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