URP中的多Pass渲染
2021/01
26
14:01
public ForwardRenderer(ForwardRendererData data) : base(data)
{
// 绘制不透明物件
m_RenderOpaqueForwardPass = new DrawObjectsPass("Render Opaques", true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference);
// 绘制透明物件
m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, m_DefaultStencilState, stencilData.stencilReference);
...
public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
{
m_ProfilerTag = profilerTag;
m_ProfilingSampler = new ProfilingSampler(profilerTag);
m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward"));
m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
renderPassEvent = evt;
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
m_IsOpaque = opaque;
if (stencilState.enabled)
{
m_RenderStateBlock.stencilReference = stencilReference;
m_RenderStateBlock.mask = RenderStateMask.Stencil;
m_RenderStateBlock.stencilState = stencilState;
}
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
Camera camera = renderingData.cameraData.camera;
var sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
var drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortFlags);
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
// Render objects that did not match any shader pass with error shader
RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, m_FilteringSettings, SortingCriteria.None);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
// ...
public DrawingSettings CreateDrawingSettings(List<ShaderTagId> shaderTagIdList,
ref RenderingData renderingData, SortingCriteria sortingCriteria)
{
if (shaderTagIdList == null || shaderTagIdList.Count == 0)
{
Debug.LogWarning("ShaderTagId list is invalid. DrawingSettings is created with default pipeline ShaderTagId");
return CreateDrawingSettings(new ShaderTagId("UniversalPipeline"), ref renderingData, sortingCriteria);
}
DrawingSettings settings = CreateDrawingSettings(shaderTagIdList[0], ref renderingData, sortingCriteria);
for (int i = 1; i < shaderTagIdList.Count; ++i)
settings.SetShaderPassName(i, shaderTagIdList[i]);
return settings;
}
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