using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.RenderGraphModule
{
///
/// Helper class allowing access to default resources (black or white texture, etc.) during render passes.
///
public class RenderGraphDefaultResources
{
bool m_IsValid;
// We need to keep around a RTHandle version of default regular 2D textures since RenderGraph API is all RTHandle.
RTHandle m_BlackTexture2D;
RTHandle m_WhiteTexture2D;
RTHandle m_ShadowTexture2D;
/// Default black 2D texture.
public TextureHandle blackTexture { get; private set; }
/// Default white 2D texture.
public TextureHandle whiteTexture { get; private set; }
/// Default clear color XR 2D texture.
public TextureHandle clearTextureXR { get; private set; }
/// Default magenta XR 2D texture.
public TextureHandle magentaTextureXR { get; private set; }
/// Default black XR 2D texture.
public TextureHandle blackTextureXR { get; private set; }
/// Default black XR 2D Array texture.
public TextureHandle blackTextureArrayXR { get; private set; }
/// Default black (UInt) XR 2D texture.
public TextureHandle blackUIntTextureXR { get; private set; }
/// Default black XR 3D texture.
public TextureHandle blackTexture3DXR { get; private set; }
/// Default white XR 2D texture.
public TextureHandle whiteTextureXR { get; private set; }
/// Default 1x1 shadow texture.
public TextureHandle defaultShadowTexture { get; private set; }
internal RenderGraphDefaultResources()
{
m_BlackTexture2D = RTHandles.Alloc(Texture2D.blackTexture);
m_WhiteTexture2D = RTHandles.Alloc(Texture2D.whiteTexture);
m_ShadowTexture2D = RTHandles.Alloc(1, 1, depthBufferBits: DepthBits.Depth32, isShadowMap: true);
}
internal void Cleanup()
{
m_BlackTexture2D.Release();
m_WhiteTexture2D.Release();
m_ShadowTexture2D.Release();
}
internal void InitializeForRendering(RenderGraph renderGraph)
{
blackTexture = renderGraph.ImportTexture(m_BlackTexture2D);
whiteTexture = renderGraph.ImportTexture(m_WhiteTexture2D);
defaultShadowTexture = renderGraph.ImportTexture(m_ShadowTexture2D);
clearTextureXR = renderGraph.ImportTexture(TextureXR.GetClearTexture());
magentaTextureXR = renderGraph.ImportTexture(TextureXR.GetMagentaTexture());
blackTextureXR = renderGraph.ImportTexture(TextureXR.GetBlackTexture());
blackTextureArrayXR = renderGraph.ImportTexture(TextureXR.GetBlackTextureArray());
blackUIntTextureXR = renderGraph.ImportTexture(TextureXR.GetBlackUIntTexture());
blackTexture3DXR = renderGraph.ImportTexture(TextureXR.GetBlackTexture3D());
whiteTextureXR = renderGraph.ImportTexture(TextureXR.GetWhiteTexture());
}
}
}