51 lines
2.0 KiB
C#
51 lines
2.0 KiB
C#
using System;
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using UnityEngine.Rendering.Universal.Internal;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Applies relevant settings before rendering transparent objects
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/// </summary>
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internal class TransparentSettingsPass : ScriptableRenderPass
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{
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bool m_shouldReceiveShadows;
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public TransparentSettingsPass(RenderPassEvent evt, bool shadowReceiveSupported)
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{
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profilingSampler = new ProfilingSampler("Set Transparent Parameters");
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renderPassEvent = evt;
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m_shouldReceiveShadows = shadowReceiveSupported;
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}
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public bool Setup()
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{
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// Currently we only need to enqueue this pass when the user
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// doesn't want transparent objects to receive shadows
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return !m_shouldReceiveShadows;
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}
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[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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RasterCommandBuffer rasterCommandBuffer = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer);
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using (new ProfilingScope(rasterCommandBuffer, profilingSampler))
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{
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ExecutePass(rasterCommandBuffer);
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}
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}
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public static void ExecutePass(RasterCommandBuffer rasterCommandBuffer)
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{
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// -----------------------------------------------------------
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// This pass is only used when transparent objects should not
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// receive shadows using the setting on the URP Renderer.
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// This is controlled in the public bool Setup() function above.
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// -----------------------------------------------------------
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MainLightShadowCasterPass.SetShadowParamsForEmptyShadowmap(rasterCommandBuffer);
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AdditionalLightsShadowCasterPass.SetShadowParamsForEmptyShadowmap(rasterCommandBuffer);
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}
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}
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}
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