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