Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /RendererFeatures /RenderObjects.cs
| using UnityEngine.Scripting.APIUpdating; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// The queue type for the objects to render. | |
| /// </summary> | |
| [] | |
| public enum RenderQueueType | |
| { | |
| /// <summary> | |
| /// Use this for opaque objects. | |
| /// </summary> | |
| Opaque, | |
| /// <summary> | |
| /// Use this for transparent objects. | |
| /// </summary> | |
| Transparent, | |
| } | |
| /// <summary> | |
| /// The class for the render objects renderer feature. | |
| /// </summary> | |
| [] | |
| [] | |
| [] | |
| [] | |
| public class RenderObjects : ScriptableRendererFeature | |
| { | |
| /// <summary> | |
| /// Settings class used for the render objects renderer feature. | |
| /// </summary> | |
| [] | |
| public class RenderObjectsSettings | |
| { | |
| /// <summary> | |
| /// The profiler tag used with the pass. | |
| /// </summary> | |
| public string passTag = "RenderObjectsFeature"; | |
| /// <summary> | |
| /// Controls when the render pass executes. | |
| /// </summary> | |
| public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques; | |
| /// <summary> | |
| /// The filter settings for the pass. | |
| /// </summary> | |
| public FilterSettings filterSettings = new FilterSettings(); | |
| /// <summary> | |
| /// The override material to use. | |
| /// </summary> | |
| public Material overrideMaterial = null; | |
| /// <summary> | |
| /// The pass index to use with the override material. | |
| /// </summary> | |
| public int overrideMaterialPassIndex = 0; | |
| /// <summary> | |
| /// The override shader to use. | |
| /// </summary> | |
| public Shader overrideShader = null; | |
| /// <summary> | |
| /// The pass index to use with the override shader. | |
| /// </summary> | |
| public int overrideShaderPassIndex = 0; | |
| /// <summary> | |
| /// Options to select which type of override mode should be used. | |
| /// </summary> | |
| public enum OverrideMaterialMode | |
| { | |
| /// <summary> | |
| /// Use this to not override. | |
| /// </summary> | |
| None, | |
| /// <summary> | |
| /// Use this to use an override material. | |
| /// </summary> | |
| Material, | |
| /// <summary> | |
| /// Use this to use an override shader. | |
| /// </summary> | |
| Shader | |
| }; | |
| /// <summary> | |
| /// The selected override mode. | |
| /// </summary> | |
| public OverrideMaterialMode overrideMode = OverrideMaterialMode.Material; //default to Material as this was previously the only option | |
| /// <summary> | |
| /// Sets whether it should override depth or not. | |
| /// </summary> | |
| public bool overrideDepthState = false; | |
| /// <summary> | |
| /// The depth comparison function to use. | |
| /// </summary> | |
| public CompareFunction depthCompareFunction = CompareFunction.LessEqual; | |
| /// <summary> | |
| /// Sets whether it should write to depth or not. | |
| /// </summary> | |
| public bool enableWrite = true; | |
| /// <summary> | |
| /// The stencil settings to use. | |
| /// </summary> | |
| public StencilStateData stencilSettings = new StencilStateData(); | |
| /// <summary> | |
| /// The camera settings to use. | |
| /// </summary> | |
| public CustomCameraSettings cameraSettings = new CustomCameraSettings(); | |
| } | |
| /// <summary> | |
| /// The filter settings used. | |
| /// </summary> | |
| [] | |
| public class FilterSettings | |
| { | |
| // TODO: expose opaque, transparent, all ranges as drop down | |
| /// <summary> | |
| /// The queue type for the objects to render. | |
| /// </summary> | |
| public RenderQueueType RenderQueueType; | |
| /// <summary> | |
| /// The layer mask to use. | |
| /// </summary> | |
| public LayerMask LayerMask; | |
| /// <summary> | |
| /// The passes to render. | |
| /// </summary> | |
| public string[] PassNames; | |
| /// <summary> | |
| /// The constructor for the filter settings. | |
| /// </summary> | |
| public FilterSettings() | |
| { | |
| RenderQueueType = RenderQueueType.Opaque; | |
| LayerMask = 0; | |
| } | |
| } | |
| /// <summary> | |
| /// The settings for custom cameras values. | |
| /// </summary> | |
| [] | |
| public class CustomCameraSettings | |
| { | |
| /// <summary> | |
| /// Used to mark whether camera values should be changed or not. | |
| /// </summary> | |
| public bool overrideCamera = false; | |
| /// <summary> | |
| /// Should the values be reverted after rendering the objects? | |
| /// </summary> | |
| public bool restoreCamera = true; | |
| /// <summary> | |
| /// Changes the camera offset. | |
| /// </summary> | |
| public Vector4 offset; | |
| /// <summary> | |
| /// Changes the camera field of view. | |
| /// </summary> | |
| public float cameraFieldOfView = 60.0f; | |
| } | |
| /// <summary> | |
| /// The settings used for the Render Objects renderer feature. | |
| /// </summary> | |
| public RenderObjectsSettings settings = new RenderObjectsSettings(); | |
| RenderObjectsPass renderObjectsPass; | |
| /// <inheritdoc/> | |
| public override void Create() | |
| { | |
| FilterSettings filter = settings.filterSettings; | |
| // Render Objects pass doesn't support events before rendering prepasses. | |
| // The camera is not setup before this point and all rendering is monoscopic. | |
| // Events before BeforeRenderingPrepasses should be used for input texture passes (shadow map, LUT, etc) that doesn't depend on the camera. | |
| // These events are filtering in the UI, but we still should prevent users from changing it from code or | |
| // by changing the serialized data. | |
| if (settings.Event < RenderPassEvent.BeforeRenderingPrePasses) | |
| settings.Event = RenderPassEvent.BeforeRenderingPrePasses; | |
| renderObjectsPass = new RenderObjectsPass(settings.passTag, settings.Event, filter.PassNames, | |
| filter.RenderQueueType, filter.LayerMask, settings.cameraSettings); | |
| switch (settings.overrideMode) | |
| { | |
| case RenderObjectsSettings.OverrideMaterialMode.None: | |
| renderObjectsPass.overrideMaterial = null; | |
| renderObjectsPass.overrideShader = null; | |
| break; | |
| case RenderObjectsSettings.OverrideMaterialMode.Material: | |
| renderObjectsPass.overrideMaterial = settings.overrideMaterial; | |
| renderObjectsPass.overrideMaterialPassIndex = settings.overrideMaterialPassIndex; | |
| renderObjectsPass.overrideShader = null; | |
| break; | |
| case RenderObjectsSettings.OverrideMaterialMode.Shader: | |
| renderObjectsPass.overrideMaterial = null; | |
| renderObjectsPass.overrideShader = settings.overrideShader; | |
| renderObjectsPass.overrideShaderPassIndex = settings.overrideShaderPassIndex; | |
| break; | |
| } | |
| if (settings.overrideDepthState) | |
| renderObjectsPass.SetDepthState(settings.enableWrite, settings.depthCompareFunction); | |
| if (settings.stencilSettings.overrideStencilState) | |
| renderObjectsPass.SetStencilState(settings.stencilSettings.stencilReference, | |
| settings.stencilSettings.stencilCompareFunction, settings.stencilSettings.passOperation, | |
| settings.stencilSettings.failOperation, settings.stencilSettings.zFailOperation); | |
| } | |
| /// <inheritdoc/> | |
| public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) | |
| { | |
| if (renderingData.cameraData.cameraType == CameraType.Preview | |
| || UniversalRenderer.IsOffscreenDepthTexture(ref renderingData.cameraData)) | |
| return; | |
| renderer.EnqueuePass(renderObjectsPass); | |
| } | |
| internal override bool SupportsNativeRenderPass() | |
| { | |
| return true; | |
| } | |
| } | |
| } | |