public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            bool isLitView = true;

#if UNITY_EDITOR
            if (renderingData.cameraData.isSceneViewCamera)
            {
                isLitView = UnityEditor.SceneView.currentDrawingSceneView.sceneLighting;
            }

            if (renderingData.cameraData.camera.cameraType == CameraType.Preview)
            {
                isLitView = false;
            }

            if (!Application.isPlaying)
            {
                s_SortingLayers = SortingLayer.layers;
            }
#endif
            Camera camera = renderingData.cameraData.camera;
            RendererLighting.Setup(m_RendererData);

            CommandBuffer cmd = CommandBufferPool.Get("Render 2D Lighting");
            cmd.Clear();

            Profiler.BeginSample("RenderSpritesWithLighting - Create Render Textures");
            ref var targetDescriptor = ref renderingData.cameraData.cameraTargetDescriptor;
Beispiel #2
0
        static private void RenderLightVolumeSet(Camera camera, int blendStyleIndex, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTexture, RenderTargetIdentifier depthTexture, List <Light2D> lights)
        {
            if (lights.Count > 0)
            {
                for (int i = 0; i < lights.Count; i++)
                {
                    Light2D light = lights[i];

                    int topMostLayer = light.GetTopMostLitLayer();
                    if (layerToRender == topMostLayer)
                    {
                        if (light != null && light.lightType != Light2D.LightType.Global && light.volumeOpacity > 0.0f && light.blendStyleIndex == blendStyleIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera))
                        {
                            Material lightVolumeMaterial = GetLightMaterial(light, true);
                            if (lightVolumeMaterial != null)
                            {
                                Mesh lightMesh = light.GetMesh();
                                if (lightMesh != null)
                                {
                                    RenderShadows(cmdBuffer, layerToRender, light, light.shadowVolumeIntensity, renderTexture, depthTexture);

                                    if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
                                    {
                                        cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture);
                                    }

                                    cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity);
                                    cmdBuffer.SetGlobalFloat("_FalloffDistance", light.shapeLightFalloffSize);
                                    cmdBuffer.SetGlobalVector("_FalloffOffset", light.shapeLightFalloffOffset);
                                    cmdBuffer.SetGlobalColor("_LightColor", light.intensity * light.color);
                                    cmdBuffer.SetGlobalFloat("_VolumeOpacity", light.volumeOpacity);

                                    // Is this needed
                                    if (light.useNormalMap || light.lightType == Light2D.LightType.Point)
                                    {
                                        RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light);
                                    }

                                    // Could be combined...
                                    if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
                                    {
                                        cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightVolumeMaterial);
                                    }
                                    else if (light.lightType == Light2D.LightType.Point)
                                    {
                                        Vector3   scale  = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
                                        Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale);
                                        cmdBuffer.DrawMesh(lightMesh, matrix, lightVolumeMaterial);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Beispiel #3
0
        static private bool RenderLightSet(Camera camera, int blendStyleIndex, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTexture, List <Light2D> lights)
        {
            bool renderedAnyLight = false;

            foreach (var light in lights)
            {
                if (light != null && light.lightType != Light2D.LightType.Global && light.blendStyleIndex == blendStyleIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera))
                {
                    // Render light
                    Material lightMaterial = GetLightMaterial(light, false);
                    if (lightMaterial != null)
                    {
                        Mesh lightMesh = light.GetMesh();
                        if (lightMesh != null)
                        {
                            //注释render Shadows
                            // RenderShadows(cmdBuffer, layerToRender, light, light.shadowIntensity, renderTexture, renderTexture);

                            renderedAnyLight = true;

                            if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
                            {
                                cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture);
                            }

                            cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity);
                            cmdBuffer.SetGlobalFloat("_FalloffDistance", light.shapeLightFalloffSize);
                            cmdBuffer.SetGlobalVector("_FalloffOffset", light.shapeLightFalloffOffset);
                            cmdBuffer.SetGlobalColor("_LightColor", light.intensity * light.color);
                            cmdBuffer.SetGlobalFloat("_VolumeOpacity", light.volumeOpacity);

                            if (light.useNormalMap || light.lightType == Light2D.LightType.Point)
                            {
                                RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light);
                            }

                            // Light code could be combined...
                            if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
                            {
                                cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightMaterial);
                            }
                            else if (light.lightType == Light2D.LightType.Point)
                            {
                                Vector3   scale  = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
                                Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale);
                                cmdBuffer.DrawMesh(lightMesh, matrix, lightMaterial);
                            }
                        }
                    }
                }
            }

            return(renderedAnyLight);
        }
Beispiel #4
0
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                s_SortingLayers = SortingLayer.layers;
            }
#endif
            Camera camera = renderingData.cameraData.camera;
            RendererLighting.Setup(m_RendererData);

            CommandBuffer cmd = CommandBufferPool.Get("Render 2D Lighting");
            cmd.Clear();

            Profiler.BeginSample("RenderSpritesWithLighting - Create Render Textures");
            ref var targetDescriptor = ref renderingData.cameraData.cameraTargetDescriptor;
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            bool isLitView = true;

#if UNITY_EDITOR
            if (renderingData.cameraData.isSceneViewCamera)
            {
                isLitView = UnityEditor.SceneView.currentDrawingSceneView.sceneLighting;
            }

            if (renderingData.cameraData.camera.cameraType == CameraType.Preview)
            {
                isLitView = false;
            }

            if (!Application.isPlaying)
            {
                s_SortingLayers = SortingLayer.layers;
            }
#endif
            Camera camera = renderingData.cameraData.camera;

            FilteringSettings filterSettings = new FilteringSettings();
            filterSettings.renderQueueRange   = RenderQueueRange.all;
            filterSettings.layerMask          = -1;
            filterSettings.renderingLayerMask = 0xFFFFFFFF;
            filterSettings.sortingLayerRange  = SortingLayerRange.all;


            bool isSceneLit = Light2D.IsSceneLit(camera);
            if (isSceneLit)
            {
                RendererLighting.Setup(renderingData, m_Renderer2DData);

                CommandBuffer cmd = CommandBufferPool.Get();
                cmd.Clear();

                using (new ProfilingScope(cmd, m_ProfilingSampler))
                {
                    RendererLighting.CreateNormalMapRenderTexture(cmd);

                    cmd.SetGlobalFloat("_HDREmulationScale", m_Renderer2DData.hdrEmulationScale);
                    cmd.SetGlobalFloat("_InverseHDREmulationScale", 1.0f / m_Renderer2DData.hdrEmulationScale);
                    cmd.SetGlobalFloat("_UseSceneLighting", isLitView ? 1.0f : 0.0f);
                    cmd.SetGlobalColor("_RendererColor", Color.white);
                    RendererLighting.SetShapeLightShaderGlobals(cmd);

                    context.ExecuteCommandBuffer(cmd);

                    DrawingSettings combinedDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);
                    DrawingSettings normalsDrawSettings  = CreateDrawingSettings(k_NormalsRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent);

                    SortingSettings sortSettings = combinedDrawSettings.sortingSettings;
                    GetTransparencySortingMode(camera, ref sortSettings);
                    combinedDrawSettings.sortingSettings = sortSettings;
                    normalsDrawSettings.sortingSettings  = sortSettings;

                    for (int i = 0; i < m_BlendStyleInitialized.Length; ++i)
                    {
                        m_BlendStyleInitialized[i] = false;
                    }

                    for (int i = 0; i < s_SortingLayers.Length; i++)
                    {
                        // Some renderers override their sorting layer value with short.MinValue or short.MaxValue.
                        // When drawing the first sorting layer, we should include the range from short.MinValue to layerValue.
                        // Similarly, when drawing the last sorting layer, include the range from layerValue to short.MaxValue.
                        short layerValue = (short)s_SortingLayers[i].value;
                        var   lowerBound = (i == 0) ? short.MinValue : layerValue;
                        var   upperBound = (i == s_SortingLayers.Length - 1) ? short.MaxValue : layerValue;
                        filterSettings.sortingLayerRange = new SortingLayerRange(lowerBound, upperBound);

                        int layerToRender = s_SortingLayers[i].id;

                        Light2D.LightStats lightStats;
                        lightStats = Light2D.GetLightStatsByLayer(layerToRender, camera);

                        cmd.Clear();
                        for (int blendStyleIndex = 0; blendStyleIndex < k_BlendStylesCount; blendStyleIndex++)
                        {
                            uint blendStyleMask = (uint)(1 << blendStyleIndex);
                            bool blendStyleUsed = (lightStats.blendStylesUsed & blendStyleMask) > 0;

                            if (blendStyleUsed && !m_BlendStyleInitialized[blendStyleIndex])
                            {
                                RendererLighting.CreateBlendStyleRenderTexture(cmd, blendStyleIndex);
                                m_BlendStyleInitialized[blendStyleIndex] = true;
                            }

                            RendererLighting.EnableBlendStyle(cmd, blendStyleIndex, blendStyleUsed);
                        }

                        context.ExecuteCommandBuffer(cmd);

                        // Start Rendering
                        if (lightStats.totalNormalMapUsage > 0)
                        {
                            RendererLighting.RenderNormals(context, renderingData.cullResults, normalsDrawSettings,
                                                           filterSettings, depthAttachment);
                        }

                        cmd.Clear();
                        if (lightStats.totalLights > 0)
                        {
                            RendererLighting.RenderLights(camera, cmd, layerToRender, lightStats.blendStylesUsed);
                        }
                        else
                        {
                            RendererLighting.ClearDirtyLighting(cmd, lightStats.blendStylesUsed);
                        }

                        CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment, ClearFlag.None, Color.white);
                        context.ExecuteCommandBuffer(cmd);

                        Profiler.BeginSample("RenderSpritesWithLighting - Draw Transparent Renderers");
                        context.DrawRenderers(renderingData.cullResults, ref combinedDrawSettings, ref filterSettings);
                        Profiler.EndSample();

                        if (lightStats.totalVolumetricUsage > 0)
                        {
                            cmd.Clear();
                            RendererLighting.RenderLightVolumes(camera, cmd, layerToRender, colorAttachment,
                                                                depthAttachment, lightStats.blendStylesUsed);
                            context.ExecuteCommandBuffer(cmd);
                            cmd.Clear();
                        }
                    }

                    cmd.Clear();
                    Profiler.BeginSample("RenderSpritesWithLighting - Release RenderTextures");
                    RendererLighting.ReleaseRenderTextures(cmd);
                    Profiler.EndSample();
                }

                context.ExecuteCommandBuffer(cmd);
                CommandBufferPool.Release(cmd);

                filterSettings.sortingLayerRange = SortingLayerRange.all;
                RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
            }
            else
            {
                DrawingSettings unlitDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData,
                                                                          SortingCriteria.CommonTransparent);

                CommandBuffer cmd = CommandBufferPool.Get();
                using (new ProfilingScope(cmd, m_ProfilingSamplerUnlit))
                {
                    CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment, ClearFlag.None, Color.white);
                    cmd.SetGlobalTexture("_ShapeLightTexture0", Texture2D.blackTexture);
                    cmd.SetGlobalTexture("_ShapeLightTexture1", Texture2D.blackTexture);
                    cmd.SetGlobalTexture("_ShapeLightTexture2", Texture2D.blackTexture);
                    cmd.SetGlobalTexture("_ShapeLightTexture3", Texture2D.blackTexture);
                    cmd.SetGlobalFloat("_UseSceneLighting", isLitView ? 1.0f : 0.0f);
                    cmd.SetGlobalColor("_RendererColor", Color.white);
                    cmd.EnableShaderKeyword("USE_SHAPE_LIGHT_TYPE_0");
                }

                context.ExecuteCommandBuffer(cmd);
                CommandBufferPool.Release(cmd);

                Profiler.BeginSample("Render Sprites Unlit");
                context.DrawRenderers(renderingData.cullResults, ref unlitDrawSettings, ref filterSettings);
                Profiler.EndSample();

                RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
            }
        }
Beispiel #6
0
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                s_SortingLayers = SortingLayer.layers;
            }
#endif
            Camera camera = renderingData.cameraData.camera;
            RendererLighting.Setup(m_RendererData);

            CommandBuffer cmd = CommandBufferPool.Get("Render 2D Lighting");
            cmd.Clear();

            Profiler.BeginSample("RenderSpritesWithLighting - Create Render Textures");
            RendererLighting.CreateRenderTextures(cmd, camera);
            Profiler.EndSample();

            cmd.SetGlobalFloat("_HDREmulationScale", m_RendererData.hdrEmulationScale);
            cmd.SetGlobalFloat("_InverseHDREmulationScale", 1.0f / m_RendererData.hdrEmulationScale);
            RendererLighting.SetShapeLightShaderGlobals(cmd);

            context.ExecuteCommandBuffer(cmd);

            Profiler.BeginSample("RenderSpritesWithLighting - Prepare");
            DrawingSettings combinedDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);
            DrawingSettings normalsDrawSettings  = CreateDrawingSettings(k_NormalsRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent);

            FilteringSettings filterSettings = new FilteringSettings();
            filterSettings.renderQueueRange   = RenderQueueRange.all;
            filterSettings.layerMask          = -1;
            filterSettings.renderingLayerMask = 0xFFFFFFFF;
            filterSettings.sortingLayerRange  = SortingLayerRange.all;
            Profiler.EndSample();

            for (int i = 0; i < s_SortingLayers.Length; i++)
            {
                // The canvas renderer overrides its sorting layer value with short.MaxValue in the editor.
                // When drawing the last sorting layer, include the range from layerValue to short.MaxValue
                // so that UI can be rendered in the scene view.
                short layerValue = (short)s_SortingLayers[i].value;
                var   upperBound = (i == s_SortingLayers.Length - 1) ? short.MaxValue : layerValue;
                filterSettings.sortingLayerRange = new SortingLayerRange(layerValue, upperBound);

                int layerToRender = s_SortingLayers[i].id;

                Light2D.LightStats lightStats;
                lightStats = Light2D.GetLightStatsByLayer(layerToRender);

                if (lightStats.totalNormalMapUsage > 0)
                {
                    RendererLighting.RenderNormals(context, renderingData.cullResults, normalsDrawSettings, filterSettings);
                }

                cmd.Clear();
                if (lightStats.totalLights > 0)
                {
#if UNITY_EDITOR
                    cmd.name = "Render Lights - " + SortingLayer.IDToName(layerToRender);
#endif
                    RendererLighting.RenderLights(camera, cmd, layerToRender);
                }
                else
                {
                    RendererLighting.ClearDirtyLighting(cmd);
                }

                CoreUtils.SetRenderTarget(cmd, colorAttachment, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, ClearFlag.None, Color.white);
                context.ExecuteCommandBuffer(cmd);

                Profiler.BeginSample("RenderSpritesWithLighting - Draw Transparent Renderers");
                context.DrawRenderers(renderingData.cullResults, ref combinedDrawSettings, ref filterSettings);
                Profiler.EndSample();

                if (lightStats.totalVolumetricUsage > 0)
                {
                    cmd.Clear();
#if UNITY_EDITOR
                    cmd.name = "Render Light Volumes" + SortingLayer.IDToName(layerToRender);
#endif
                    RendererLighting.RenderLightVolumes(camera, cmd, layerToRender);
                    context.ExecuteCommandBuffer(cmd);
                    cmd.Clear();
                }
            }

            cmd.Clear();
            Profiler.BeginSample("RenderSpritesWithLighting - Release RenderTextures");
            RendererLighting.ReleaseRenderTextures(cmd);
            Profiler.EndSample();

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);

            filterSettings.sortingLayerRange = SortingLayerRange.all;
            RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
        }
Beispiel #7
0
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            var isLitView = true;

#if UNITY_EDITOR
            if (renderingData.cameraData.isSceneViewCamera)
            {
                isLitView = UnityEditor.SceneView.currentDrawingSceneView.sceneLighting;
            }

            if (renderingData.cameraData.camera.cameraType == CameraType.Preview)
            {
                isLitView = false;
            }
#endif
            var cachedSortingLayers = Light2DManager.GetCachedSortingLayer();
            var camera = renderingData.cameraData.camera;

            var filterSettings = new FilteringSettings();
            filterSettings.renderQueueRange   = RenderQueueRange.all;
            filterSettings.layerMask          = -1;
            filterSettings.renderingLayerMask = 0xFFFFFFFF;
            filterSettings.sortingLayerRange  = SortingLayerRange.all;

            var isSceneLit = m_Renderer2DData.lightCullResult.IsSceneLit();
            if (isSceneLit)
            {
                var cmd = CommandBufferPool.Get();
                cmd.Clear();

                using (new ProfilingScope(cmd, m_ProfilingSampler))
                {
                    this.CreateNormalMapRenderTexture(renderingData, cmd);

                    cmd.SetGlobalFloat(k_HDREmulationScaleID, m_Renderer2DData.hdrEmulationScale);
                    cmd.SetGlobalFloat(k_InverseHDREmulationScaleID, 1.0f / m_Renderer2DData.hdrEmulationScale);
                    cmd.SetGlobalFloat(k_UseSceneLightingID, isLitView ? 1.0f : 0.0f);
                    cmd.SetGlobalColor(k_RendererColorID, Color.white);
                    this.SetShapeLightShaderGlobals(cmd);

                    context.ExecuteCommandBuffer(cmd);

                    var combinedDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);
                    var normalsDrawSettings  = CreateDrawingSettings(k_NormalsRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent);

                    var sortSettings = combinedDrawSettings.sortingSettings;
                    GetTransparencySortingMode(camera, ref sortSettings);
                    combinedDrawSettings.sortingSettings = sortSettings;
                    normalsDrawSettings.sortingSettings  = sortSettings;

                    var blendStylesCount = m_Renderer2DData.lightBlendStyles.Length;
                    for (var i = 0; i < cachedSortingLayers.Length;)
                    {
                        var layerToRender = cachedSortingLayers[i].id;
                        var lightStats    = m_Renderer2DData.lightCullResult.GetLightStatsByLayer(layerToRender);

                        cmd.Clear();
                        for (var blendStyleIndex = 0; blendStyleIndex < blendStylesCount; blendStyleIndex++)
                        {
                            var blendStyleMask = (uint)(1 << blendStyleIndex);
                            var blendStyleUsed = (lightStats.blendStylesUsed & blendStyleMask) > 0;

                            if (blendStyleUsed && !m_Renderer2DData.lightBlendStyles[blendStyleIndex].hasRenderTarget)
                            {
                                this.CreateBlendStyleRenderTexture(renderingData, cmd, blendStyleIndex);
                            }

                            RendererLighting.EnableBlendStyle(cmd, blendStyleIndex, blendStyleUsed);
                        }

                        context.ExecuteCommandBuffer(cmd);

                        // find the highest layer that share the same set of lights as this layer
                        var upperLayerInBatch = FindUpperBoundInBatch(i, cachedSortingLayers);
                        // Some renderers override their sorting layer value with short.MinValue or short.MaxValue.
                        // When drawing the first sorting layer, we should include the range from short.MinValue to layerValue.
                        // Similarly, when drawing the last sorting layer, include the range from layerValue to short.MaxValue.
                        var startLayerValue = (short)cachedSortingLayers[i].value;
                        var lowerBound      = (i == 0) ? short.MinValue : startLayerValue;
                        var endLayerValue   = (short)cachedSortingLayers[upperLayerInBatch].value;
                        var upperBound      = (upperLayerInBatch == cachedSortingLayers.Length - 1) ? short.MaxValue : endLayerValue;
                        // renderer within this range share the same set of lights so they should be rendered together
                        filterSettings.sortingLayerRange = new SortingLayerRange(lowerBound, upperBound);

                        // Start Rendering
                        if (lightStats.totalNormalMapUsage > 0)
                        {
                            this.RenderNormals(context, renderingData.cullResults, normalsDrawSettings, filterSettings, depthAttachment);
                        }

                        cmd.Clear();
                        if (lightStats.totalLights > 0)
                        {
                            this.RenderLights(renderingData, cmd, layerToRender, lightStats.blendStylesUsed);
                        }
                        else
                        {
                            this.ClearDirtyLighting(cmd, lightStats.blendStylesUsed);
                        }

                        CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment, ClearFlag.None, Color.white);
                        context.ExecuteCommandBuffer(cmd);

                        Profiler.BeginSample("RenderSpritesWithLighting - Draw Transparent Renderers");
                        context.DrawRenderers(renderingData.cullResults, ref combinedDrawSettings, ref filterSettings);
                        Profiler.EndSample();

                        if (lightStats.totalVolumetricUsage > 0)
                        {
                            cmd.Clear();
                            this.RenderLightVolumes(renderingData, cmd, layerToRender, colorAttachment, depthAttachment, lightStats.blendStylesUsed);
                            context.ExecuteCommandBuffer(cmd);
                            cmd.Clear();
                        }

                        // move on to the next one
                        i = upperLayerInBatch + 1;
                    }

                    cmd.Clear();
                    Profiler.BeginSample("RenderSpritesWithLighting - Release RenderTextures");
                    this.ReleaseRenderTextures(cmd);
                    Profiler.EndSample();
                }

                context.ExecuteCommandBuffer(cmd);
                CommandBufferPool.Release(cmd);

                filterSettings.sortingLayerRange = SortingLayerRange.all;
                RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
            }
            else
            {
                var unlitDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);

                var cmd = CommandBufferPool.Get();
                using (new ProfilingScope(cmd, m_ProfilingSamplerUnlit))
                {
                    CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment, ClearFlag.None, Color.white);
                    cmd.SetGlobalTexture(k_ShapeLightTexture0ID, Texture2D.blackTexture);
                    cmd.SetGlobalTexture(k_ShapeLightTexture1ID, Texture2D.blackTexture);
                    cmd.SetGlobalTexture(k_ShapeLightTexture2ID, Texture2D.blackTexture);
                    cmd.SetGlobalTexture(k_ShapeLightTexture3ID, Texture2D.blackTexture);
                    cmd.SetGlobalFloat(k_UseSceneLightingID, isLitView ? 1.0f : 0.0f);
                    cmd.SetGlobalColor(k_RendererColorID, Color.white);
                    cmd.EnableShaderKeyword("USE_SHAPE_LIGHT_TYPE_0");
                }

                context.ExecuteCommandBuffer(cmd);
                CommandBufferPool.Release(cmd);

                Profiler.BeginSample("Render Sprites Unlit");
                context.DrawRenderers(renderingData.cullResults, ref unlitDrawSettings, ref filterSettings);
                Profiler.EndSample();

                RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
            }
        }