using System; using System.Collections.Generic; using UnityEngine.Profiling; namespace UnityEngine.Rendering.Universal.Internal { /// /// Draw objects into the given color and depth target /// /// You can use this pass to render objects that have a material and/or shader /// with the pass names UniversalForward or SRPDefaultUnlit. /// public class DrawObjectsPass : ScriptableRenderPass { FilteringSettings m_FilteringSettings; RenderStateBlock m_RenderStateBlock; List m_ShaderTagIdList = new List(); string m_ProfilerTag; ProfilingSampler m_ProfilingSampler; bool m_IsOpaque; static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData"); public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) { base.profilingSampler = new ProfilingSampler(nameof(DrawObjectsPass)); m_ProfilerTag = profilerTag; m_ProfilingSampler = new ProfilingSampler(profilerTag); foreach (ShaderTagId sid in shaderTagIds) m_ShaderTagIdList.Add(sid); renderPassEvent = evt; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_IsOpaque = opaque; if (stencilState.enabled) { m_RenderStateBlock.stencilReference = stencilReference; m_RenderStateBlock.mask = RenderStateMask.Stencil; m_RenderStateBlock.stencilState = stencilState; } } public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) : this(profilerTag, new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly"), new ShaderTagId("LightweightForward")}, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) {} internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) : this(profileId.GetType().Name, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) { m_ProfilingSampler = ProfilingSampler.Get(profileId); } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { // NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name"). // Currently there's an issue which results in mismatched markers. CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSampler)) { // Global render pass data containing various settings. // x,y,z are currently unused // w is used for knowing whether the object is opaque(1) or alpha blended(0) Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (m_IsOpaque) ? 1.0f : 0.0f); cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData); // scaleBias.x = flipSign // scaleBias.y = scale // scaleBias.z = bias // scaleBias.w = unused float flipSign = (renderingData.cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f; Vector4 scaleBias = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBias); context.ExecuteCommandBuffer(cmd); cmd.Clear(); Camera camera = renderingData.cameraData.camera; var sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent; var drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortFlags); var filterSettings = m_FilteringSettings; #if UNITY_EDITOR // When rendering the preview camera, we want the layer mask to be forced to Everything if (renderingData.cameraData.isPreviewCamera) { filterSettings.layerMask = -1; } #endif context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock); // Render objects that did not match any shader pass with error shader RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } }