b486678290
Library -Artifacts
46 lines
1.9 KiB
C#
46 lines
1.9 KiB
C#
namespace UnityEngine.Rendering.Universal
|
|
{
|
|
/// <summary>
|
|
/// Applies relevant settings before rendering transparent objects
|
|
/// </summary>
|
|
|
|
internal class TransparentSettingsPass : ScriptableRenderPass
|
|
{
|
|
bool m_shouldReceiveShadows;
|
|
|
|
const string m_ProfilerTag = "Transparent Settings Pass";
|
|
private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler(m_ProfilerTag);
|
|
|
|
public TransparentSettingsPass(RenderPassEvent evt, bool shadowReceiveSupported)
|
|
{
|
|
base.profilingSampler = new ProfilingSampler(nameof(TransparentSettingsPass));
|
|
renderPassEvent = evt;
|
|
m_shouldReceiveShadows = shadowReceiveSupported;
|
|
}
|
|
|
|
public bool Setup(ref RenderingData renderingData)
|
|
{
|
|
// Currently we only need to enqueue this pass when the user
|
|
// doesn't want transparent objects to receive shadows
|
|
return !m_shouldReceiveShadows;
|
|
}
|
|
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
// Get a command buffer...
|
|
CommandBuffer cmd = CommandBufferPool.Get();
|
|
using (new ProfilingScope(cmd, m_ProfilingSampler))
|
|
{
|
|
// Toggle light shadows enabled based on the renderer setting set in the constructor
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, m_shouldReceiveShadows);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, m_shouldReceiveShadows);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, m_shouldReceiveShadows);
|
|
}
|
|
|
|
// Execute and release the command buffer...
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
}
|
|
}
|