void DefaultRenderFlow(ScriptableRenderContext context, Camera camera) { ScriptableCullingParameters cullingParameters; if (!camera.TryGetCullingParameters(out cullingParameters)) { return; } #if UNITY_EDITOR if (camera.cameraType == CameraType.SceneView) { ScriptableRenderContext.EmitWorldGeometryForSceneView(camera); } #endif cullingParameters.shadowDistance = Mathf.Min(setting.shadow.maxDistance, camera.farClipPlane); CmdBuff.BeginSample(camera.name); cullingResults = context.Cull(ref cullingParameters); SetShadow(context, camera); SetCamera(context, camera); ClearRenderBuffer(context, camera); SetLighting(context, camera); DrawDepthOnly(context, camera); DrawOpaque(context, camera); DrawSky(context, camera); #if UNITY_EDITOR if (UnityEditor.Handles.ShouldRenderGizmos()) { context.DrawGizmos(camera, GizmoSubset.PreImageEffects); } #endif #if UNITY_EDITOR if (UnityEditor.Handles.ShouldRenderGizmos()) { context.DrawGizmos(camera, GizmoSubset.PostImageEffects); } #endif CmdBuff.EndSample(camera.name); context.ExecuteCommandBuffer(CmdBuff); CmdBuff.Clear(); }
void CustomRenderFlow(ScriptableRenderContext context, Camera camera) { ScriptableCullingParameters cullingParameters; if (!camera.TryGetCullingParameters(out cullingParameters)) { return; } cullingParameters.shadowDistance = Mathf.Min(setting.shadow.maxDistance, camera.farClipPlane); CmdBuff.BeginSample(camera.name); cullingResults = context.Cull(ref cullingParameters); SetShadow(context, camera); SetCamera(context, camera); ClearRenderBuffer(context, camera); SetRenderBuffer(context, camera); SetLighting(context, camera); DrawDepthOnly(context, camera); DrawOpaque(context, camera); DrawSky(context, camera); Flip(context, camera); CmdBuff.EndSample(camera.name); context.ExecuteCommandBuffer(CmdBuff); CmdBuff.Clear(); }