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); }); } } } }