public void Setup(ScriptableRenderer renderer, ref RenderingData renderingData) { Init(); Camera camera = renderingData.cameraData.camera; 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); 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); } bool mainLightShadows = false; if (renderingData.shadowData.supportsMainLightShadows) { mainLightShadows = m_MainLightShadowCasterPass.Setup(MainLightShadowmap, ref renderingData); if (mainLightShadows) { renderer.EnqueuePass(m_MainLightShadowCasterPass); } } renderer.EnqueuePass(m_SetupForwardRenderingPass); RendererConfiguration rendererConfiguration = ScriptableRenderer.GetRendererConfiguration(renderingData.lightData.additionalLightsCount); m_SetupLightweightConstants.Setup(renderer.maxVisibleAdditionalLights, renderer.perObjectLightIndices); renderer.EnqueuePass(m_SetupLightweightConstants); // GameView at LGRP if (!renderingData.cameraData.isSceneViewCamera) { LookingGlassRenderingInfo info = renderingData.cameraData.lookingGlassInfo; LookingGlassDeviceConfig config; LookingGlassRenderInfoPerCamera perCameraInfo; var cameraDeviceInfo = camera.GetComponent <LookingGlassCameraInfo>(); if (cameraDeviceInfo != null) { config = cameraDeviceInfo.config; perCameraInfo = cameraDeviceInfo.renderInfo; } else { config = new LookingGlassDeviceConfig(); config.SetUpDefault(); perCameraInfo = new LookingGlassRenderInfoPerCamera(); perCameraInfo.SetupDefault(); } int depthValue = (info.renderMethod == LookingGlassRenderingInfo.RenderingMethod.RenderMultiPass) ? 0 : 32; if (tileTexture != null && oldLookingRenderInfo.HaveToRemakeRenderTexture(ref info)) { tileTexture.Release(); tileTexture = null; Debug.Log("Recreate RenderTexture"); } if (tileTexture == null || !tileTexture) { tileTexture = new RenderTexture(info.renderTargetW, info.renderTargetH, depthValue); tileTexture.name = "LookingGlassQuiltTexture"; } // tile texture draw( changed by method) switch (info.renderMethod) { case LookingGlassRenderingInfo.RenderingMethod.RenderMultiPass: m_LookingMultiTexturePass.Setup(tileTexture, ref info, ref perCameraInfo); renderer.EnqueuePass(m_LookingMultiTexturePass); break; case LookingGlassRenderingInfo.RenderingMethod.RenderSinglePassInstancing: m_LookingInstancingRenderPass.Setup(tileTexture, ref info, ref perCameraInfo); renderer.EnqueuePass(m_LookingInstancingRenderPass); break; } m_LookingFinalPass.SetUp(colorHandle, tileTexture, ref info, ref config); renderer.EnqueuePass(m_LookingFinalPass); // info setup oldLookingRenderInfo = info; } // SceneView else { m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, clearFlag, camera.backgroundColor, rendererConfiguration); renderer.EnqueuePass(m_RenderOpaqueForwardPass); if (camera.clearFlags == CameraClearFlags.Skybox && RenderSettings.skybox != null) { m_DrawSkyboxPass.Setup(colorHandle, depthHandle); renderer.EnqueuePass(m_DrawSkyboxPass); } m_RenderTransparentForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, rendererConfiguration); renderer.EnqueuePass(m_RenderTransparentForwardPass); if (!renderingData.cameraData.isOffscreenRender && colorHandle != RenderTargetHandle.CameraTarget) { m_FinalBlitPass.Setup(baseDescriptor, colorHandle); renderer.EnqueuePass(m_FinalBlitPass); } } #if UNITY_EDITOR if (renderingData.cameraData.isSceneViewCamera) { m_SceneViewDepthCopyPass.Setup(DepthTexture); renderer.EnqueuePass(m_SceneViewDepthCopyPass); } #endif }
private void Awake() { config.SetUpDefault(); }