VR4Medical/ICI/Library/PackageCache/com.unity.render-pipelines.universal@2b88762731f8/Samples~/URPRenderGraphSamples/Culling/CullingRenderPassRendererFeature.cs
2025-07-29 13:45:50 +03:00

132 lines
5.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal;
public class CullingRenderPassRendererFeature : ScriptableRendererFeature
{
// Layer mask used to filter objects to put in the renderer list.
public LayerMask m_LayerMask;
private CullingRenderPass m_CullingRenderPass;
public override void Create()
{
m_CullingRenderPass = new CullingRenderPass(m_LayerMask);
// Configures where the render pass should be injected.
m_CullingRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_CullingRenderPass);
}
protected override void Dispose(bool disposing)
{
m_CullingRenderPass = null;
}
}
public class CullingRenderPass : ScriptableRenderPass
{
private LayerMask m_LayerMask;
// List of shader tags used to build the renderer list.
private List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
public CullingRenderPass(LayerMask layerMask)
{
m_LayerMask = layerMask;
}
class PassData
{
public RendererListHandle rendererListHandle;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
var passName = "RenderList Render Pass from Culling";
// This simple pass clears the current active color texture, then renders the scene geometry associated to the m_LayerMask layer using the culling results.
// Add scene geometry to your own custom layers and experiment switching the layer mask in the render feature UI.
// You can use the frame debugger to inspect the pass output.
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
// UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures.
// The active color and depth textures are the main color and depth buffers that the camera renders into.
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
var cameraData = frameData.Get<UniversalCameraData>();
// CullContextData contains the culling APIs.
var cullContextData = frameData.Get<CullContextData>();
// Retrieve the culling parameters for the camera used.
cameraData.camera.TryGetCullingParameters(false, out var cullingParameters);
// Perform culling using the CullContextData API.
var cullingResults = cullContextData.Cull(ref cullingParameters);
// Fill up the passData with the data needed by the pass
InitRendererLists(cullingResults, frameData, ref passData, renderGraph);
// Make sure the renderer list is valid
if (!passData.rendererListHandle.IsValid())
return;
// We declare the RendererList we just created as an input dependency to this pass, via UseRendererList().
builder.UseRendererList(passData.rendererListHandle);
// Setup as a render target via UseTextureFragment and UseTextureFragmentDepth, which are the equivalent of using the old cmd.SetRenderTarget(color,depth).
builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write);
// Assign the ExecutePass function to the render pass delegate, which will be called by the render graph when executing the pass.
builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context));
}
}
// This static method is used to execute the pass and passed as the RenderFunc delegate to the RenderGraph render pass.
static void ExecutePass(PassData data, RasterGraphContext context)
{
context.cmd.ClearRenderTarget(RTClearFlags.Color, Color.green, 1, 0);
context.cmd.DrawRendererList(data.rendererListHandle);
}
// Sample utility method that showcases how to create a renderer list via the RenderGraph API.
private void InitRendererLists(CullingResults cullResults, ContextContainer frameData, ref PassData passData, RenderGraph renderGraph)
{
// Access the relevant frame data from the Universal Render Pipeline
var universalRenderingData = frameData.Get<UniversalRenderingData>();
var cameraData = frameData.Get<UniversalCameraData>();
var lightData = frameData.Get<UniversalLightData>();
var sortFlags = cameraData.defaultOpaqueSortFlags;
var renderQueueRange = RenderQueueRange.opaque;
var filterSettings = new FilteringSettings(renderQueueRange, m_LayerMask);
var forwardOnlyShaderTagIds = new ShaderTagId[]
{
new ShaderTagId("UniversalForwardOnly"),
new ShaderTagId("UniversalForward"),
new ShaderTagId("SRPDefaultUnlit"), // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility.
new ShaderTagId("LightweightForward") // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility.
};
m_ShaderTagIdList.Clear();
foreach (ShaderTagId sid in forwardOnlyShaderTagIds)
m_ShaderTagIdList.Add(sid);
var drawSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, universalRenderingData, cameraData, lightData, sortFlags);
var param = new RendererListParams(cullResults, drawSettings, filterSettings);
passData.rendererListHandle = renderGraph.CreateRendererList(param);
}
}