99 lines
5.1 KiB
C#
99 lines
5.1 KiB
C#
#if PB_URP_MODE
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.Universal;
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namespace UnityEngine.ProBuilder
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{
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class URPSelectionPickerPass : ScriptableRenderPass
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{
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// List of shader tags used to build the renderer list.
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private List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
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public URPSelectionPickerPass(LayerMask layerMask)
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{
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}
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// This class stores the data needed by the pass, passed as parameter to the delegate function that executes the pass.
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private class PassData
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{
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public RendererListHandle rendererListHandle;
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}
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// Sample utility method that showcases how to create a renderer list via the RenderGraph API.
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private void InitRendererLists(ContextContainer frameData, ref PassData passData, RenderGraph renderGraph)
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{
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// Access the relevant frame data from the Universal Render Pipeline.
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UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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UniversalLightData lightData = frameData.Get<UniversalLightData>();
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var sortFlags = cameraData.defaultOpaqueSortFlags;
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RenderQueueRange renderQueueRange = RenderQueueRange.opaque;
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FilteringSettings filterSettings = new FilteringSettings(renderQueueRange, -1);
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ShaderTagId[] forwardOnlyShaderTagIds = new ShaderTagId[]
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{
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new ShaderTagId("ProBuilderPickerA")
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};
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m_ShaderTagIdList.Clear();
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foreach (ShaderTagId sid in forwardOnlyShaderTagIds)
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m_ShaderTagIdList.Add(sid);
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DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList,
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universalRenderingData, cameraData, lightData, sortFlags);
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var param = new RendererListParams(universalRenderingData.cullResults, drawSettings, filterSettings);
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passData.rendererListHandle = renderGraph.CreateRendererList(param);
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}
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// This static method is used to execute the pass and passed as the RenderFunc delegate to the RenderGraph render pass.
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static void ExecutePass(PassData data, RasterGraphContext context)
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{
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context.cmd.ClearRenderTarget(RTClearFlags.Color, Color.white, 1, 0);
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context.cmd.DrawRendererList(data.rendererListHandle);
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}
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// This is where the renderGraph handle can be accessed.
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// Each ScriptableRenderPass can use the RenderGraph handle to add multiple render passes to the render graph.
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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string passName = "ProBuilder Selection Picker Pass";
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// This simple pass clears the current active color texture, then renders the scene geometry associated to the m_LayerMask layer.
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// Add scene geometry to your own custom layers and experiment switching the layer mask in the render feature UI.
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// You can use the frame debugger to inspect the pass output.
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// add a raster render pass to the render graph, specifying the name and the data type that will be passed to the ExecutePass function
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData))
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{
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// UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures
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// The active color and depth textures are the main color and depth buffers that the camera renders into.
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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// Fill up the passData with the data needed by the pass.
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InitRendererLists(frameData, ref passData, renderGraph);
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// 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).
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if (!passData.rendererListHandle.IsValid())
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return;
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// We declare the RendererList we just created as an input dependency to this pass, via UseRendererList().
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builder.UseRendererList(passData.rendererListHandle);
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// Setup as a render target via UseTextureFragment and UseTextureFragmentDepth, which are the equivalent of using the old cmd.SetRenderTarget(color,depth)
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builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
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builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write);
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// Assign the ExecutePass function to the render pass delegate, which will be called by the render graph when executing the pass.
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builder.SetRenderFunc(static (PassData data, RasterGraphContext context) => ExecutePass(data, context));
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}
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}
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}
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}
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#endif
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