public void Setup(LightweightForwardRenderer renderer, ref ScriptableRenderContext context,
                      ref CullResults cullResults, ref RenderingData renderingData)
    {
        Init(renderer);

        renderer.Clear();

        renderer.SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData);
        RenderTextureDescriptor baseDescriptor   = renderer.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 = LightweightForwardRenderer.GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount);

        renderer.EnqueuePass(m_SetupLightweightConstants);

        m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, LightweightForwardRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration, dynamicBatching);
        renderer.EnqueuePass(m_RenderOpaqueForwardPass);
    }
    public void Setup(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        Init();

        renderer.SetupPerObjectLightIndices(ref renderingData.cullResults, ref renderingData.lightData);
        RenderTextureDescriptor baseDescriptor   = ScriptableRenderer.CreateRenderTextureDescriptor(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;
        var    perObjectFlags = ScriptableRenderer.GetPerObjectLightFlags(renderingData.lightData.mainLightIndex, renderingData.lightData.additionalLightsCount);

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

        m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, perObjectFlags);
        renderer.EnqueuePass(m_RenderOpaqueForwardPass);
    }
Esempio n. 3
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        public void Setup(ScriptableRenderer renderer, ref RenderingData renderingData)
        {
            Init();

            Camera camera = renderingData.cameraData.camera;

            camera.GetComponents(m_BeforeRenderPasses);

            renderer.SetupPerObjectLightIndices(ref renderingData.cullResults, ref renderingData.lightData);
            RenderTextureDescriptor baseDescriptor   = ScriptableRenderer.CreateRenderTextureDescriptor(ref renderingData.cameraData);
            RenderTextureDescriptor shadowDescriptor = baseDescriptor;
            ClearFlag clearFlag = ScriptableRenderer.GetCameraClearFlag(renderingData.cameraData.camera);

            shadowDescriptor.dimension = TextureDimension.Tex2D;

            bool requiresRenderToTexture = ScriptableRenderer.RequiresIntermediateColorTexture(ref renderingData.cameraData, baseDescriptor) ||
                                           m_BeforeRenderPasses.Count != 0;

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

            if (requiresRenderToTexture)
            {
                colorHandle = ColorAttachment;
                depthHandle = DepthAttachment;

                var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples;
                m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
                renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass);
            }

            foreach (var pass in m_BeforeRenderPasses)
            {
                renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle, clearFlag));
            }

            bool mainLightShadows = false;

            if (renderingData.shadowData.supportsMainLightShadows)
            {
                mainLightShadows = m_MainLightShadowCasterPass.Setup(MainLightShadowmap, ref renderingData);
                if (mainLightShadows)
                {
                    renderer.EnqueuePass(m_MainLightShadowCasterPass);
                    foreach (var pass in camera.GetComponents <IAfterMainLightShadowCasterPass>())
                    {
                        renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, MainLightShadowmap));
                    }
                }
            }

            if (renderingData.shadowData.supportsAdditionalLightShadows)
            {
                bool additionalLightShadows = m_AdditionalLightsShadowCasterPass.Setup(AdditionalLightsShadowmap, ref renderingData, renderer.maxVisibleAdditionalLights);
                if (additionalLightShadows)
                {
                    renderer.EnqueuePass(m_AdditionalLightsShadowCasterPass);
                }
            }

            bool resolveShadowsInScreenSpace = mainLightShadows && renderingData.shadowData.requiresScreenSpaceShadowResolve;
            bool requiresDepthPrepass        = resolveShadowsInScreenSpace || renderingData.cameraData.isSceneViewCamera ||
                                               (renderingData.cameraData.requiresDepthTexture && (!CanCopyDepth(ref renderingData.cameraData) || renderingData.cameraData.isOffscreenRender));

            // For now VR requires a depth prepass until we figure out how to properly resolve texture2DMS in stereo
            requiresDepthPrepass |= renderingData.cameraData.isStereoEnabled;

            renderer.EnqueuePass(m_SetupForwardRenderingPass);

            if (requiresDepthPrepass)
            {
                m_DepthOnlyPass.Setup(baseDescriptor, DepthTexture, SampleCount.One);
                renderer.EnqueuePass(m_DepthOnlyPass);

                foreach (var pass in camera.GetComponents <IAfterDepthPrePass>())
                {
                    renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, DepthTexture));
                }
            }

            if (resolveShadowsInScreenSpace)
            {
                m_ScreenSpaceShadowResolvePass.Setup(baseDescriptor, ScreenSpaceShadowmap);
                renderer.EnqueuePass(m_ScreenSpaceShadowResolvePass);
            }

            if (renderingData.cameraData.isStereoEnabled)
            {
                renderer.EnqueuePass(m_BeginXrRenderingPass);
            }

            RendererConfiguration rendererConfiguration = ScriptableRenderer.GetRendererConfiguration(renderingData.lightData.additionalLightsCount);

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

            // If a before all render pass executed we expect it to clear the color render target
            if (m_BeforeRenderPasses.Count != 0)
            {
                clearFlag = ClearFlag.None;
            }

            m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, clearFlag, camera.backgroundColor, rendererConfiguration);
            renderer.EnqueuePass(m_RenderOpaqueForwardPass);
            foreach (var pass in camera.GetComponents <IAfterOpaquePass>())
            {
                renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
            }

            if (renderingData.cameraData.postProcessEnabled &&
                renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessingContext))
            {
                m_OpaquePostProcessPass.Setup(baseDescriptor, colorHandle);
                renderer.EnqueuePass(m_OpaquePostProcessPass);

                foreach (var pass in camera.GetComponents <IAfterOpaquePostProcess>())
                {
                    renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
                }
            }

            if (camera.clearFlags == CameraClearFlags.Skybox && RenderSettings.skybox != null)
            {
                m_DrawSkyboxPass.Setup(colorHandle, depthHandle);
                renderer.EnqueuePass(m_DrawSkyboxPass);
            }

            foreach (var pass in camera.GetComponents <IAfterSkyboxPass>())
            {
                renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
            }

            if (renderingData.cameraData.requiresDepthTexture && !requiresDepthPrepass)
            {
                m_CopyDepthPass.Setup(depthHandle, DepthTexture);
                renderer.EnqueuePass(m_CopyDepthPass);
            }

            if (renderingData.cameraData.requiresOpaqueTexture)
            {
                m_CopyColorPass.Setup(colorHandle, OpaqueColor);
                renderer.EnqueuePass(m_CopyColorPass);
            }

            m_RenderTransparentForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, rendererConfiguration);
            renderer.EnqueuePass(m_RenderTransparentForwardPass);

            foreach (var pass in camera.GetComponents <IAfterTransparentPass>())
            {
                renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
            }

            if (renderingData.cameraData.postProcessEnabled)
            {
                m_TransparentPostProcessPass.Setup(baseDescriptor, colorHandle, BuiltinRenderTextureType.CameraTarget);
                renderer.EnqueuePass(m_TransparentPostProcessPass);
            }
            else if (!renderingData.cameraData.isOffscreenRender && colorHandle != RenderTargetHandle.CameraTarget)
            {
                m_FinalBlitPass.Setup(baseDescriptor, colorHandle);
                renderer.EnqueuePass(m_FinalBlitPass);
            }

            foreach (var pass in camera.GetComponents <IAfterRender>())
            {
                renderer.EnqueuePass(pass.GetPassToEnqueue());
            }

            if (renderingData.cameraData.isStereoEnabled)
            {
                renderer.EnqueuePass(m_EndXrRenderingPass);
            }

#if UNITY_EDITOR
            if (renderingData.cameraData.isSceneViewCamera)
            {
                m_SceneViewDepthCopyPass.Setup(DepthTexture);
                renderer.EnqueuePass(m_SceneViewDepthCopyPass);
            }
#endif
        }