testss
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using UnityEngine.Experimental.GlobalIllumination;
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using UnityEngine.Profiling;
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using Unity.Collections;
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// cleanup code
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// listMinDepth and maxDepth should be stored in a different uniform block?
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// Point lights stored as vec4
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// RelLightIndices should be stored in ushort instead of uint.
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// TODO use Unity.Mathematics
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// TODO Check if there is a bitarray structure (with dynamic size) available in Unity
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namespace UnityEngine.Rendering.Universal.Internal
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{
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// Render all tiled-based deferred lights.
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internal class DeferredPass : ScriptableRenderPass
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{
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DeferredLights m_DeferredLights;
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public DeferredPass(RenderPassEvent evt, DeferredLights deferredLights)
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{
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base.profilingSampler = new ProfilingSampler(nameof(DeferredPass));
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base.renderPassEvent = evt;
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m_DeferredLights = deferredLights;
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}
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// ScriptableRenderPass
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
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{
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RenderTargetIdentifier lightingAttachmentId = m_DeferredLights.GbufferAttachmentIdentifiers[m_DeferredLights.GBufferLightingIndex];
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RenderTargetIdentifier depthAttachmentId = m_DeferredLights.DepthAttachmentIdentifier;
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// TODO: Cannot currently bind depth texture as read-only!
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ConfigureTarget(lightingAttachmentId, depthAttachmentId);
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}
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// ScriptableRenderPass
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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m_DeferredLights.ExecuteDeferredPass(context, ref renderingData);
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}
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// ScriptableRenderPass
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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m_DeferredLights.OnCameraCleanup(cmd);
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}
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}
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}
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