public override void Render(Camera[] cameras, RenderLoop renderLoop)
        {
            foreach (var camera in cameras)
            {
                CullResults       cullResults;
                CullingParameters cullingParams;
                if (!CullResults.GetCullingParameters(camera, out cullingParams))
                {
                    continue;
                }

                m_ShadowPass.UpdateCullingParameters(ref cullingParams);

                cullResults = CullResults.Cull(ref cullingParams, renderLoop);

                ShadowOutput shadows;
                m_ShadowPass.Render(renderLoop, cullResults, out shadows);

                renderLoop.SetupCameraProperties(camera);

                UpdateLightConstants(cullResults.visibleLights, ref shadows);

                var settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("ForwardBase"));
                settings.rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes;
                settings.sorting.sortOptions   = SortOptions.SortByMaterialThenMesh;

                renderLoop.DrawRenderers(ref settings);
                renderLoop.Submit();
            }

            // Post effects
        }
示例#2
0
    public static void Render(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop)
    {
        foreach (var camera in cameras)
        {
            CullingParameters cullingParams;
            bool gotCullingParams = CullResults.GetCullingParameters(camera, out cullingParams);
            Assert.IsTrue(gotCullingParams);

            CullResults cullResults = CullResults.Cull(ref cullingParams, renderLoop);

            s_Callback(camera, cullResults, renderLoop);
        }

        renderLoop.Submit();
    }
        public override void Render(Camera[] cameras, RenderLoop renderLoop)
        {
            if (!m_LitRenderLoop.isInit)
            {
                m_LitRenderLoop.RenderInit(renderLoop);
            }

            // Do anything we need to do upon a new frame.
            NewFrame();

            // Set Frame constant buffer
            // TODO...

            foreach (var camera in cameras)
            {
                // Set camera constant buffer
                // TODO...

                CullingParameters cullingParams;
                if (!CullResults.GetCullingParameters(camera, out cullingParams))
                {
                    continue;
                }

                //m_ShadowPass.UpdateCullingParameters (ref cullingParams);

                var cullResults = CullResults.Cull(ref cullingParams, renderLoop);

                //ShadowOutput shadows;
                //m_ShadowPass.Render (renderLoop, cullResults, out shadows);

                renderLoop.SetupCameraProperties(camera);

                //UpdateLightConstants(cullResults.visibleLights /*, ref shadows */);

                UpdatePunctualLights(cullResults.visibleLights);
                UpdateReflectionProbes(cullResults.visibleReflectionProbes);

                InitAndClearBuffer(camera, renderLoop);

                RenderGBuffer(cullResults, camera, renderLoop);

                if (debugParameters.debugViewMaterial != 0)
                {
                    RenderDebugViewMaterial(cullResults, camera, renderLoop);
                }
                else
                {
                    RenderDeferredLighting(camera, renderLoop);

                    RenderForward(cullResults, camera, renderLoop);
                    RenderForwardUnlit(cullResults, camera, renderLoop);

                    FinalPass(renderLoop);
                }

                renderLoop.Submit();
            }

            // Post effects
        }