/
RenderObjects.cs
98 lines (78 loc) · 3.83 KB
/
RenderObjects.cs
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using System.Collections.Generic;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Experimental.Rendering.Universal
{
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")]public enum RenderQueueType
{
Opaque,
Transparent,
}
[ExcludeFromPreset]
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")]public class RenderObjects : ScriptableRendererFeature
{
[System.Serializable]
public class RenderObjectsSettings
{
public string passTag = "RenderObjectsFeature";
public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
public FilterSettings filterSettings = new FilterSettings();
public Material overrideMaterial = null;
public int overrideMaterialPassIndex = 0;
public bool overrideDepthState = false;
public CompareFunction depthCompareFunction = CompareFunction.LessEqual;
public bool enableWrite = true;
public StencilStateData stencilSettings = new StencilStateData();
public CustomCameraSettings cameraSettings = new CustomCameraSettings();
}
[System.Serializable]
public class FilterSettings
{
// TODO: expose opaque, transparent, all ranges as drop down
public RenderQueueType RenderQueueType;
public LayerMask LayerMask;
public string[] PassNames;
public FilterSettings()
{
RenderQueueType = RenderQueueType.Opaque;
LayerMask = 0;
}
}
[System.Serializable]
public class CustomCameraSettings
{
public bool overrideCamera = false;
public bool restoreCamera = true;
public Vector4 offset;
public float cameraFieldOfView = 60.0f;
}
public RenderObjectsSettings settings = new RenderObjectsSettings();
RenderObjectsPass renderObjectsPass;
public override void Create()
{
FilterSettings filter = settings.filterSettings;
// Render Objects pass doesn't support events before rendering prepasses.
// The camera is not setup before this point and all rendering is monoscopic.
// Events before BeforeRenderingPrepasses should be used for input texture passes (shadow map, LUT, etc) that doesn't depend on the camera.
// These events are filtering in the UI, but we still should prevent users from changing it from code or
// by changing the serialized data.
if (settings.Event < RenderPassEvent.BeforeRenderingPrepasses)
settings.Event = RenderPassEvent.BeforeRenderingPrepasses;
renderObjectsPass = new RenderObjectsPass(settings.passTag, settings.Event, filter.PassNames,
filter.RenderQueueType, filter.LayerMask, settings.cameraSettings);
renderObjectsPass.overrideMaterial = settings.overrideMaterial;
renderObjectsPass.overrideMaterialPassIndex = settings.overrideMaterialPassIndex;
if (settings.overrideDepthState)
renderObjectsPass.SetDetphState(settings.enableWrite, settings.depthCompareFunction);
if (settings.stencilSettings.overrideStencilState)
renderObjectsPass.SetStencilState(settings.stencilSettings.stencilReference,
settings.stencilSettings.stencilCompareFunction, settings.stencilSettings.passOperation,
settings.stencilSettings.failOperation, settings.stencilSettings.zFailOperation);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(renderObjectsPass);
}
}
}