Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Passes /DrawObjectsPass.cs
| using System; | |
| using System.Collections.Generic; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| using UnityEngine.Profiling; | |
| namespace UnityEngine.Rendering.Universal.Internal | |
| { | |
| /// <summary> | |
| /// 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. | |
| /// </summary> | |
| public class DrawObjectsPass : ScriptableRenderPass | |
| { | |
| FilteringSettings m_FilteringSettings; | |
| RenderStateBlock m_RenderStateBlock; | |
| List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>(); | |
| bool m_IsOpaque; | |
| /// <summary> | |
| /// Used to indicate if the active target of the pass is the back buffer | |
| /// </summary> | |
| public bool m_IsActiveTargetBackBuffer; // TODO: Remove this when we remove non-RG path | |
| /// <summary> | |
| /// Used to indicate whether transparent objects should receive shadows or not. | |
| /// </summary> | |
| public bool m_ShouldTransparentsReceiveShadows; | |
| PassData m_PassData; | |
| static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData"); | |
| /// <summary> | |
| /// Creates a new <c>DrawObjectsPass</c> instance. | |
| /// </summary> | |
| /// <param name="profilerTag">The profiler tag used with the pass.</param> | |
| /// <param name="shaderTagIds"></param> | |
| /// <param name="opaque">Marks whether the objects are opaque or transparent.</param> | |
| /// <param name="evt">The <c>RenderPassEvent</c> to use.</param> | |
| /// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param> | |
| /// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param> | |
| /// <param name="stencilState">The stencil settings to use with this poss.</param> | |
| /// <param name="stencilReference">The stencil reference value to use with this pass.</param> | |
| /// <seealso cref="ShaderTagId"/> | |
| /// <seealso cref="RenderPassEvent"/> | |
| /// <seealso cref="RenderQueueRange"/> | |
| /// <seealso cref="LayerMask"/> | |
| /// <seealso cref="StencilState"/> | |
| public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) | |
| { | |
| Init(opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference, shaderTagIds); | |
| profilingSampler = new ProfilingSampler(profilerTag); | |
| } | |
| /// <summary> | |
| /// Creates a new <c>DrawObjectsPass</c> instance. | |
| /// </summary> | |
| /// <param name="profilerTag">The profiler tag used with the pass.</param> | |
| /// <param name="opaque">Marks whether the objects are opaque or transparent.</param> | |
| /// <param name="evt">The <c>RenderPassEvent</c> to use.</param> | |
| /// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param> | |
| /// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param> | |
| /// <param name="stencilState">The stencil settings to use with this poss.</param> | |
| /// <param name="stencilReference">The stencil reference value to use with this pass.</param> | |
| /// <seealso cref="RenderPassEvent"/> | |
| /// <seealso cref="RenderQueueRange"/> | |
| /// <seealso cref="LayerMask"/> | |
| /// <seealso cref="StencilState"/> | |
| public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) | |
| : this(profilerTag, null, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) | |
| { } | |
| internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) | |
| { | |
| Init(opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference); | |
| profilingSampler = ProfilingSampler.Get(profileId); | |
| } | |
| internal void Init(bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference, ShaderTagId[] shaderTagIds = null) | |
| { | |
| if (shaderTagIds == null) | |
| shaderTagIds = new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly") }; | |
| m_PassData = new PassData(); | |
| 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; | |
| m_ShouldTransparentsReceiveShadows = false; | |
| m_IsActiveTargetBackBuffer = false; | |
| if (stencilState.enabled) | |
| { | |
| m_RenderStateBlock.stencilReference = stencilReference; | |
| m_RenderStateBlock.mask = RenderStateMask.Stencil; | |
| m_RenderStateBlock.stencilState = stencilState; | |
| } | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| ContextContainer frameData = renderingData.frameData; | |
| UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| UniversalLightData lightData = frameData.Get<UniversalLightData>(); | |
| InitPassData(cameraData, ref m_PassData, uint.MaxValue, m_IsActiveTargetBackBuffer); | |
| InitRendererLists(universalRenderingData, cameraData, lightData, ref m_PassData, context, default(RenderGraph), false); | |
| using (new ProfilingScope(renderingData.commandBuffer, profilingSampler)) | |
| { | |
| ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, m_PassData.rendererList, m_PassData.objectsWithErrorRendererList, m_PassData.cameraData.IsCameraProjectionMatrixFlipped()); | |
| } | |
| } | |
| internal static void ExecutePass(RasterCommandBuffer cmd, PassData data, RendererList rendererList, RendererList objectsWithErrorRendererList, bool yFlip) | |
| { | |
| // 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, (data.isOpaque) ? 1.0f : 0.0f); | |
| cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData); | |
| if (data.cameraData.xr.enabled && data.isActiveTargetBackBuffer) | |
| { | |
| cmd.SetViewport(data.cameraData.xr.GetViewport()); | |
| } | |
| // scaleBias.x = flipSign | |
| // scaleBias.y = scale | |
| // scaleBias.z = bias | |
| // scaleBias.w = unused | |
| float flipSign = yFlip ? -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); | |
| // Set a value that can be used by shaders to identify when AlphaToMask functionality may be active | |
| // The material shader alpha clipping logic requires this value in order to function correctly in all cases. | |
| float alphaToMaskAvailable = ((data.cameraData.cameraTargetDescriptor.msaaSamples > 1) && data.isOpaque) ? 1.0f : 0.0f; | |
| cmd.SetGlobalFloat(ShaderPropertyId.alphaToMaskAvailable, alphaToMaskAvailable); | |
| var activeDebugHandler = GetActiveDebugHandler(data.cameraData); | |
| if (activeDebugHandler != null) | |
| { | |
| data.debugRendererLists.DrawWithRendererList(cmd); | |
| } | |
| else | |
| { | |
| cmd.DrawRendererList(rendererList); | |
| // Render objects that did not match any shader pass with error shader | |
| RenderingUtils.DrawRendererListObjectsWithError(cmd, ref objectsWithErrorRendererList); | |
| } | |
| } | |
| /// <summary> | |
| /// Shared pass data | |
| /// </summary> | |
| internal class PassData | |
| { | |
| internal TextureHandle albedoHdl; | |
| internal TextureHandle depthHdl; | |
| internal UniversalCameraData cameraData; | |
| internal bool isOpaque; | |
| internal bool shouldTransparentsReceiveShadows; | |
| internal uint batchLayerMask; | |
| internal bool isActiveTargetBackBuffer; | |
| internal RendererListHandle rendererListHdl; | |
| internal RendererListHandle objectsWithErrorRendererListHdl; | |
| internal DebugRendererLists debugRendererLists; | |
| // Required for code sharing purpose between RG and non-RG. | |
| internal RendererList rendererList; | |
| internal RendererList objectsWithErrorRendererList; | |
| } | |
| /// <summary> | |
| /// Initialize the shared pass data. | |
| /// </summary> | |
| /// <param name="passData"></param> | |
| internal void InitPassData(UniversalCameraData cameraData, ref PassData passData, uint batchLayerMask, bool isActiveTargetBackBuffer = false) | |
| { | |
| passData.cameraData = cameraData; | |
| passData.isOpaque = m_IsOpaque; | |
| passData.shouldTransparentsReceiveShadows = m_ShouldTransparentsReceiveShadows; | |
| passData.batchLayerMask = batchLayerMask; | |
| passData.isActiveTargetBackBuffer = isActiveTargetBackBuffer; | |
| } | |
| internal void InitRendererLists(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData, ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph) | |
| { | |
| ref Camera camera = ref cameraData.camera; | |
| var sortFlags = (m_IsOpaque) ? cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent; | |
| if (cameraData.renderer.useDepthPriming && m_IsOpaque && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth)) | |
| sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder; | |
| var filterSettings = m_FilteringSettings; | |
| filterSettings.batchLayerMask = passData.batchLayerMask; | |
| // When rendering the preview camera, we want the layer mask to be forced to Everything | |
| if (cameraData.isPreviewCamera) | |
| { | |
| filterSettings.layerMask = -1; | |
| } | |
| DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortFlags); | |
| if (cameraData.renderer.useDepthPriming && m_IsOpaque && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth)) | |
| { | |
| m_RenderStateBlock.depthState = new DepthState(false, CompareFunction.Equal); | |
| m_RenderStateBlock.mask |= RenderStateMask.Depth; | |
| } | |
| else if (m_RenderStateBlock.depthState.compareFunction == CompareFunction.Equal) | |
| { | |
| m_RenderStateBlock.depthState = new DepthState(true, CompareFunction.LessEqual); | |
| m_RenderStateBlock.mask |= RenderStateMask.Depth; | |
| } | |
| var activeDebugHandler = GetActiveDebugHandler(cameraData); | |
| if (useRenderGraph) | |
| { | |
| if (activeDebugHandler != null) | |
| { | |
| passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(renderGraph, ref renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock); | |
| } | |
| else | |
| { | |
| RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref renderingData.cullResults, drawSettings, filterSettings, m_RenderStateBlock, ref passData.rendererListHdl); | |
| RenderingUtils.CreateRendererListObjectsWithError(renderGraph, ref renderingData.cullResults, camera, filterSettings, sortFlags, ref passData.objectsWithErrorRendererListHdl); | |
| } | |
| } | |
| else | |
| { | |
| if (activeDebugHandler != null) | |
| { | |
| passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(context, ref renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock); | |
| } | |
| else | |
| { | |
| RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref renderingData.cullResults, drawSettings, filterSettings, m_RenderStateBlock, ref passData.rendererList); | |
| RenderingUtils.CreateRendererListObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, sortFlags, ref passData.objectsWithErrorRendererList); | |
| } | |
| } | |
| } | |
| internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle colorTarget, TextureHandle depthTarget, TextureHandle mainShadowsTexture, TextureHandle additionalShadowsTexture, uint batchLayerMask = uint.MaxValue) | |
| { | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| UniversalLightData lightData = frameData.Get<UniversalLightData>(); | |
| using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler)) | |
| { | |
| builder.UseAllGlobalTextures(true); | |
| InitPassData(cameraData, ref passData, batchLayerMask, resourceData.isActiveTargetBackBuffer); | |
| if (colorTarget.IsValid()) | |
| { | |
| passData.albedoHdl = colorTarget; | |
| builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write); | |
| } | |
| if (depthTarget.IsValid()) | |
| { | |
| passData.depthHdl = depthTarget; | |
| builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write); | |
| } | |
| if (mainShadowsTexture.IsValid()) | |
| builder.UseTexture(mainShadowsTexture, AccessFlags.Read); | |
| if (additionalShadowsTexture.IsValid()) | |
| builder.UseTexture(additionalShadowsTexture, AccessFlags.Read); | |
| TextureHandle ssaoTexture = resourceData.ssaoTexture; | |
| if (ssaoTexture.IsValid()) | |
| builder.UseTexture(ssaoTexture, AccessFlags.Read); | |
| RenderGraphUtils.UseDBufferIfValid(builder, resourceData); | |
| InitRendererLists(renderingData, cameraData, lightData, ref passData, default(ScriptableRenderContext), renderGraph, true); | |
| var activeDebugHandler = GetActiveDebugHandler(cameraData); | |
| if (activeDebugHandler != null) | |
| { | |
| passData.debugRendererLists.PrepareRendererListForRasterPass(builder); | |
| } | |
| else | |
| { | |
| builder.UseRendererList(passData.rendererListHdl); | |
| builder.UseRendererList(passData.objectsWithErrorRendererListHdl); | |
| } | |
| builder.AllowPassCulling(false); | |
| builder.AllowGlobalStateModification(true); | |
| if (cameraData.xr.enabled) | |
| { | |
| bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer; | |
| builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation); | |
| } | |
| builder.SetRenderFunc((PassData data, RasterGraphContext context) => | |
| { | |
| // Currently we only need to call this additional pass when the user | |
| // doesn't want transparent objects to receive shadows | |
| if (!data.isOpaque && !data.shouldTransparentsReceiveShadows) | |
| TransparentSettingsPass.ExecutePass(context.cmd); | |
| bool yFlip = data.cameraData.IsRenderTargetProjectionMatrixFlipped(data.albedoHdl, data.depthHdl); | |
| ExecutePass(context.cmd, data, data.rendererListHdl, data.objectsWithErrorRendererListHdl, yFlip); | |
| }); | |
| } | |
| } | |
| } | |
| /// <summary> | |
| /// Extension of DrawObjectPass that also output Rendering Layers Texture as second render target. | |
| /// </summary> | |
| internal class DrawObjectsWithRenderingLayersPass : DrawObjectsPass | |
| { | |
| RTHandle[] m_ColorTargetIndentifiers; | |
| RTHandle m_DepthTargetIndentifiers; | |
| /// <summary> | |
| /// Creates a new <c>DrawObjectsWithRenderingLayersPass</c> instance. | |
| /// </summary> | |
| /// <param name="profilerTag">The profiler tag used with the pass.</param> | |
| /// <param name="opaque">Marks whether the objects are opaque or transparent.</param> | |
| /// <param name="evt">The <c>RenderPassEvent</c> to use.</param> | |
| /// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param> | |
| /// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param> | |
| /// <param name="stencilState">The stencil settings to use with this poss.</param> | |
| /// <param name="stencilReference">The stencil reference value to use with this pass.</param> | |
| public DrawObjectsWithRenderingLayersPass(URPProfileId profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) : | |
| base(profilerTag, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) | |
| { | |
| m_ColorTargetIndentifiers = new RTHandle[2]; | |
| } | |
| /// <summary> | |
| /// Sets up the pass. | |
| /// </summary> | |
| /// <param name="colorAttachment">Color attachment handle.</param> | |
| /// <param name="renderingLayersTexture">Texture used with rendering layers.</param> | |
| /// <param name="depthAttachment">Depth attachment handle.</param> | |
| /// <exception cref="ArgumentException"></exception> | |
| public void Setup(RTHandle colorAttachment, RTHandle renderingLayersTexture, RTHandle depthAttachment) | |
| { | |
| if (colorAttachment == null) | |
| throw new ArgumentException("Color attachment can not be null", "colorAttachment"); | |
| if (renderingLayersTexture == null) | |
| throw new ArgumentException("Rendering layers attachment can not be null", "renderingLayersTexture"); | |
| if (depthAttachment == null) | |
| throw new ArgumentException("Depth attachment can not be null", "depthAttachment"); | |
| m_ColorTargetIndentifiers[0] = colorAttachment; | |
| m_ColorTargetIndentifiers[1] = renderingLayersTexture; | |
| m_DepthTargetIndentifiers = depthAttachment; | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) | |
| { | |
| // Disable obsolete warning for internal usage | |
| ConfigureTarget(m_ColorTargetIndentifiers, m_DepthTargetIndentifiers); | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| CommandBuffer cmd = renderingData.commandBuffer; | |
| // Enable Rendering Layers | |
| cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, true); | |
| // Execute | |
| base.Execute(context, ref renderingData); | |
| // Clean up | |
| cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, false); | |
| } | |
| private class RenderingLayersPassData | |
| { | |
| internal PassData basePassData; | |
| internal RenderingLayerUtils.MaskSize maskSize; | |
| public RenderingLayersPassData() | |
| { | |
| basePassData = new PassData(); | |
| } | |
| } | |
| internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle colorTarget, TextureHandle renderingLayersTexture, TextureHandle depthTarget, TextureHandle mainShadowsTexture, TextureHandle additionalShadowsTexture, RenderingLayerUtils.MaskSize maskSize, uint batchLayerMask = uint.MaxValue) | |
| { | |
| using (var builder = renderGraph.AddRasterRenderPass<RenderingLayersPassData>(passName, out var passData, profilingSampler)) | |
| { | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| UniversalLightData lightData = frameData.Get<UniversalLightData>(); | |
| InitPassData(cameraData, ref passData.basePassData, batchLayerMask); | |
| passData.maskSize = maskSize; | |
| passData.basePassData.albedoHdl = colorTarget; | |
| builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write); | |
| builder.SetRenderAttachment(renderingLayersTexture, 1, AccessFlags.Write); | |
| passData.basePassData.depthHdl = depthTarget; | |
| builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write); | |
| if (mainShadowsTexture.IsValid()) | |
| builder.UseTexture(mainShadowsTexture, AccessFlags.Read); | |
| if (additionalShadowsTexture.IsValid()) | |
| builder.UseTexture(additionalShadowsTexture, AccessFlags.Read); | |
| UniversalRenderer renderer = cameraData.renderer as UniversalRenderer; | |
| if (renderer != null) | |
| { | |
| TextureHandle ssaoTexture = resourceData.ssaoTexture; | |
| if (ssaoTexture.IsValid()) | |
| builder.UseTexture(ssaoTexture, AccessFlags.Read); | |
| RenderGraphUtils.UseDBufferIfValid(builder, resourceData); | |
| } | |
| InitRendererLists(renderingData, cameraData, lightData, ref passData.basePassData, default(ScriptableRenderContext), renderGraph, true); | |
| var activeDebugHandler = GetActiveDebugHandler(cameraData); | |
| if (activeDebugHandler != null) | |
| { | |
| passData.basePassData.debugRendererLists.PrepareRendererListForRasterPass(builder); | |
| } | |
| else | |
| { | |
| builder.UseRendererList(passData.basePassData.rendererListHdl); | |
| builder.UseRendererList(passData.basePassData.objectsWithErrorRendererListHdl); | |
| } | |
| builder.AllowPassCulling(false); | |
| // Required here because of RenderingLayerUtils.SetupProperties | |
| builder.AllowGlobalStateModification(true); | |
| if (cameraData.xr.enabled) | |
| { | |
| bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer; | |
| builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation); | |
| } | |
| builder.SetRenderFunc((RenderingLayersPassData data, RasterGraphContext context) => | |
| { | |
| // Enable Rendering Layers | |
| context.cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, true); | |
| RenderingLayerUtils.SetupProperties(context.cmd, data.maskSize); | |
| // Currently we only need to call this additional pass when the user | |
| // doesn't want transparent objects to receive shadows | |
| if (!data.basePassData.isOpaque && !data.basePassData.shouldTransparentsReceiveShadows) | |
| TransparentSettingsPass.ExecutePass(context.cmd); | |
| bool yFlip = data.basePassData.cameraData.IsRenderTargetProjectionMatrixFlipped(data.basePassData.albedoHdl, data.basePassData.depthHdl); | |
| // Execute | |
| ExecutePass(context.cmd, data.basePassData, data.basePassData.rendererListHdl, data.basePassData.objectsWithErrorRendererListHdl, yFlip); | |
| // Clean up | |
| context.cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, false); | |
| }); | |
| } | |
| } | |
| } | |
| } | |