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89 lines
3.8 KiB
89 lines
3.8 KiB
namespace UnityEngine.Rendering.Universal |
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{ |
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/// <summary> |
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/// Draw the skybox into the given color buffer using the given depth buffer for depth testing. |
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/// |
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/// This pass renders the standard Unity skybox. |
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/// </summary> |
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public class DrawSkyboxPass : ScriptableRenderPass |
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{ |
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public DrawSkyboxPass(RenderPassEvent evt) |
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{ |
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base.profilingSampler = new ProfilingSampler(nameof(DrawSkyboxPass)); |
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renderPassEvent = evt; |
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} |
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/// <inheritdoc/> |
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) |
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{ |
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CameraData cameraData = renderingData.cameraData; |
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Camera camera = cameraData.camera; |
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var activeDebugHandler = GetActiveDebugHandler(renderingData); |
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if (activeDebugHandler != null) |
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{ |
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// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it |
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// when certain debug modes are active (e.g. wireframe/overdraw modes) |
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if (activeDebugHandler.IsScreenClearNeeded) |
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{ |
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return; |
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} |
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} |
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#if ENABLE_VR && ENABLE_XR_MODULE |
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// XRTODO: Remove this code once Skybox pass is moved to SRP land. |
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if (cameraData.xr.enabled) |
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{ |
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// Setup Legacy XR buffer states |
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if (cameraData.xr.singlePassEnabled) |
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{ |
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// Setup legacy skybox stereo buffer |
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camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, cameraData.GetProjectionMatrix(0)); |
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camera.SetStereoViewMatrix(Camera.StereoscopicEye.Left, cameraData.GetViewMatrix(0)); |
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camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, cameraData.GetProjectionMatrix(1)); |
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camera.SetStereoViewMatrix(Camera.StereoscopicEye.Right, cameraData.GetViewMatrix(1)); |
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CommandBuffer cmd = CommandBufferPool.Get(); |
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// Use legacy stereo instancing mode to have legacy XR code path configured |
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cmd.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing); |
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context.ExecuteCommandBuffer(cmd); |
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cmd.Clear(); |
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// Calling into built-in skybox pass |
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context.DrawSkybox(camera); |
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// Disable Legacy XR path |
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cmd.SetSinglePassStereo(SinglePassStereoMode.None); |
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context.ExecuteCommandBuffer(cmd); |
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// We do not need to submit here due to special handling of stereo matrices in core. |
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// context.Submit(); |
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CommandBufferPool.Release(cmd); |
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camera.ResetStereoProjectionMatrices(); |
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camera.ResetStereoViewMatrices(); |
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} |
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else |
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{ |
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camera.projectionMatrix = cameraData.GetProjectionMatrix(0); |
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camera.worldToCameraMatrix = cameraData.GetViewMatrix(0); |
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context.DrawSkybox(camera); |
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// XRTODO: remove this call because it creates issues with nested profiling scopes |
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// See examples in UniversalRenderPipeline.RenderSingleCamera() and in ScriptableRenderer.Execute() |
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context.Submit(); // Submit and execute the skybox pass before resetting the matrices |
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camera.ResetProjectionMatrix(); |
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camera.ResetWorldToCameraMatrix(); |
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} |
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} |
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else |
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#endif |
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{ |
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context.DrawSkybox(camera); |
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} |
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} |
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} |
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}
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