Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /2D /RendererFeatures /ScriptableRenderPass2D.cs
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| internal enum RenderPassEvent2D | |
| { | |
| None = -1, | |
| BeforeRendering = 0, | |
| BeforeRenderingLayer = 100, | |
| BeforeRenderingShadows = 200, | |
| BeforeRenderingNormals = 300, | |
| BeforeRenderingLights = 400, | |
| BeforeRenderingSprites = 500, | |
| AfterRenderingLayer = 600, | |
| BeforeRenderingPostProcessing = 700, | |
| AfterRenderingPostProcessing = 800, | |
| AfterRendering = 900, | |
| } | |
| internal abstract class ScriptableRenderPass2D : ScriptableRenderPass | |
| { | |
| private RenderPassEvent2D m_RenderPassEvent2D = RenderPassEvent2D.None; | |
| private int m_RenderPassLayer2D = -1; | |
| internal RenderPassEvent2D renderPassEvent2D => m_RenderPassEvent2D; | |
| internal int renderPassLayer2D => m_RenderPassLayer2D; | |
| public ScriptableRenderPass2D(RenderPassEvent2D rpEvent, int rpLayer) | |
| { | |
| m_RenderPassEvent2D = rpEvent; | |
| m_RenderPassLayer2D = rpLayer; | |
| } | |
| } | |
| static internal class ScriptableRenderPass2DExtension | |
| { | |
| static internal void GetInjectionPoint2D(this ScriptableRenderPass renderPass, out RenderPassEvent2D rpEvent, out int rpLayer) | |
| { | |
| ScriptableRenderPass2D renderPass2D = renderPass as ScriptableRenderPass2D; | |
| if (renderPass2D == null || renderPass2D.renderPassEvent2D == RenderPassEvent2D.None) | |
| { | |
| rpLayer = int.MinValue; | |
| if (renderPass.renderPassEvent <= RenderPassEvent.BeforeRenderingTransparents) | |
| rpEvent = RenderPassEvent2D.BeforeRendering; | |
| else if (renderPass.renderPassEvent <= RenderPassEvent.BeforeRenderingPostProcessing) | |
| rpEvent = RenderPassEvent2D.BeforeRenderingPostProcessing; | |
| else if (renderPass.renderPassEvent <= RenderPassEvent.AfterRenderingPostProcessing) | |
| rpEvent = RenderPassEvent2D.AfterRenderingPostProcessing; | |
| else | |
| rpEvent = RenderPassEvent2D.AfterRendering; | |
| } | |
| else | |
| { | |
| rpEvent = renderPass2D.renderPassEvent2D; | |
| rpLayer = renderPass2D.renderPassLayer2D; | |
| } | |
| } | |
| } | |
| } | |