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nightclub-arcadia/NightclubArcadia/Packages/com.unity.probuilder/Runtime/Core/URPSelectionPickerPass.cs
T

99 lines
5.1 KiB
C#

#if PB_URP_MODE
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.ProBuilder
{
class URPSelectionPickerPass : ScriptableRenderPass
{
// List of shader tags used to build the renderer list.
private List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
public URPSelectionPickerPass(LayerMask layerMask)
{
}
// This class stores the data needed by the pass, passed as parameter to the delegate function that executes the pass.
private class PassData
{
public RendererListHandle rendererListHandle;
}
// Sample utility method that showcases how to create a renderer list via the RenderGraph API.
private void InitRendererLists(ContextContainer frameData, ref PassData passData, RenderGraph renderGraph)
{
// Access the relevant frame data from the Universal Render Pipeline.
UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
var sortFlags = cameraData.defaultOpaqueSortFlags;
RenderQueueRange renderQueueRange = RenderQueueRange.opaque;
FilteringSettings filterSettings = new FilteringSettings(renderQueueRange, -1);
ShaderTagId[] forwardOnlyShaderTagIds = new ShaderTagId[]
{
new ShaderTagId("ProBuilderPickerA")
};
m_ShaderTagIdList.Clear();
foreach (ShaderTagId sid in forwardOnlyShaderTagIds)
m_ShaderTagIdList.Add(sid);
DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList,
universalRenderingData, cameraData, lightData, sortFlags);
var param = new RendererListParams(universalRenderingData.cullResults, drawSettings, filterSettings);
passData.rendererListHandle = renderGraph.CreateRendererList(param);
}
// This static method is used to execute the pass and passed as the RenderFunc delegate to the RenderGraph render pass.
static void ExecutePass(PassData data, RasterGraphContext context)
{
context.cmd.ClearRenderTarget(RTClearFlags.Color, Color.white, 1, 0);
context.cmd.DrawRendererList(data.rendererListHandle);
}
// This is where the renderGraph handle can be accessed.
// Each ScriptableRenderPass can use the RenderGraph handle to add multiple render passes to the render graph.
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
string passName = "ProBuilder Selection Picker Pass";
// This simple pass clears the current active color texture, then renders the scene geometry associated to the m_LayerMask layer.
// Add scene geometry to your own custom layers and experiment switching the layer mask in the render feature UI.
// You can use the frame debugger to inspect the pass output.
// add a raster render pass to the render graph, specifying the name and the data type that will be passed to the ExecutePass function
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData))
{
// UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures
// The active color and depth textures are the main color and depth buffers that the camera renders into.
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
// Fill up the passData with the data needed by the pass.
InitRendererLists(frameData, ref passData, renderGraph);
// Optional check to make sure the rendererList is valid. If it isn't, the pass will not execute (instead of the render graph possibly throwing an error).
if (!passData.rendererListHandle.IsValid())
return;
// We declare the RendererList we just created as an input dependency to this pass, via UseRendererList().
builder.UseRendererList(passData.rendererListHandle);
// Setup as a render target via UseTextureFragment and UseTextureFragmentDepth, which are the equivalent of using the old cmd.SetRenderTarget(color,depth)
builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write);
// Assign the ExecutePass function to the render pass delegate, which will be called by the render graph when executing the pass.
builder.SetRenderFunc(static (PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
}
}
#endif