#if ENABLE_VR && ENABLE_XR_MODULE
using UnityEngine.Experimental.Rendering.RenderGraphModule;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
///
/// Draw the XR occlusion mesh into the current depth buffer when XR is enabled.
///
public class XROcclusionMeshPass : ScriptableRenderPass
{
PassData m_PassData;
///
/// 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
public XROcclusionMeshPass(RenderPassEvent evt)
{
base.profilingSampler = new ProfilingSampler(nameof(XROcclusionMeshPass));
renderPassEvent = evt;
m_PassData = new PassData();
m_IsActiveTargetBackBuffer = false;
base.profilingSampler = new ProfilingSampler("XR Occlusion Pass");
}
private static void ExecutePass(ScriptableRenderContext context, PassData data)
{
var cmd = data.renderingData.commandBuffer;
if (data.renderingData.cameraData.xr.hasValidOcclusionMesh)
{
if (data.isActiveTargetBackBuffer)
cmd.SetViewport(data.renderingData.cameraData.xr.GetViewport());
data.renderingData.cameraData.xr.RenderOcclusionMesh(cmd);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
m_PassData.renderingData = renderingData;
m_PassData.isActiveTargetBackBuffer = m_IsActiveTargetBackBuffer;
ExecutePass(context, m_PassData);
}
private class PassData
{
internal RenderingData renderingData;
internal TextureHandle cameraColorAttachment;
internal TextureHandle cameraDepthAttachment;
internal bool isActiveTargetBackBuffer;
}
internal void Render(RenderGraph renderGraph, in TextureHandle cameraColorAttachment, in TextureHandle cameraDepthAttachment, ref RenderingData renderingData)
{
using (var builder = renderGraph.AddRenderPass("XR Occlusion Pass", out var passData, base.profilingSampler))
{
passData.renderingData = renderingData;
passData.cameraColorAttachment = builder.UseColorBuffer(cameraColorAttachment, 0);
passData.cameraDepthAttachment = builder.UseDepthBuffer(cameraDepthAttachment, DepthAccess.Write);
passData.isActiveTargetBackBuffer = m_IsActiveTargetBackBuffer;
// TODO RENDERGRAPH: culling? force culling off for testing
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RenderGraphContext context) =>
{
ExecutePass(context.renderContext, data);
});
return;
}
}
}
}
#endif