount);

        m_SetupLightweightConstants.Setup(renderer.maxVisibleLocalLights, renderer.perObjectLightIndices);
        renderer.EnqueuePass(m_SetupLightweightConstants);

        m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration, dynamicBatching);
        renderer.EnqueuePass(m_RenderOpaqueForwardPass);
    }
Beispiel #2
0
        public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera,
                                              ref CullResults cullResults, IRendererSetup setup, ScriptableRenderer renderer)
        {
            CommandBuffer cmd = commandBufferPool.Get("RenderSingleCam");

            CameraData cameraData;

            InitializeCameraData(camera, out cameraData);

            ScriptableCullingParameters cullingParam;

            if (!CullResults.GetCullingParameters(camera, false, out cullingParam))
            {
                commandBufferPool.Release(cmd);
                return;
            }

            cullingParam.shadowDistance = Mathf.Min(ShadowDistance, camera.farClipPlane);
            context.ExecuteCommandBuffer(cmd);
            cmd.Clear();

#if UNITY_EDITOR
            //SceneView Camera
#endif
            CullResults.Cull(ref cullingParam, context, ref cullResults);
            RenderingData renderingData;
            InitializeRenderingData(ref cameraData, ref cullResults, out renderingData);

            IRendererSetup setupToUse = setup;
            if (setupToUse == null)
            {
                setupToUse = defaultRenderSetup;
            }

            renderer.Clear();
            setupToUse.Setup(renderer, ref renderingData);
            renderer.Execute(context, ref renderingData);

            context.ExecuteCommandBuffer(cmd);
            commandBufferPool.Release(cmd);
            context.Submit();
        }