BITFALL/Assets/BITKit/Unity/Scripts/URP/RenderWeaponsLastFeature.cs

50 lines
1.4 KiB
C#

using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace BITKit.Rendering
{
public class RenderWeaponsLastFeature : ScriptableRendererFeature
{
class RenderWeaponsLastPass : ScriptableRenderPass
{
private RenderQueueType renderQueueType;
private FilteringSettings filteringSettings;
public RenderWeaponsLastPass(RenderQueueType renderQueueType)
{
this.renderQueueType = renderQueueType;
this.filteringSettings = new FilteringSettings(){renderQueueRange = RenderQueueRange.all};
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cmd = CommandBufferPool.Get();
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
var drawSettings = CreateDrawingSettings(ShaderTagId.none, ref renderingData, sortFlags);
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
RenderWeaponsLastPass renderWeaponsLastPass;
public override void Create()
{
renderWeaponsLastPass = new RenderWeaponsLastPass(RenderQueueType.Opaque);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(renderWeaponsLastPass);
}
}
}