b486678290
Library -Artifacts
52 lines
2.1 KiB
C#
52 lines
2.1 KiB
C#
using UnityEngine.Experimental.GlobalIllumination;
|
|
using UnityEngine.Profiling;
|
|
using Unity.Collections;
|
|
|
|
// cleanup code
|
|
// listMinDepth and maxDepth should be stored in a different uniform block?
|
|
// Point lights stored as vec4
|
|
// RelLightIndices should be stored in ushort instead of uint.
|
|
// TODO use Unity.Mathematics
|
|
// TODO Check if there is a bitarray structure (with dynamic size) available in Unity
|
|
|
|
namespace UnityEngine.Rendering.Universal.Internal
|
|
{
|
|
// Render all tiled-based deferred lights.
|
|
internal class DeferredPass : ScriptableRenderPass
|
|
{
|
|
DeferredLights m_DeferredLights;
|
|
|
|
public DeferredPass(RenderPassEvent evt, DeferredLights deferredLights)
|
|
{
|
|
base.profilingSampler = new ProfilingSampler(nameof(DeferredPass));
|
|
base.renderPassEvent = evt;
|
|
m_DeferredLights = deferredLights;
|
|
}
|
|
|
|
// ScriptableRenderPass
|
|
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
|
|
{
|
|
RenderTargetIdentifier lightingAttachmentId = m_DeferredLights.GbufferAttachmentIdentifiers[m_DeferredLights.GBufferLightingIndex];
|
|
RenderTargetIdentifier depthAttachmentId = m_DeferredLights.DepthAttachmentIdentifier;
|
|
if (m_DeferredLights.UseRenderPass)
|
|
ConfigureInputAttachments(m_DeferredLights.DeferredInputAttachments, m_DeferredLights.DeferredInputIsTransient);
|
|
|
|
// TODO: change to m_DeferredLights.GetGBufferFormat(m_DeferredLights.GBufferLightingIndex) when it's not GraphicsFormat.None
|
|
// TODO: Cannot currently bind depth texture as read-only!
|
|
ConfigureTarget(lightingAttachmentId, depthAttachmentId, cameraTextureDescripor.graphicsFormat);
|
|
}
|
|
|
|
// ScriptableRenderPass
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
m_DeferredLights.ExecuteDeferredPass(context, ref renderingData);
|
|
}
|
|
|
|
// ScriptableRenderPass
|
|
public override void OnCameraCleanup(CommandBuffer cmd)
|
|
{
|
|
m_DeferredLights.OnCameraCleanup(cmd);
|
|
}
|
|
}
|
|
}
|