Files
PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/Passes/DrawSkyboxPass.cs
2021-06-13 10:28:03 +02:00

76 lines
3.6 KiB
C#

namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Draw the skybox into the given color buffer using the given depth buffer for depth testing.
///
/// This pass renders the standard Unity skybox.
/// </summary>
public class DrawSkyboxPass : ScriptableRenderPass
{
public DrawSkyboxPass(RenderPassEvent evt)
{
base.profilingSampler = new ProfilingSampler(nameof(DrawSkyboxPass));
renderPassEvent = evt;
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
#if ENABLE_VR && ENABLE_XR_MODULE
// XRTODO: Remove this code once Skybox pass is moved to SRP land.
if (renderingData.cameraData.xr.enabled)
{
// Setup Legacy XR buffer states
if (renderingData.cameraData.xr.singlePassEnabled)
{
// Setup legacy skybox stereo buffer
renderingData.cameraData.camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, renderingData.cameraData.GetProjectionMatrix(0));
renderingData.cameraData.camera.SetStereoViewMatrix(Camera.StereoscopicEye.Left, renderingData.cameraData.GetViewMatrix(0));
renderingData.cameraData.camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, renderingData.cameraData.GetProjectionMatrix(1));
renderingData.cameraData.camera.SetStereoViewMatrix(Camera.StereoscopicEye.Right, renderingData.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(renderingData.cameraData.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 matricies in core.
// context.Submit();
CommandBufferPool.Release(cmd);
renderingData.cameraData.camera.ResetStereoProjectionMatrices();
renderingData.cameraData.camera.ResetStereoViewMatrices();
}
else
{
renderingData.cameraData.camera.projectionMatrix = renderingData.cameraData.GetProjectionMatrix(0);
renderingData.cameraData.camera.worldToCameraMatrix = renderingData.cameraData.GetViewMatrix(0);
context.DrawSkybox(renderingData.cameraData.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
renderingData.cameraData.camera.ResetProjectionMatrix();
renderingData.cameraData.camera.ResetWorldToCameraMatrix();
}
}
else
#endif
{
context.DrawSkybox(renderingData.cameraData.camera);
}
}
}
}