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50 lines
2.1 KiB
50 lines
2.1 KiB
using System.Collections.Generic; |
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namespace UnityEngine.Rendering.Universal |
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{ |
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internal class DecalDrawFowardEmissiveSystem : DecalDrawSystem |
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{ |
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public DecalDrawFowardEmissiveSystem(DecalEntityManager entityManager) : base("DecalDrawFowardEmissiveSystem.Execute", entityManager) { } |
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protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexEmissive; |
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} |
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internal class DecalForwardEmissivePass : ScriptableRenderPass |
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{ |
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private FilteringSettings m_FilteringSettings; |
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private ProfilingSampler m_ProfilingSampler; |
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private List<ShaderTagId> m_ShaderTagIdList; |
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private DecalDrawFowardEmissiveSystem m_DrawSystem; |
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public DecalForwardEmissivePass(DecalDrawFowardEmissiveSystem drawSystem) |
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{ |
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques; |
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ConfigureInput(ScriptableRenderPassInput.Depth); // Require depth |
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m_DrawSystem = drawSystem; |
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m_ProfilingSampler = new ProfilingSampler("Decal Forward Emissive Render"); |
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m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1); |
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m_ShaderTagIdList = new List<ShaderTagId>(); |
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m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalMeshForwardEmissive)); |
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} |
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) |
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{ |
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SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; |
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DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); |
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CommandBuffer cmd = CommandBufferPool.Get(); |
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using (new ProfilingScope(cmd, m_ProfilingSampler)) |
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{ |
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context.ExecuteCommandBuffer(cmd); |
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cmd.Clear(); |
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m_DrawSystem.Execute(cmd); |
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings); |
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} |
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context.ExecuteCommandBuffer(cmd); |
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CommandBufferPool.Release(cmd); |
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} |
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} |
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}
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