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
{
///
/// 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;
}
}
#if ENABLE_VR && ENABLE_XR_MODULE
// XRTODO: Remove this code once Skybox pass is moved to SRP land.
if (cameraData.xr.enabled)
{
// Setup Legacy XR buffer states
if (cameraData.xr.singlePassEnabled)
{
// Setup legacy skybox stereo buffer
camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, cameraData.GetProjectionMatrix(0));
camera.SetStereoViewMatrix(Camera.StereoscopicEye.Left, cameraData.GetViewMatrix(0));
camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, cameraData.GetProjectionMatrix(1));
camera.SetStereoViewMatrix(Camera.StereoscopicEye.Right, cameraData.GetViewMatrix(1));
var cmd = renderingData.commandBuffer;
// Use legacy stereo instancing mode to have legacy XR code path configured
cmd.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
// Calling into built-in skybox pass
context.DrawSkybox(camera);
// Disable Legacy XR path
cmd.SetSinglePassStereo(SinglePassStereoMode.None);
context.ExecuteCommandBuffer(cmd);
// We do not need to submit here due to special handling of stereo matrices in core.
// context.Submit();
cmd.Clear();
camera.ResetStereoProjectionMatrices();
camera.ResetStereoViewMatrices();
}
else
{
camera.projectionMatrix = cameraData.GetProjectionMatrix(0);
camera.worldToCameraMatrix = cameraData.GetViewMatrix(0);
context.DrawSkybox(camera);
// XRTODO: remove this call because it creates issues with nested profiling scopes
// See examples in UniversalRenderPipeline.RenderSingleCamera() and in ScriptableRenderer.Execute()
context.Submit(); // Submit and execute the skybox pass before resetting the matrices
camera.ResetProjectionMatrix();
camera.ResetWorldToCameraMatrix();
}
}
else
#endif
{
context.DrawSkybox(camera);
}
}
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);
});
}
}
}
}