using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
///
/// Draw the skybox into the given color buffer using the given depth buffer for depth testing.
///
/// This pass renders the standard Unity skybox.
///
public class DrawSkyboxPass : ScriptableRenderPass
{
///
/// Used to indicate if the active target of the pass is the back buffer
///
public bool m_IsActiveTargetBackBuffer; // TODO: Remove this when we remove non-RG path
///
/// Creates a new DrawSkyboxPass instance.
///
/// The RenderPassEvent to use.
///
public DrawSkyboxPass(RenderPassEvent evt)
{
base.profilingSampler = new ProfilingSampler(nameof(DrawSkyboxPass));
renderPassEvent = evt;
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
ref CameraData cameraData = ref renderingData.cameraData;
Camera camera = cameraData.camera;
var activeDebugHandler = GetActiveDebugHandler(ref renderingData);
if (activeDebugHandler != null)
{
// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
// when certain debug modes are active (e.g. wireframe/overdraw modes)
if (activeDebugHandler.IsScreenClearNeeded)
{
return;
}
}
var skyRendererList = CreateSkyboxRendererList(context, cameraData);
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled)
{
if (cameraData.xr.singlePassEnabled)
renderingData.commandBuffer.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing);
if (m_IsActiveTargetBackBuffer)
renderingData.commandBuffer.SetViewport(cameraData.xr.GetViewport());
}
#endif
renderingData.commandBuffer.DrawRendererList(skyRendererList);
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled && cameraData.xr.singlePassEnabled)
renderingData.commandBuffer.SetSinglePassStereo(SinglePassStereoMode.None);
#endif
}
// For non-RG path
private RendererList CreateSkyboxRendererList(ScriptableRenderContext context, CameraData cameraData)
{
var skyRendererList = new RendererList();
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled)
{
// Setup Legacy XR buffer states
if (cameraData.xr.singlePassEnabled)
{
skyRendererList = context.CreateSkyboxRendererList(cameraData.camera,
cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0),
cameraData.GetProjectionMatrix(1), cameraData.GetViewMatrix(1));
}
else
{
skyRendererList = context.CreateSkyboxRendererList(cameraData.camera, cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0));
}
}
else
#endif
{
skyRendererList = context.CreateSkyboxRendererList(cameraData.camera);
}
return skyRendererList;
}
private class PassData
{
internal TextureHandle color;
internal TextureHandle depth;
internal RenderingData renderingData;
internal DrawSkyboxPass pass;
}
internal void Render(RenderGraph renderGraph, TextureHandle colorTarget, TextureHandle depthTarget, ref RenderingData renderingData)
{
Camera camera = renderingData.cameraData.camera;
using (var builder = renderGraph.AddRenderPass("Draw Skybox Pass", out var passData,
base.profilingSampler))
{
passData.color = builder.UseColorBuffer(colorTarget, 0);
passData.depth = builder.UseDepthBuffer(depthTarget, DepthAccess.Read);
passData.renderingData = renderingData;
passData.pass = this;
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RenderGraphContext context) =>
{
data.pass.Execute(context.renderContext, ref data.renderingData);
});
}
}
}
}