public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera)
        {
            if (!camera.TryGetCullingParameters(IsStereoEnabled(camera), out var cullingParameters))
            {
                return;
            }

            var settings = asset;
            LWRPAdditionalCameraData additionalCameraData = null;

            if (camera.cameraType == CameraType.Game || camera.cameraType == CameraType.VR)
#if UNITY_2019_2_OR_NEWER
            { camera.gameObject.TryGetComponent(out additionalCameraData); }
#else
            { additionalCameraData = camera.gameObject.GetComponent <LWRPAdditionalCameraData>(); }
#endif

            InitializeCameraData(settings, camera, additionalCameraData, out var cameraData);
            SetupPerCameraShaderConstants(cameraData);

            ScriptableRenderer renderer = (additionalCameraData != null) ? additionalCameraData.scriptableRenderer : settings.scriptableRenderer;
            if (renderer == null)
            {
                Debug.LogWarning(string.Format("Trying to render {0} with an invalid renderer. Camera rendering will be skipped.", camera.name));
                return;
            }

#if UNITY_EDITOR
            string tag = camera.name;
#else
            string tag = k_RenderCameraTag;
#endif
            CommandBuffer cmd = CommandBufferPool.Get(tag);
            using (new ProfilingSample(cmd, tag))
            {
                renderer.Clear();
                renderer.SetupCullingParameters(ref cullingParameters, ref cameraData);

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

#if UNITY_EDITOR
                // Emit scene view UI
                if (cameraData.isSceneViewCamera)
                {
                    ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
                }
#endif

                var cullResults = context.Cull(ref cullingParameters);
                InitializeRenderingData(settings, ref cameraData, ref cullResults, out var renderingData);

                renderer.Setup(context, ref renderingData);
                renderer.Execute(context, ref renderingData);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
            context.Submit();
        }
Beispiel #2
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        public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera)
        {
            if (!camera.TryGetCullingParameters(IsStereoEnabled(camera), out var cullingParameters))
            {
                return;
            }

            var settings = asset;
            LWRPAdditionalCameraData additionalCameraData = null;

            if (camera.cameraType == CameraType.Game || camera.cameraType == CameraType.VR)
            {
                additionalCameraData = camera.gameObject.GetComponent <LWRPAdditionalCameraData>();
            }

            InitializeCameraData(settings, camera, additionalCameraData, out var cameraData);
            SetupPerCameraShaderConstants(cameraData);

            ScriptableRenderer renderer = (additionalCameraData != null) ? additionalCameraData.scriptableRenderer : settings.scriptableRenderer;

            if (renderer == null)
            {
                Debug.LogWarning(string.Format("Trying to render {0} with an invalid renderer. Camera rendering will be skipped.", camera.name));
                return;
            }

            camera.cullingMatrix = Matrix4x4.Ortho(-99999, 99999, -99999, 99999, 0.001f, 99999) *
                                   Matrix4x4.Translate(Vector3.forward * -99999 / 2f) *
                                   camera.worldToCameraMatrix;

            CommandBuffer cmd = CommandBufferPool.Get(camera.name);

            using (new ProfilingSample(cmd, camera.name))
            {
                renderer.Clear();
                renderer.SetupCullingParameters(ref cullingParameters, ref cameraData);

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

#if UNITY_EDITOR
                // Emit scene view UI
                if (cameraData.isSceneViewCamera)
                {
                    ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
                }
#endif

                var cullResults = context.Cull(ref cullingParameters);
                InitializeRenderingData(settings, ref cameraData, ref cullResults, out var renderingData);

                renderer.Setup(context, ref renderingData);
                renderer.Execute(context, ref renderingData);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
            context.Submit();
        }
Beispiel #3
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        public static void RenderSingleCamera(LightweightRenderPipeline pipelineInstance, ScriptableRenderContext context, Camera camera)
        {
            if (pipelineInstance == null)
            {
                Debug.LogError("Trying to render a camera with an invalid render pipeline instance.");
                return;
            }

            if (!camera.TryGetCullingParameters(IsStereoEnabled(camera), out var cullingParameters))
            {
                return;
            }

            CommandBuffer cmd = CommandBufferPool.Get(k_RenderCameraTag);

            using (new ProfilingSample(cmd, k_RenderCameraTag))
            {
                ScriptableRenderer renderer = pipelineInstance.renderer;
                var settings = asset;
                LWRPAdditionalCameraData additionalCameraData = camera.gameObject.GetComponent <LWRPAdditionalCameraData>();
                InitializeCameraData(settings, camera, additionalCameraData, out var cameraData);
                SetupPerCameraShaderConstants(cameraData);

                // TODO: PerObjectCulling also affect reflection probes. Enabling it for now.
                // if (asset.additionalLightsRenderingMode == LightRenderingMode.Disabled ||
                //     asset.maxAdditionalLightsCount == 0)
                // {
                //     cullingParameters.cullingOptions |= CullingOptions.DisablePerObjectCulling;
                // }

                cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane);

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

#if UNITY_EDITOR
                // Emit scene view UI
                if (cameraData.isSceneViewCamera)
                {
                    ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
                }
#endif

                var cullResults = context.Cull(ref cullingParameters);

                InitializeRenderingData(settings, ref cameraData, ref cullResults,
                                        renderer.maxVisibleAdditionalLights, renderer.maxPerObjectAdditionalLights, out var renderingData);

                renderer.Clear();

                IRendererSetup rendererSetup = (additionalCameraData != null) ? additionalCameraData.rendererSetup : settings.rendererSetup;
                rendererSetup.Setup(renderer, ref renderingData);
                renderer.Execute(context, ref renderingData);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
            context.Submit();
        }
Beispiel #4
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        public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera, Camera uiCamera = null)
        {
            if (!camera.TryGetCullingParameters(IsStereoEnabled(camera), out var cullingParameters))
            {
                return;
            }

            var settings = asset;
            LWRPAdditionalCameraData additionalCameraData = null;

            if (camera.cameraType == CameraType.Game || camera.cameraType == CameraType.VR || camera.cameraType == CameraType.Reflection)
            {
                additionalCameraData = camera.gameObject.GetComponent <LWRPAdditionalCameraData>();
            }

            InitializeCameraData(settings, camera, additionalCameraData, out var cameraData);
            SetupPerCameraShaderConstants(cameraData);

            ScriptableRenderer renderer = camera.name == FeedbackGlobals.FeedbackCamName ? settings.feedbackRenderer : (additionalCameraData != null) ? additionalCameraData.scriptableRenderer : settings.scriptableRenderer;

            // renderer = settings.scriptableRenderer;
            if (renderer == null)
            {
                Debug.LogWarning(string.Format("Trying to render {0} with an invalid renderer. Camera rendering will be skipped.", camera.name));
                return;
            }

            string        camera_tag_string = string.Format("{0},{1}", k_RenderCameraTag, camera.name);
            CommandBuffer cmd = CommandBufferPool.Get(camera_tag_string);

            using (new ProfilingSample(cmd, camera_tag_string))
            {
                renderer.Clear();
                renderer.SetupCullingParameters(ref cullingParameters, ref cameraData);
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

#if UNITY_EDITOR
                // Emit scene view UI
                if (cameraData.isSceneViewCamera)
                {
                    ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
                }
#endif

                var cullResults = context.Cull(ref cullingParameters);
                InitializeRenderingData(settings, ref cameraData, ref cullResults, out var renderingData);
                renderingData.uiCmaera = uiCamera;
                renderer.Setup(context, ref renderingData);
                renderer.Execute(context, ref renderingData);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
            context.Submit();
        }
Beispiel #5
0
        private Camera CreateMirrorObjects(Camera currentCamera)
        {
            LightweightRenderPipelineAsset lwAsset = (LightweightRenderPipelineAsset)GraphicsSettings.renderPipelineAsset;
            var resMulti = lwAsset.renderScale * GetScaleValue();

            m_TextureSize.x = (int)Mathf.Pow(2, Mathf.RoundToInt(Mathf.Log(currentCamera.pixelWidth * resMulti, 2)));
            m_TextureSize.y = (int)Mathf.Pow(2, Mathf.RoundToInt(Mathf.Log(currentCamera.pixelHeight * resMulti, 2)));
            // Reflection render texture
            if (Int2Compare(m_TextureSize, m_OldReflectionTextureSize) || !m_ReflectionTexture)
            {
                if (m_ReflectionTexture)
                {
                    DestroyImmediate(m_ReflectionTexture);
                }

                bool useHDR10 = Application.isMobilePlatform &&
                                SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);
                RenderTextureFormat hdrFormat = (useHDR10) ? RenderTextureFormat.RGB111110Float : RenderTextureFormat.DefaultHDR;

                m_ReflectionTexture = new RenderTexture(m_TextureSize.x, m_TextureSize.y, 0,
                                                        currentCamera.allowHDR ? hdrFormat : RenderTextureFormat.Default);
                m_ReflectionTexture.useMipMap        = m_ReflectionTexture.autoGenerateMips = false;
                m_ReflectionTexture.autoGenerateMips = false; // no need for mips(unless wanting cheap roughness)
                m_ReflectionTexture.name             = "_PlanarReflection" + GetInstanceID();
                m_ReflectionTexture.isPowerOfTwo     = true;
                m_ReflectionTexture.hideFlags        = HideFlags.DontSave;
                m_ReflectionTexture.depth            = 32;
                m_OldReflectionTextureSize           = m_TextureSize;
            }

            m_ReflectionTexture.DiscardContents();

            GameObject go =
                new GameObject("Planar Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(),
                               typeof(Camera), typeof(Skybox));
            LWRPAdditionalCameraData lwrpCamData =
                go.AddComponent(typeof(LWRPAdditionalCameraData)) as LWRPAdditionalCameraData;

            lwrpCamData.renderShadows       = false; // turn off shadows for the reflection camera
            lwrpCamData.requiresColorOption = CameraOverrideOption.Off;
            lwrpCamData.requiresDepthOption = CameraOverrideOption.Off;
            var reflectionCamera = go.GetComponent <Camera>();

            reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
            reflectionCamera.targetTexture = m_ReflectionTexture;
            reflectionCamera.allowMSAA     = currentCamera.allowMSAA;
            reflectionCamera.depth         = -10;
            reflectionCamera.enabled       = false;
            reflectionCamera.allowHDR      = currentCamera.allowHDR;
            go.hideFlags = HideFlags.DontSave;

            Shader.SetGlobalTexture("_PlanarReflectionTexture", m_ReflectionTexture);
            return(reflectionCamera);
        }
        private Camera CreateMirrorObjects(Camera currentCamera)
        {
            GameObject go =
                new GameObject("Planar Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(),
                               typeof(Camera), typeof(Skybox));
            LWRPAdditionalCameraData lwrpCamData =
                go.AddComponent(typeof(LWRPAdditionalCameraData)) as LWRPAdditionalCameraData;

            lwrpCamData.renderShadows       = false; // turn off shadows for the reflection camera
            lwrpCamData.requiresColorOption = CameraOverrideOption.Off;
            lwrpCamData.requiresDepthOption = CameraOverrideOption.On;
            // lwrpCamData.m_RendererOverrideOption = RendererOverrideOption.Custom;
            // lwrpCamData.GenerateRenderer();
            var reflectionCamera = go.GetComponent <Camera>();

            reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
            reflectionCamera.targetTexture = m_ReflectionTexture;
            reflectionCamera.allowMSAA     = true;
            reflectionCamera.depth         = -10;
            reflectionCamera.enabled       = false;
            reflectionCamera.cameraType    = CameraType.Reflection;
            reflectionCamera.allowHDR      = false;
            if (!m_settings.enableSelfCullingDistance)
            {
                for (int i = 0, length = m_settings.layerCullingDistances.Length; i < length; ++i)
                {
                    m_settings.layerCullingDistances[i] = 0;
                }
            }
            else
            {
                reflectionCamera.layerCullDistances = m_settings.layerCullingDistances;
            }
            go.hideFlags = HideFlags.HideAndDontSave;
            return(reflectionCamera);
        }
        private Camera CreateMirrorObjects(Camera currentCamera)
        {
            GameObject go =
                new GameObject($"Planar Refl Camera id{GetInstanceID().ToString()} for {currentCamera.GetInstanceID().ToString()}",
                               typeof(Camera));
            LWRPAdditionalCameraData lwrpCamData =
                go.AddComponent(typeof(LWRPAdditionalCameraData)) as LWRPAdditionalCameraData;
            LWRPAdditionalCameraData lwrpCamDataCurrent = currentCamera.GetComponent <LWRPAdditionalCameraData>();

            lwrpCamData.renderShadows       = true; // turn off shadows for the reflection camera
            lwrpCamData.requiresColorOption = CameraOverrideOption.Off;
            lwrpCamData.requiresDepthOption = CameraOverrideOption.Off;
            var reflectionCamera = go.GetComponent <Camera>();

            reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
            //reflectionCamera.targetTexture = m_ReflectionTexture;
            reflectionCamera.allowMSAA = currentCamera.allowMSAA;
            reflectionCamera.depth     = -10;
            reflectionCamera.enabled   = false;
            reflectionCamera.allowHDR  = currentCamera.allowHDR;
            go.hideFlags = HideFlags.HideAndDontSave;

            return(reflectionCamera);
        }
        static void InitializeCameraData(LightweightRenderPipelineAsset settings, Camera camera, LWRPAdditionalCameraData additionalCameraData, out CameraData cameraData)
        {
            const float kRenderScaleThreshold = 0.05f;

            cameraData.camera = camera;

            int msaaSamples = 1;

            if (camera.allowMSAA && settings.msaaSampleCount > 1)
            {
                msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;
            }

            if (Camera.main == camera && camera.cameraType == CameraType.Game && camera.targetTexture == null)
            {
                // There's no exposed API to control how a backbuffer is created with MSAA
                // By settings antiAliasing we match what the amount of samples in camera data with backbuffer
                // We only do this for the main camera and this only takes effect in the beginning of next frame.
                // This settings should not be changed on a frame basis so that's fine.
                QualitySettings.antiAliasing = msaaSamples;
            }

            cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
            cameraData.isStereoEnabled   = IsStereoEnabled(camera);

            cameraData.isHdrEnabled = camera.allowHDR && settings.supportsHDR;

            cameraData.postProcessLayer   = camera.GetComponent <PostProcessLayer>();
            cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;

            // Disables postprocessing in mobile VR. It's stable on mobile yet.
            if (cameraData.isStereoEnabled && Application.isMobilePlatform)
            {
                cameraData.postProcessEnabled = false;
            }

            Rect cameraRect = camera.rect;

            cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
                                              Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));

            // If XR is enabled, use XR renderScale.
            // Discard variations lesser than kRenderScaleThreshold.
            // Scale is only enabled for gameview.
            float usedRenderScale = XRGraphics.enabled ? XRGraphics.eyeTextureResolutionScale : settings.renderScale;

            cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
            cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;

            bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;

            cameraData.maxShadowDistance = (anyShadowsEnabled) ? settings.shadowDistance : 0.0f;

            if (additionalCameraData != null)
            {
                cameraData.maxShadowDistance     = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
                cameraData.requiresDepthTexture  = additionalCameraData.requiresDepthTexture;
                cameraData.requiresOpaqueTexture = additionalCameraData.requiresColorTexture;
            }
            else
            {
                cameraData.requiresDepthTexture  = settings.supportsCameraDepthTexture;
                cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
            }

            cameraData.requiresDepthTexture |= cameraData.isSceneViewCamera || cameraData.postProcessEnabled;

            var  commonOpaqueFlags        = SortingCriteria.CommonOpaque;
            var  noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
            bool hasHSRGPU = SystemInfo.hasHiddenSurfaceRemovalOnGPU;
            bool canSkipFrontToBackSorting = (camera.opaqueSortMode == OpaqueSortMode.Default && hasHSRGPU) || camera.opaqueSortMode == OpaqueSortMode.NoDistanceSort;

            cameraData.defaultOpaqueSortFlags = canSkipFrontToBackSorting ? noFrontToBackOpaqueFlags : commonOpaqueFlags;
            cameraData.captureActions         = CameraCaptureBridge.GetCaptureActions(camera);

            cameraData.cameraTargetDescriptor = CreateRenderTextureDescriptor(camera, cameraData.renderScale,
                                                                              cameraData.isStereoEnabled, cameraData.isHdrEnabled, msaaSamples);
        }
        static void InitializeCameraData(LightweightRenderPipelineAsset settings, Camera camera, LWRPAdditionalCameraData additionalCameraData, out CameraData cameraData)
        {
            const float kRenderScaleThreshold = 0.05f;

            cameraData.camera          = camera;
            cameraData.isStereoEnabled = IsStereoEnabled(camera);

            int msaaSamples = 1;

            if (camera.allowMSAA && settings.msaaSampleCount > 1)
            {
                msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;
            }

            cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
            cameraData.isHdrEnabled      = camera.allowHDR && settings.supportsHDR;
#if UNITY_2019_2_OR_NEWER
            camera.TryGetComponent(out cameraData.postProcessLayer);
#else
            cameraData.postProcessLayer = camera.GetComponent <PostProcessLayer>();
#endif
            cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;

            // On Android, Postprocessing v2 works with single-pass double-wide mode and is disabled for multiview
            var xrDesc = UnityEngine.XR.XRSettings.eyeTextureDesc;
            if (cameraData.isStereoEnabled && Application.isMobilePlatform && Application.platform == RuntimePlatform.Android && xrDesc.dimension == TextureDimension.Tex2DArray)
            {
                cameraData.postProcessEnabled = false;
            }

            Rect cameraRect = camera.rect;
            cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
                                              Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));

            // If XR is enabled, use XR renderScale.
            // Discard variations lesser than kRenderScaleThreshold.
            // Scale is only enabled for gameview.
            float usedRenderScale = XRGraphics.enabled ? XRGraphics.eyeTextureResolutionScale : settings.renderScale;
            cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
            cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;

            bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;
            cameraData.maxShadowDistance = Mathf.Min(settings.shadowDistance, camera.farClipPlane);
            cameraData.maxShadowDistance = (anyShadowsEnabled && cameraData.maxShadowDistance >= camera.nearClipPlane) ?
                                           cameraData.maxShadowDistance : 0.0f;

            if (additionalCameraData != null)
            {
                cameraData.maxShadowDistance     = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
                cameraData.requiresDepthTexture  = additionalCameraData.requiresDepthTexture;
                cameraData.requiresOpaqueTexture = additionalCameraData.requiresColorTexture;
            }
            else
            {
                cameraData.requiresDepthTexture  = settings.supportsCameraDepthTexture;
                cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
            }

            cameraData.requiresDepthTexture |= cameraData.isSceneViewCamera || cameraData.postProcessEnabled;

            var  commonOpaqueFlags        = SortingCriteria.CommonOpaque;
            var  noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
            bool hasHSRGPU = SystemInfo.hasHiddenSurfaceRemovalOnGPU;
            bool canSkipFrontToBackSorting = (camera.opaqueSortMode == OpaqueSortMode.Default && hasHSRGPU) || camera.opaqueSortMode == OpaqueSortMode.NoDistanceSort;

            cameraData.defaultOpaqueSortFlags = canSkipFrontToBackSorting ? noFrontToBackOpaqueFlags : commonOpaqueFlags;
            cameraData.captureActions         = CameraCaptureBridge.GetCaptureActions(camera);

            cameraData.cameraTargetDescriptor = CreateRenderTextureDescriptor(camera, cameraData.renderScale,
                                                                              cameraData.isStereoEnabled, cameraData.isHdrEnabled, msaaSamples);
        }
Beispiel #10
0
        static void InitializeCameraData(PipelineSettings settings, Camera camera, out CameraData cameraData)
        {
            const float kRenderScaleThreshold = 0.05f;

            cameraData.camera = camera;

            bool msaaEnabled = camera.allowMSAA && settings.msaaSampleCount > 1;

            if (msaaEnabled)
            {
                cameraData.msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;
            }
            else
            {
                cameraData.msaaSamples = 1;
            }

            cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
            cameraData.isStereoEnabled   = IsStereoEnabled(camera);

            cameraData.isHdrEnabled = camera.allowHDR && settings.supportsHDR;

            cameraData.postProcessLayer   = camera.GetComponent <PostProcessLayer>();
            cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;

            Rect cameraRect = camera.rect;

            cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
                                              Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));

            // If XR is enabled, use XR renderScale.
            // Discard variations lesser than kRenderScaleThreshold.
            // Scale is only enabled for gameview.
            float usedRenderScale = XRGraphics.enabled ? XRGraphics.eyeTextureResolutionScale : settings.renderScale;

            cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
            cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;

            cameraData.opaqueTextureDownsampling = settings.opaqueDownsampling;

            bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;

            cameraData.maxShadowDistance = (anyShadowsEnabled) ? settings.shadowDistance : 0.0f;

            LWRPAdditionalCameraData additionalCameraData = camera.gameObject.GetComponent <LWRPAdditionalCameraData>();

            if (additionalCameraData != null)
            {
                cameraData.maxShadowDistance     = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
                cameraData.requiresDepthTexture  = additionalCameraData.requiresDepthTexture;
                cameraData.requiresOpaqueTexture = additionalCameraData.requiresColorTexture;
            }
            else
            {
                cameraData.requiresDepthTexture  = settings.supportsCameraDepthTexture;
                cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
            }

            cameraData.requiresDepthTexture |= cameraData.isSceneViewCamera || cameraData.postProcessEnabled;

            var  commonOpaqueFlags        = SortingCriteria.CommonOpaque;
            var  noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
            bool hasHSRGPU = SystemInfo.hasHiddenSurfaceRemovalOnGPU;
            bool canSkipFrontToBackSorting = (camera.opaqueSortMode == OpaqueSortMode.Default && hasHSRGPU) || camera.opaqueSortMode == OpaqueSortMode.NoDistanceSort;

            cameraData.defaultOpaqueSortFlags = canSkipFrontToBackSorting ? noFrontToBackOpaqueFlags : commonOpaqueFlags;
            cameraData.captureActions         = CameraCaptureBridge.GetCaptureActions(camera);
        }
        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);

            using (new ProfilingSample(cmd, m_ProfilerTag))
            {
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                SetRenderTarget(
                    cmd,
                    m_RenderTargetHandle.Identifier(),
                    RenderBufferLoadAction.Load,
                    RenderBufferStoreAction.Store,
                    ClearFlag.Depth,
                    Color.black,
                    TargetDimension);



                // GetCameraDescriptor
                Camera uiCamera = renderingData.uiCmaera;

                Matrix4x4 projMatrix = uiCamera.projectionMatrix;
                Matrix4x4 viewMatrix = uiCamera.worldToCameraMatrix;
                //Matrix4x4 viewProjMatrix = projMatrix * viewMatrix;
                //cmd.SetGlobalMatrix("UNITY_MATRIX_VP", viewProjMatrix);
                cmd.SetProjectionMatrix(projMatrix);
                cmd.SetViewMatrix(viewMatrix);
                cmd.SetViewProjectionMatrices(viewMatrix, projMatrix);
                cmd.SetViewport(uiCamera.pixelRect);
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();
                LWRPAdditionalCameraData additionalCameraData = null;
                //LightweightRenderPipeline.BeginCameraRenderingWrapper(context, uiCamera);
                if (!uiCamera.TryGetCullingParameters(LightweightRenderPipeline.IsStereoEnabled(uiCamera), out var cullingParameters))
                {
                    return;
                }
                if (uiCamera.cameraType == CameraType.Game || uiCamera.cameraType == CameraType.VR)
                {
                    additionalCameraData = uiCamera.gameObject.GetComponent <LWRPAdditionalCameraData>();
                }
                LightweightRenderPipeline.InitializeCameraData(renderingData.pipelineAsset, uiCamera, additionalCameraData, out var uiCameraData);
                LightweightRenderPipeline.SetupPerCameraShaderConstants(uiCameraData);


                // Get Rendering data

                var cullResults = context.Cull(ref cullingParameters);
                LightweightRenderPipeline.InitializeRenderingData(renderingData.pipelineAsset, ref uiCameraData, ref cullResults, out var uiRenderingData);

                //var drawOpaqueSettings = CreateDrawingSettings(m_ShaderTagIdList, ref uiRenderingData, SortingCriteria.CommonOpaque);
                //context.DrawRenderers(uiRenderingData.cullResults, ref drawOpaqueSettings, ref m_FilteringSettings);

                var drawTransparentSettings = CreateDrawingSettings(m_ShaderTagIdList, ref uiRenderingData, SortingCriteria.CommonTransparent);
                context.DrawRenderers(uiRenderingData.cullResults, ref drawTransparentSettings, ref m_FilteringSettings);

                // Render objects that did not match any shader pass with error shader
                RenderingUtils.RenderObjectsWithError(context, ref uiRenderingData.cullResults, uiCamera, m_FilteringSettings, SortingCriteria.None);
            }

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