129 lines
5.1 KiB
C#
129 lines
5.1 KiB
C#
using UnityEngine.Experimental.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Draw the skybox into the given color buffer using the given depth buffer for depth testing.
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///
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/// This pass renders the standard Unity skybox.
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/// </summary>
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public class DrawSkyboxPass : ScriptableRenderPass
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{
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/// <summary>
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/// Creates a new <c>DrawSkyboxPass</c> instance.
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/// </summary>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <seealso cref="RenderPassEvent"/>
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public DrawSkyboxPass(RenderPassEvent evt)
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{
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base.profilingSampler = new ProfilingSampler(nameof(DrawSkyboxPass));
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renderPassEvent = evt;
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}
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/// <inheritdoc/>
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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ref CameraData cameraData = ref renderingData.cameraData;
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Camera camera = cameraData.camera;
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var activeDebugHandler = GetActiveDebugHandler(ref renderingData);
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if (activeDebugHandler != null)
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{
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// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
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// when certain debug modes are active (e.g. wireframe/overdraw modes)
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if (activeDebugHandler.IsScreenClearNeeded)
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{
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return;
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}
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}
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#if ENABLE_VR && ENABLE_XR_MODULE
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// XRTODO: Remove this code once Skybox pass is moved to SRP land.
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if (cameraData.xr.enabled)
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{
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// Setup Legacy XR buffer states
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if (cameraData.xr.singlePassEnabled)
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{
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// Setup legacy skybox stereo buffer
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camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, cameraData.GetProjectionMatrix(0));
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camera.SetStereoViewMatrix(Camera.StereoscopicEye.Left, cameraData.GetViewMatrix(0));
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camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, cameraData.GetProjectionMatrix(1));
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camera.SetStereoViewMatrix(Camera.StereoscopicEye.Right, cameraData.GetViewMatrix(1));
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var cmd = renderingData.commandBuffer;
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// Use legacy stereo instancing mode to have legacy XR code path configured
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cmd.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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// Calling into built-in skybox pass
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context.DrawSkybox(camera);
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// Disable Legacy XR path
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cmd.SetSinglePassStereo(SinglePassStereoMode.None);
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context.ExecuteCommandBuffer(cmd);
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// We do not need to submit here due to special handling of stereo matrices in core.
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// context.Submit();
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cmd.Clear();
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camera.ResetStereoProjectionMatrices();
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camera.ResetStereoViewMatrices();
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}
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else
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{
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camera.projectionMatrix = cameraData.GetProjectionMatrix(0);
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camera.worldToCameraMatrix = cameraData.GetViewMatrix(0);
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context.DrawSkybox(camera);
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// XRTODO: remove this call because it creates issues with nested profiling scopes
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// See examples in UniversalRenderPipeline.RenderSingleCamera() and in ScriptableRenderer.Execute()
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context.Submit(); // Submit and execute the skybox pass before resetting the matrices
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camera.ResetProjectionMatrix();
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camera.ResetWorldToCameraMatrix();
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}
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}
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else
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#endif
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{
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context.DrawSkybox(camera);
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}
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}
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private class PassData
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{
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internal TextureHandle color;
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internal TextureHandle depth;
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internal RenderingData renderingData;
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internal DrawSkyboxPass pass;
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}
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internal void Render(RenderGraph renderGraph, TextureHandle colorTarget, TextureHandle depthTarget, ref RenderingData renderingData)
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{
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Camera camera = renderingData.cameraData.camera;
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using (var builder = renderGraph.AddRenderPass<PassData>("Draw Skybox Pass", out var passData,
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base.profilingSampler))
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{
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passData.color = builder.UseColorBuffer(colorTarget, 0);
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passData.depth = builder.UseDepthBuffer(depthTarget, DepthAccess.Read);
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passData.renderingData = renderingData;
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passData.pass = this;
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builder.AllowPassCulling(false);
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builder.SetRenderFunc((PassData data, RenderGraphContext context) =>
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{
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data.pass.Execute(context.renderContext, ref data.renderingData);
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});
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}
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}
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}
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}
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