public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) { m_ProfilerTag = profilerTag; m_ProfilingSampler = new ProfilingSampler(profilerTag); this.renderPassEvent = renderPassEvent; this.renderQueueType = renderQueueType; this.overrideMaterial = null; this.overrideMaterialPassIndex = 0; RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent) ? RenderQueueRange.transparent : RenderQueueRange.opaque; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); if (shaderTags != null && shaderTags.Length > 0) { foreach (var passName in shaderTags) { m_ShaderTagIdList.Add(new ShaderTagId(passName)); } } else { m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward")); m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward")); } m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_CameraSettings = cameraSettings; }
public Render2DObjectPass(Renderer2DData rendererData, RenderPassEvent renderPassEvent, string[] lightModeTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) { renderFeaturePassTag = "RenderFeature " + lightModeTags[0]; //Draw setting 相关流程 this.renderPassEvent = renderPassEvent; this.renderQueueType = renderQueueType; RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent) ? RenderQueueRange.transparent : RenderQueueRange.opaque; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); if (s_SortingLayers == null) { s_SortingLayers = SortingLayer.layers; } this.m_CameraSettings = cameraSettings; //Tag for (int i = 0; i < lightModeTags.Length; i++) { var tag = lightModeTags[i]; ShaderTagId sid = new ShaderTagId(tag); k_ShaderTags.Add(sid); } // m_Renderer2DData = rendererData; }
internal RenderObjectsPass(URPProfileId profileId, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) : this(profileId.GetType().Name, renderPassEvent, shaderTags, renderQueueType, layerMask, cameraSettings) { m_ProfilingSampler = ProfilingSampler.Get(profileId); }