Files
modular-vr/Assets/Portal/Runtime/RenderPortals.cs

54 lines
1.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace EscapeRoomEngine.Portal.Runtime
{
public class RenderPortals : ScriptableRendererFeature
{
private class PortalRenderPass : ScriptableRenderPass
{
private RenderStateBlock _renderStateBlock;
private readonly LayerMask _layers;
public PortalRenderPass(LayerMask layers)
{
_layers = layers;
renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
var drawingSettings =
CreateDrawingSettings(
new List<ShaderTagId>
{
new("SRPDefaultUnlit"), new("UniversalForward"), new("UniversalForwardOnly")
},
ref renderingData, sortingCriteria);
var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _layers);
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref _renderStateBlock);
}
}
private PortalRenderPass _portalPass;
public LayerMask layers;
public override void Create()
{
_portalPass = new PortalRenderPass(layers);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(_portalPass);
}
}
}