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

            renderer.Clear();

            Camera camera = renderingData.cameraData.camera;

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

            shadowDescriptor.dimension = TextureDimension.Tex2D;

            bool requiresCameraDepth  = renderingData.cameraData.requiresDepthTexture;
            bool requiresDepthPrepass = renderingData.shadowData.requiresScreenSpaceShadowResolve ||
                                        renderingData.cameraData.isSceneViewCamera ||
                                        (requiresCameraDepth && !ScriptableRenderer.CanCopyDepth(ref renderingData.cameraData));

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

            if (renderingData.shadowData.renderDirectionalShadows)
            {
                m_DirectionalShadowPass.Setup(DirectionalShadowmap);
                renderer.EnqueuePass(m_DirectionalShadowPass);
            }

            if (renderingData.shadowData.renderLocalShadows)
            {
                m_LocalShadowPass.Setup(LocalShadowmap, renderer.maxVisibleLocalLights);
                renderer.EnqueuePass(m_LocalShadowPass);
            }

            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(m_DepthOnlyPass.descriptor, DepthTexture));
                }
            }

            if (renderingData.shadowData.renderDirectionalShadows &&
                renderingData.shadowData.requiresScreenSpaceShadowResolve)
            {
                m_ScreenSpaceShadowResolvePass.Setup(baseDescriptor, ScreenSpaceShadowmap);
                renderer.EnqueuePass(m_ScreenSpaceShadowResolvePass);
            }

            bool requiresRenderToTexture =
                ScriptableRenderer.RequiresIntermediateColorTexture(
                    ref renderingData.cameraData,
                    baseDescriptor);

            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);
            }

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

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

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

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

            if (renderingData.cameraData.postProcessEnabled &&
                renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessRenderContext))
            {
                m_OpaquePostProcessPass.Setup(renderer.postProcessRenderContext, 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)
            {
                m_DrawSkyboxPass.Setup(colorHandle, depthHandle);
                renderer.EnqueuePass(m_DrawSkyboxPass);
            }

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

            if (requiresCameraDepth && !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, ClearFlag.None, camera.backgroundColor, rendererConfiguration, dynamicBatching);
            renderer.EnqueuePass(m_RenderTransparentForwardPass);

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

            if (!renderingData.cameraData.isStereoEnabled && renderingData.cameraData.postProcessEnabled)
            {
                m_TransparentPostProcessPass.Setup(renderer.postProcessRenderContext, 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
        }