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

62 lines
2.3 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 RenderPass : ScriptableRenderPass
{
private RenderStateBlock _renderStateBlock;
private readonly LayerMask _layer;
private readonly Material _overwriteMaterial;
public RenderPass(LayerMask layer, Material overwriteMaterial, RenderPassEvent renderPassEvent)
{
_layer = layer;
_overwriteMaterial = overwriteMaterial;
this.renderPassEvent = renderPassEvent;
_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);
if (_overwriteMaterial)
{
drawingSettings.overrideMaterial = _overwriteMaterial;
}
var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _layer);
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref _renderStateBlock);
}
}
private RenderPass _renderPass;
public LayerMask layer;
public Material overwriteMaterial;
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
public override void Create()
{
_renderPass = new RenderPass(layer, overwriteMaterial, renderPassEvent);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(_renderPass);
}
}
}