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Forked from ArieLeo/RenderObjectsPass.cs
Created December 6, 2023 09:17
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Unity URP sample -RenderObjects's RenderPass
using System.Collections.Generic;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Experimental.Rendering.Universal
{
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public class RenderObjectsPass : ScriptableRenderPass
{
RenderQueueType renderQueueType;
FilteringSettings m_FilteringSettings;
RenderObjects.CustomCameraSettings m_CameraSettings;
string m_ProfilerTag;
ProfilingSampler m_ProfilingSampler;
public Material overrideMaterial { get; set; }
public int overrideMaterialPassIndex { get; set; }
List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
public void SetDetphState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
{
m_RenderStateBlock.mask |= RenderStateMask.Depth;
m_RenderStateBlock.depthState = new DepthState(writeEnabled, function);
}
public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp)
{
StencilState stencilState = StencilState.defaultValue;
stencilState.enabled = true;
stencilState.SetCompareFunction(compareFunction);
stencilState.SetPassOperation(passOp);
stencilState.SetFailOperation(failOp);
stencilState.SetZFailOperation(zFailOp);
m_RenderStateBlock.mask |= RenderStateMask.Stencil;
m_RenderStateBlock.stencilReference = reference;
m_RenderStateBlock.stencilState = stencilState;
}
RenderStateBlock m_RenderStateBlock;
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("UniversalForward"));
m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward"));
m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
}
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
m_CameraSettings = cameraSettings;
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
? SortingCriteria.CommonTransparent
: renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
drawingSettings.overrideMaterial = overrideMaterial;
drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;
ref CameraData cameraData = ref renderingData.cameraData;
Camera camera = cameraData.camera;
// In case of camera stacking we need to take the viewport rect from base camera
Rect pixelRect = renderingData.cameraData.pixelRect;
float cameraAspect = (float) pixelRect.width / (float) pixelRect.height;
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
if (m_CameraSettings.overrideCamera)
{
Matrix4x4 projectionMatrix = Matrix4x4.Perspective(m_CameraSettings.cameraFieldOfView, cameraAspect,
camera.nearClipPlane, camera.farClipPlane);
Matrix4x4 viewMatrix = camera.worldToCameraMatrix;
Vector4 cameraTranslation = viewMatrix.GetColumn(3);
viewMatrix.SetColumn(3, cameraTranslation + m_CameraSettings.offset);
cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix);
context.ExecuteCommandBuffer(cmd);
}
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings,
ref m_RenderStateBlock);
if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera)
{
cmd.Clear();
cmd.SetViewProjectionMatrices(cameraData.viewMatrix, cameraData.projectionMatrix);
}
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}
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