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- namespace UnityEngine.Rendering.Universal
- {
- internal class SceneViewDepthCopyPass : ScriptableRenderPass
- {
- private RenderTargetHandle source { get; set; }
- Material m_CopyDepthMaterial;
- const string m_ProfilerTag = "Copy Depth for Scene View";
- public SceneViewDepthCopyPass(RenderPassEvent evt, Material copyDepthMaterial)
- {
- m_CopyDepthMaterial = copyDepthMaterial;
- renderPassEvent = evt;
- }
- public void Setup(RenderTargetHandle source)
- {
- this.source = source;
- }
- /// <inheritdoc/>
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- if (m_CopyDepthMaterial == null)
- {
- Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthMaterial, GetType().Name);
- return;
- }
- // Restore Render target for additional editor rendering.
- // Note: Scene view camera always perform depth prepass
- CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
- CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
- cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
- cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
- cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
- cmd.Blit(source.Identifier(), BuiltinRenderTextureType.CameraTarget, m_CopyDepthMaterial);
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- }
- }
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