private void SetupMainLightConstants(CommandBuffer cmd, List <VisibleLight> lights, int lightIndex)
        {
            Vector4 lightPos, lightColor, lightDistanceAttenuation, lightSpotDir, lightSpotAttenuation;

            InitializeLightConstants(lights, lightIndex, out lightPos, out lightColor, out lightDistanceAttenuation, out lightSpotDir, out lightSpotAttenuation);

            if (lightIndex >= 0)
            {
                UnityEngine.LightType mainLightType = lights[lightIndex].lightType;
                Light mainLight = lights[lightIndex].light;

                if (LightweightUtils.IsSupportedCookieType(mainLightType) && mainLight.cookie != null)
                {
                    Matrix4x4 lightCookieMatrix;
                    LightweightUtils.GetLightCookieMatrix(lights[lightIndex], out lightCookieMatrix);
                    cmd.SetGlobalTexture(PerCameraBuffer._MainLightCookie, mainLight.cookie);
                    cmd.SetGlobalMatrix(PerCameraBuffer._WorldToLight, lightCookieMatrix);
                }
            }

            cmd.SetGlobalVector(PerCameraBuffer._MainLightPosition, lightPos);
            cmd.SetGlobalVector(PerCameraBuffer._MainLightColor, lightColor);
            cmd.SetGlobalVector(PerCameraBuffer._MainLightDistanceAttenuation, lightDistanceAttenuation);
            cmd.SetGlobalVector(PerCameraBuffer._MainLightSpotDir, lightSpotDir);
            cmd.SetGlobalVector(PerCameraBuffer._MainLightSpotAttenuation, lightSpotAttenuation);
        }
        public void Blit(ScriptableRenderContext context, RenderTargetIdentifier currCameraColorRT, FrameRenderingConfiguration renderingConfig, Camera camera)
        {
            var cmd = CommandBufferPool.Get("Blit");

            if (m_IntermediateTextureArray)
            {
                cmd.Blit(currCameraColorRT, BuiltinRenderTextureType.CameraTarget);
            }
            else if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture))
            {
                Material blitMaterial = m_BlitMaterial;
                if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
                {
                    blitMaterial = null;
                }

                // If PostProcessing is enabled, it is already blit to CameraTarget.
                if (!LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.PostProcess))
                {
                    Blit(cmd, renderingConfig, currCameraColorRT, BuiltinRenderTextureType.CameraTarget, camera, blitMaterial);
                }
            }

            SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, camera.backgroundColor);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
Esempio n. 3
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 public static void Start(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfiguration, Camera currentCamera)
 {
     if (LightweightUtils.HasFlag(renderingConfiguration, FrameRenderingConfiguration.Stereo))
     {
         context.StartMultiEye(currentCamera);
     }
 }
        private void SetupIntermediateRenderTextures(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, int msaaSamples, CameraContext cameraContext, RenderTargetIdentifier ColorRT)
        {
            var camera = cameraContext.Camera;
            RenderTextureDescriptor baseDesc;

            if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
            {
                baseDesc = XRSettings.eyeTextureDesc;
            }
            else
            {
                baseDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
            }

            float renderScale = (camera.cameraType == CameraType.Game) ? m_Asset.RenderScale : 1.0f;

            baseDesc.width  = (int)((float)baseDesc.width * renderScale);
            baseDesc.height = (int)((float)baseDesc.height * renderScale);

            // TODO: Might be worth caching baseDesc for allocation of other targets (Screen-space Shadow Map?)

            if (m_RequireDepthTexture)
            {
                var depthRTDesc = baseDesc;
                depthRTDesc.colorFormat     = RenderTextureFormat.Depth;
                depthRTDesc.depthBufferBits = kDepthStencilBufferBits;

                cmd.GetTemporaryRT(CameraRenderTargetID.depth, depthRTDesc, FilterMode.Bilinear);

                if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DepthCopy))
                {
                    cmd.GetTemporaryRT(CameraRenderTargetID.depthCopy, depthRTDesc, FilterMode.Bilinear);
                }
            }

            var colorRTDesc = baseDesc;

            colorRTDesc.colorFormat       = m_ColorFormat;
            colorRTDesc.depthBufferBits   = kDepthStencilBufferBits; // TODO: does the color RT always need depth?
            colorRTDesc.sRGB              = true;
            colorRTDesc.msaaSamples       = msaaSamples;
            colorRTDesc.enableRandomWrite = false;

            // When offscreen camera current rendertarget is CameraTarget
            if (!cameraContext.IsOffscreenCamera)
            {
                cmd.GetTemporaryRT(CameraRenderTargetID.color, colorRTDesc, FilterMode.Bilinear);
                m_CurrCameraColorRT = ColorRT;
            }

            // When BeforeTransparent PostFX is enabled and only one effect is in the stack we need to create a temp
            // color RT to blit the effect.
            if (m_RequireCopyColor)
            {
                cmd.GetTemporaryRT(CameraRenderTargetID.copyColor, colorRTDesc, FilterMode.Point);
            }
        }
        public TextureUtil(CustomRenderPipelineAsset asset)
        {
            m_Asset = asset;

            m_CopyTextureSupport       = SystemInfo.copyTextureSupport;
            m_BlitQuad                 = LightweightUtils.CreateQuadMesh(false);
            m_BlitMaterial             = CoreUtils.CreateEngineMaterial(asset.BlitShader);
            m_CopyDepthMaterial        = CoreUtils.CreateEngineMaterial(asset.CopyDepthShader);
            m_PostProcessRenderContext = new PostProcessRenderContext();
        }
        private void AfterTransparent(ref ScriptableRenderContext context, FrameRenderingConfiguration config, CameraContext cameraContext)
        {
            if (!LightweightUtils.HasFlag(config, FrameRenderingConfiguration.PostProcess))
            {
                return;
            }

            CommandBuffer cmd = CommandBufferPool.Get("After Transparent");

            m_TextureUtil.RenderPostProcess(cmd, m_TextureUtil.CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget, false, cameraContext.Camera);
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
        private void AfterOpaque(ref ScriptableRenderContext context, FrameRenderingConfiguration config, CameraContext cameraContext)
        {
            if (!m_TextureUtil.RequireDepthTexture)
            {
                return;
            }

            CommandBuffer cmd = CommandBufferPool.Get("After Opaque");

            cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_DepthRT);

            bool setRenderTarget           = false;
            RenderTargetIdentifier depthRT = m_DepthRT;

            var camera = cameraContext.Camera;

            // TODO: There's currently an issue in the PostFX stack that has a one frame delay when an effect is enabled/disabled
            // when an effect is disabled, HasOpaqueOnlyEffects returns true in the first frame, however inside render the effect
            // state is update, causing RenderPostProcess here to not blit to FinalColorRT. Until the next frame the RT will have garbage.
            if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.BeforeTransparentPostProcess))
            {
                // When only have one effect in the stack we blit to a work RT then blit it back to active color RT.
                // This seems like an extra blit but it saves us a depth copy/blit which has some corner cases like msaa depth resolve.
                if (m_TextureUtil.RequireCopyColor)
                {
                    m_TextureUtil.RenderPostProcess(cmd, m_TextureUtil.CurrCameraColorRT, m_CopyColorRT, true, camera);
                    cmd.Blit(m_CopyColorRT, m_TextureUtil.CurrCameraColorRT);
                }
                else
                {
                    m_TextureUtil.RenderPostProcess(cmd, m_TextureUtil.CurrCameraColorRT, m_TextureUtil.CurrCameraColorRT, true, camera);
                }

                setRenderTarget = true;
                m_TextureUtil.SetRenderTarget(cmd, m_TextureUtil.CurrCameraColorRT, m_DepthRT, camera.backgroundColor);
            }

            if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy))
            {
                m_TextureUtil.CopyTexture(cmd, m_DepthRT, m_CopyDepth);
                depthRT         = m_CopyDepth;
                setRenderTarget = true;
            }

            if (setRenderTarget)
            {
                m_TextureUtil.SetRenderTarget(cmd, m_TextureUtil.CurrCameraColorRT, depthRT, camera.backgroundColor);
            }
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
        private void BeginForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig, CameraContext cameraContext)
        {
            RenderTargetIdentifier colorRT = BuiltinRenderTextureType.CameraTarget;
            RenderTargetIdentifier depthRT = BuiltinRenderTextureType.None;

            StereoRendering.Start(ref context, renderingConfig, cameraContext.Camera);

            CommandBuffer cmd = CommandBufferPool.Get("SetCameraRenderTarget");
            bool          intermediateTexture = LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture);

            if (intermediateTexture)
            {
                if (!cameraContext.IsOffscreenCamera)
                {
                    colorRT = m_TextureUtil.CurrCameraColorRT;
                }

                if (m_TextureUtil.RequireDepthTexture)
                {
                    depthRT = m_DepthRT;
                }
            }

            ClearFlag        clearFlag        = ClearFlag.None;
            CameraClearFlags cameraClearFlags = cameraContext.Camera.clearFlags;

            if (cameraClearFlags != CameraClearFlags.Nothing)
            {
                clearFlag |= ClearFlag.Depth;
                if (cameraClearFlags == CameraClearFlags.Color || cameraClearFlags == CameraClearFlags.Skybox)
                {
                    clearFlag |= ClearFlag.Color;
                }
            }

            m_TextureUtil.SetRenderTarget(cmd, colorRT, depthRT, cameraContext.Camera.backgroundColor, clearFlag);

            // If rendering to an intermediate RT we resolve viewport on blit due to offset not being supported
            // while rendering to a RT.
            if (!intermediateTexture && !LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
            {
                cmd.SetViewport(cameraContext.Camera.pixelRect);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
        public void SetupIntermediateResources(FrameRenderingConfiguration renderingConfig, ref ScriptableRenderContext context, CameraContext cameraContext, RenderTargetIdentifier colorRT)
        {
            CommandBuffer cmd = CommandBufferPool.Get("Setup Intermediate Resources");

            int msaaSamples = (cameraContext.IsOffscreenCamera) ? Math.Min(cameraContext.Camera.targetTexture.antiAliasing, m_Asset.MSAASampleCount) : m_Asset.MSAASampleCount;

            msaaSamples         = (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Msaa)) ? msaaSamples : 1;
            m_CurrCameraColorRT = BuiltinRenderTextureType.CameraTarget;

            if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture) || m_RequireDepthTexture)
            {
                SetupIntermediateRenderTextures(cmd, renderingConfig, msaaSamples, cameraContext, colorRT);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
        private void EndForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig, CameraContext cameraContext)
        {
            // No additional rendering needs to be done if this is an off screen rendering camera
            if (cameraContext.IsOffscreenCamera)
            {
                return;
            }

            var camera = cameraContext.Camera;

            m_TextureUtil.Blit(context, m_TextureUtil.CurrCameraColorRT, renderingConfig, camera);

            if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
            {
                context.StopMultiEye(camera);
                context.StereoEndRender(camera);
            }
        }
        public void ShadowPass(List <VisibleLight> visibleLights, ref ScriptableRenderContext context, ref LightData lightData, CullResults cullResults, int unsortedIndex, Color backgroundColor)
        {
            m_ShadowMapRT = null;
            if (m_Asset.AreShadowsEnabled() && lightData.mainLightIndex != -1)
            {
                VisibleLight mainLight = visibleLights[lightData.mainLightIndex];

                if (mainLight.light.shadows != LightShadows.None)
                {
                    if (!LightweightUtils.IsSupportedShadowType(mainLight.lightType))
                    {
                        Debug.LogWarning("Only directional and spot shadows are supported by LightweightPipeline.");
                        Shadows = false;
                        return;
                    }

                    // There's no way to map shadow light indices. We need to pass in the original unsorted index.
                    // If no additional lights then no light sorting is performed and the indices match.
                    int  shadowOriginalIndex = (lightData.totalAdditionalLightsCount > 0) ? unsortedIndex : lightData.mainLightIndex;
                    bool shadowsRendered     = RenderShadows(ref cullResults, ref mainLight, shadowOriginalIndex, ref context, backgroundColor);
                    if (shadowsRendered)
                    {
                        lightData.shadowMapSampleType = (m_Asset.ShadowSetting != ShadowType.SOFT_SHADOWS) ? LightShadows.Hard : mainLight.light.shadows;

                        // In order to avoid shader variants explosion we only do hard shadows when sampling shadowmap in the lit pass.
                        // GLES2 platform is forced to hard single cascade shadows.
                        if (!m_ShadowSettings.screenSpace)
                        {
                            lightData.shadowMapSampleType = LightShadows.Hard;
                        }
                    }
                    else
                    {
                        lightData.shadowMapSampleType = LightShadows.None;
                    }

                    Shadows = shadowsRendered;
                    return;
                }
            }

            Shadows = false;
            return;
        }
Esempio n. 12
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        void Blit(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Camera camera, Material material = null)
        {
            cmd.SetGlobalTexture(m_BlitTexID, sourceRT);
            if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
            {
                cmd.Blit(sourceRT, destRT, material);
            }
            else
            {
                if (m_BlitQuad == null)
                {
                    m_BlitQuad = LightweightUtils.CreateQuadMesh(false);
                }

                SetRenderTarget(cmd, destRT, camera.backgroundColor);
                cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
                cmd.SetViewport(camera.pixelRect);
                cmd.DrawMesh(m_BlitQuad, Matrix4x4.identity, material);
            }
        }
        public void ShadowCollectPass(List <VisibleLight> visibleLights, ref ScriptableRenderContext context, ref LightData lightData, FrameRenderingConfiguration frameRenderingConfiguration,
                                      Camera currentCamera)
        {
            if (!m_ShadowSettings.screenSpace)
            {
                return;
            }

            CommandBuffer cmd = CommandBufferPool.Get("Collect Shadows");

            SetShadowCollectPassKeywords(cmd, visibleLights[lightData.mainLightIndex], ref lightData);

            // TODO: Support RenderScale for the SSSM target.  Should probably move allocation elsewhere, or at
            // least propogate RenderTextureDescriptor generation
            if (LightweightUtils.HasFlag(frameRenderingConfiguration, FrameRenderingConfiguration.Stereo))
            {
                var desc = XRSettings.eyeTextureDesc;
                desc.depthBufferBits = 0;
                desc.colorFormat     = m_ShadowSettings.screenspaceShadowmapTextureFormat;
                cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, desc, FilterMode.Bilinear);
            }
            else
            {
                cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, currentCamera.pixelWidth, currentCamera.pixelHeight, 0, FilterMode.Bilinear, m_ShadowSettings.screenspaceShadowmapTextureFormat);
            }

            // Note: The source isn't actually 'used', but there's an engine peculiarity (bug) that
            // doesn't like null sources when trying to determine a stereo-ized blit.  So for proper
            // stereo functionality, we use the screen-space shadow map as the source (until we have
            // a better solution).
            // An alternative would be DrawProcedural, but that would require further changes in the shader.
            cmd.Blit(m_ScreenSpaceShadowMapRT, m_ScreenSpaceShadowMapRT, m_ScreenSpaceShadowsMaterial);

            StereoRendering.Start(ref context, frameRenderingConfiguration, currentCamera);

            context.ExecuteCommandBuffer(cmd);

            StereoRendering.Stop(ref context, frameRenderingConfiguration, currentCamera);

            CommandBufferPool.Release(cmd);
        }
        private void SetShaderKeywords(CommandBuffer cmd, ref LightData lightData, List <VisibleLight> visibleLights)
        {
            int vertexLightsCount = lightData.totalAdditionalLightsCount - lightData.pixelAdditionalLightsCount;

            int mainLightIndex = lightData.mainLightIndex;

            //TIM: Not used in shader for V1 to reduce keywords
            CoreUtils.SetKeyword(cmd, "_MAIN_LIGHT_DIRECTIONAL", mainLightIndex == -1 || visibleLights[mainLightIndex].lightType == UnityEngine.LightType.Directional);
            //TIM: Not used in shader for V1 to reduce keywords
            CoreUtils.SetKeyword(cmd, "_MAIN_LIGHT_SPOT", mainLightIndex != -1 && visibleLights[mainLightIndex].lightType == UnityEngine.LightType.Spot);

            //TIM: Not used in shader for V1 to reduce keywords
            CoreUtils.SetKeyword(cmd, "_SHADOWS_ENABLED", lightData.shadowMapSampleType != LightShadows.None);

            //TIM: Not used in shader for V1 to reduce keywords
            CoreUtils.SetKeyword(cmd, "_MAIN_LIGHT_COOKIE", mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null);

            CoreUtils.SetKeyword(cmd, "_ADDITIONAL_LIGHTS", lightData.totalAdditionalLightsCount > 0);
            CoreUtils.SetKeyword(cmd, "_MIXED_LIGHTING_SUBTRACTIVE", m_LightManager.MixedLightingSetup == MixedLightingSetup.Subtractive);
            CoreUtils.SetKeyword(cmd, "_VERTEX_LIGHTS", vertexLightsCount > 0);
            CoreUtils.SetKeyword(cmd, "SOFTPARTICLES_ON", m_TextureUtil.RequireDepthTexture && m_Asset.RequireSoftParticles);

            bool linearFogModeEnabled      = false;
            bool exponentialFogModeEnabled = false;

            if (RenderSettings.fog)
            {
                if (RenderSettings.fogMode == FogMode.Linear)
                {
                    linearFogModeEnabled = true;
                }
                else
                {
                    exponentialFogModeEnabled = true;
                }
            }

            CoreUtils.SetKeyword(cmd, "FOG_LINEAR", linearFogModeEnabled);
            CoreUtils.SetKeyword(cmd, "FOG_EXP2", exponentialFogModeEnabled);
        }
        // How main light is decided:
        // If shadows enabled, main light is always a shadow casting light. Directional has priority over local lights.
        // Otherwise directional lights have priority based on cookie support and intensity
        private int GetMainLight(List <VisibleLight> visibleLights)
        {
            int  totalVisibleLights = visibleLights.Count;
            bool shadowsEnabled     = m_Asset.AreShadowsEnabled();

            if (totalVisibleLights == 0 || m_Asset.MaxPixelLights == 0)
            {
                return(-1);
            }

            int brighestDirectionalIndex = -1;

            for (int i = 0; i < totalVisibleLights; ++i)
            {
                VisibleLight currLight = visibleLights[i];

                // Particle system lights have the light property as null. We sort lights so all particles lights
                // come last. Therefore, if first light is particle light then all lights are particle lights.
                // In this case we either have no main light or already found it.
                if (currLight.light == null)
                {
                    break;
                }

                // Shadow lights are sorted by type (directional > puctual) and intensity
                // The first shadow light we find in the list is the main light
                if (shadowsEnabled && currLight.light.shadows != LightShadows.None && LightweightUtils.IsSupportedShadowType(currLight.lightType))
                {
                    return(i);
                }

                // In case no shadow light is present we will return the brightest directional light
                if (currLight.lightType == UnityEngine.LightType.Directional && brighestDirectionalIndex == -1)
                {
                    brighestDirectionalIndex = i;
                }
            }

            return(brighestDirectionalIndex);
        }
Esempio n. 16
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        public FrameRenderingConfiguration SetupFrameRenderingConfiguration(CameraContext cameraContext, ShadowManager shadowManager)
        {
            var configuration = (cameraContext.StereoEnabled) ? FrameRenderingConfiguration.Stereo : FrameRenderingConfiguration.None;

            if (cameraContext.StereoEnabled && XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
            {
                m_IntermediateTextureArray = true;
            }
            else
            {
                m_IntermediateTextureArray = false;
            }

            var  camera              = cameraContext.Camera;
            bool hdrEnabled          = m_Asset.SupportsHDR && camera.allowHDR;
            bool intermediateTexture = camera.targetTexture != null || camera.cameraType == CameraType.SceneView ||
                                       m_Asset.RenderScale < 1.0f || hdrEnabled;

            m_ColorFormat            = hdrEnabled ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
            m_RequireCopyColor       = false;
            m_DepthRenderBuffer      = false;
            m_CameraPostProcessLayer = camera.GetComponent <PostProcessLayer>();

            bool msaaEnabled = camera.allowMSAA && m_Asset.MSAASampleCount > 1 && (camera.targetTexture == null || camera.targetTexture.antiAliasing > 1);

            // TODO: PostProcessing and SoftParticles are currently not support for VR
            bool postProcessEnabled = m_CameraPostProcessLayer != null && m_CameraPostProcessLayer.enabled && !cameraContext.StereoEnabled;

            m_RequireDepthTexture = m_Asset.RequireDepthTexture && !cameraContext.StereoEnabled;
            if (postProcessEnabled)
            {
                m_RequireDepthTexture = true;
                intermediateTexture   = true;

                configuration |= FrameRenderingConfiguration.PostProcess;
                if (m_CameraPostProcessLayer.HasOpaqueOnlyEffects(m_PostProcessRenderContext))
                {
                    configuration |= FrameRenderingConfiguration.BeforeTransparentPostProcess;
                    if (m_CameraPostProcessLayer.sortedBundles[PostProcessEvent.BeforeTransparent].Count == 1)
                    {
                        m_RequireCopyColor = true;
                    }
                }
            }

            if (cameraContext.SceneViewCamera)
            {
                m_RequireDepthTexture = true;
            }

            if (shadowManager.Shadows)
            {
                m_RequireDepthTexture = shadowManager.IsScreenSpace;

                if (!msaaEnabled)
                {
                    intermediateTexture = true;
                }
            }

            if (msaaEnabled)
            {
                configuration      |= FrameRenderingConfiguration.Msaa;
                intermediateTexture = intermediateTexture || !LightweightUtils.PlatformSupportsMSAABackBuffer();
            }

            if (m_RequireDepthTexture)
            {
                // If msaa is enabled we don't use a depth renderbuffer as we might not have support to Texture2DMS to resolve depth.
                // Instead we use a depth prepass and whenever depth is needed we use the 1 sample depth from prepass.
                // Screen space shadows require depth before opaque shading.
                if (!msaaEnabled && !shadowManager.Shadows)
                {
                    bool supportsDepthCopy = m_CopyTextureSupport != CopyTextureSupport.None && m_Asset.CopyDepthShader.isSupported;
                    m_DepthRenderBuffer = true;
                    intermediateTexture = true;

                    // If requiring a camera depth texture we need separate depth as it reads/write to depth at same time
                    // Post process doesn't need the copy
                    if (!m_Asset.RequireDepthTexture && postProcessEnabled)
                    {
                        configuration |= (supportsDepthCopy) ? FrameRenderingConfiguration.DepthCopy : FrameRenderingConfiguration.DepthPrePass;
                    }
                }
                else
                {
                    configuration |= FrameRenderingConfiguration.DepthPrePass;
                }
            }

            Rect cameraRect = camera.rect;

            if (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f || Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f))
            {
                configuration |= FrameRenderingConfiguration.DefaultViewport;
            }
            else
            {
                intermediateTexture = true;
            }

            if (intermediateTexture)
            {
                configuration |= FrameRenderingConfiguration.IntermediateTexture;
            }

            return(configuration);
        }
        void Render(ref ScriptableRenderContext context, CameraContext cameraContext)
        {
            ///
            /// culling
            ///
            if (!m_CullingUtil.Cull(ref context, cameraContext, m_ShadowManager.MaxShadowDistance))
            {
                return;
            }
            var visibleLights = m_CullingUtil.CullResults.visibleLights;

            ///
            /// setup lights & shadows
            ///
            LightData lightData;

            m_LightManager.InitializeLightData(visibleLights, out lightData, cameraContext.Camera);

            m_ShadowManager.ShadowPass(visibleLights, ref context, ref lightData,
                                       m_CullingUtil.CullResults, m_LightManager.GetLightUnsortedIndex(lightData.mainLightIndex), cameraContext.Camera.backgroundColor);

            ///
            /// setup
            ///
            var frameRenderingConfiguration = m_TextureUtil.SetupFrameRenderingConfiguration(cameraContext, m_ShadowManager);

            m_TextureUtil.SetupIntermediateResources(frameRenderingConfiguration, ref context, cameraContext, m_ColorRT);

            // SetupCameraProperties does the following:
            // Setup Camera RenderTarget and Viewport
            // VR Camera Setup and SINGLE_PASS_STEREO props
            // Setup camera view, proj and their inv matrices.
            // Setup properties: _WorldSpaceCameraPos, _ProjectionParams, _ScreenParams, _ZBufferParams, unity_OrthoParams
            // Setup camera world clip planes props
            // setup HDR keyword
            // Setup global time properties (_Time, _SinTime, _CosTime)
            context.SetupCameraProperties(cameraContext.Camera, cameraContext.StereoEnabled);

            if (LightweightUtils.HasFlag(frameRenderingConfiguration, FrameRenderingConfiguration.DepthPrePass))
            {
                DepthPass(ref context, frameRenderingConfiguration, m_CullingUtil.CullResults.visibleRenderers, cameraContext.Camera);
            }

            if (m_ShadowManager.Shadows)
            {
                m_ShadowManager.ShadowCollectPass(visibleLights, ref context, ref lightData, frameRenderingConfiguration, cameraContext.Camera);
            }
            else
            {
                m_ShadowManager.SmallShadowBuffer(ref context);
            }

            ///
            /// forward pass
            ///
            /// * Clear
            /// * Opaque
            /// * AfterOpaque
            /// * Transparent
            /// * AfterTransparent
            /// * PostEffect
            ///
            ForwardPass(visibleLights, frameRenderingConfiguration, ref context, ref lightData, cameraContext, m_CullingUtil.CullResults);
        }