namespace UnityEngine.Rendering.Universal
{
///
/// Draw the skybox into the given color buffer using the given depth buffer for depth testing.
///
/// This pass renders the standard Unity skybox.
///
public class DrawSkyboxPass : ScriptableRenderPass
{
public DrawSkyboxPass(RenderPassEvent evt)
{
base.profilingSampler = new ProfilingSampler(nameof(DrawSkyboxPass));
renderPassEvent = evt;
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CameraData cameraData = renderingData.cameraData;
Camera camera = cameraData.camera;
var activeDebugHandler = GetActiveDebugHandler(renderingData);
if (activeDebugHandler != null)
{
// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
// when certain debug modes are active (e.g. wireframe/overdraw modes)
if (activeDebugHandler.IsScreenClearNeeded)
{
return;
}
}
#if ENABLE_VR && ENABLE_XR_MODULE
// XRTODO: Remove this code once Skybox pass is moved to SRP land.
if (cameraData.xr.enabled)
{
// Setup Legacy XR buffer states
if (cameraData.xr.singlePassEnabled)
{
// Setup legacy skybox stereo buffer
camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, cameraData.GetProjectionMatrix(0));
camera.SetStereoViewMatrix(Camera.StereoscopicEye.Left, cameraData.GetViewMatrix(0));
camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, cameraData.GetProjectionMatrix(1));
camera.SetStereoViewMatrix(Camera.StereoscopicEye.Right, cameraData.GetViewMatrix(1));
CommandBuffer cmd = CommandBufferPool.Get();
// Use legacy stereo instancing mode to have legacy XR code path configured
cmd.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
// Calling into built-in skybox pass
context.DrawSkybox(camera);
// Disable Legacy XR path
cmd.SetSinglePassStereo(SinglePassStereoMode.None);
context.ExecuteCommandBuffer(cmd);
// We do not need to submit here due to special handling of stereo matrices in core.
// context.Submit();
CommandBufferPool.Release(cmd);
camera.ResetStereoProjectionMatrices();
camera.ResetStereoViewMatrices();
}
else
{
camera.projectionMatrix = cameraData.GetProjectionMatrix(0);
camera.worldToCameraMatrix = cameraData.GetViewMatrix(0);
context.DrawSkybox(camera);
// XRTODO: remove this call because it creates issues with nested profiling scopes
// See examples in UniversalRenderPipeline.RenderSingleCamera() and in ScriptableRenderer.Execute()
context.Submit(); // Submit and execute the skybox pass before resetting the matrices
camera.ResetProjectionMatrix();
camera.ResetWorldToCameraMatrix();
}
}
else
#endif
{
context.DrawSkybox(camera);
}
}
}
}