Created
February 7, 2019 23:36
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Custom Render Pipeline "Luminate" starter template.
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using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Experimental.Rendering; | |
using Conditional = System.Diagnostics.ConditionalAttribute; | |
[CreateAssetMenu(menuName = "Rendering/LuminatePipeline")] | |
public class LuminateRP : RenderPipelineAsset | |
{ | |
protected override IRenderPipeline InternalCreatePipeline() | |
{ | |
return new CustomPipeline(); | |
} | |
} | |
public class CustomPipeline : RenderPipeline | |
{ | |
public override void Render(ScriptableRenderContext context, Camera[] cameras) | |
{ | |
base.Render(context, cameras); | |
foreach (var camera in cameras) | |
{ | |
Render(context, camera); | |
} | |
} | |
private CullResults cull; | |
private CommandBuffer buffer = new CommandBuffer {name = "Render Camera"}; | |
private void Render(ScriptableRenderContext context, Camera camera) // Every Frame... | |
{ | |
context.SetupCameraProperties(camera); | |
var flags = camera.clearFlags; | |
// Clear Buffer | |
buffer.ClearRenderTarget( (flags & CameraClearFlags.Depth) != 0, (flags & CameraClearFlags.Color) != 0, camera.backgroundColor); | |
context.ExecuteCommandBuffer(buffer); | |
buffer.Clear(); | |
// Clear Buffer | |
// Frustum Culling | |
if(!CullResults.GetCullingParameters(camera, out var cullParameters)) return; | |
#if UNITY_EDITOR | |
if (camera.cameraType == CameraType.SceneView)ScriptableRenderContext.EmitWorldGeometryForSceneView(camera); | |
#endif | |
CullResults.Cull(ref cullParameters, context, ref cull); | |
// Frustum | |
// RenderLoop===========================------------------------------------------------------------- | |
var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("SRPDefaultUnlit")); | |
var filterSettings = new FilterRenderersSettings(true); | |
// Render Opaque Objects | |
filterSettings.renderQueueRange = RenderQueueRange.opaque; // Opaque Only [0 ... 2500] | |
drawSettings.sorting.flags = SortFlags.CommonOpaque; // Front to Back | |
context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings); | |
// Render Skybox | |
context.DrawSkybox(camera); | |
// Render Transparent Objects | |
filterSettings.renderQueueRange = RenderQueueRange.transparent; // Transparent [2501 ... 5000] | |
drawSettings.sorting.flags = SortFlags.CommonTransparent; // Back to Front | |
context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings); | |
// Draw Default | |
DrawDefault(context, camera); | |
// RenderLoop==========================---------------------------------------------------------------- | |
context.Submit(); | |
} | |
private Material errorMaterial; | |
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] | |
void DrawDefault(ScriptableRenderContext context, Camera camera) | |
{ | |
if (errorMaterial == null) { | |
var errorShader = Shader.Find("Hidden/InternalErrorShader"); | |
errorMaterial = new Material(errorShader) { | |
hideFlags = HideFlags.HideAndDontSave | |
}; | |
} | |
var draw = new DrawRendererSettings(camera, new ShaderPassName("ForwardBase")); | |
draw.SetShaderPassName(1, new ShaderPassName("PrepassBase")); | |
draw.SetShaderPassName(2, new ShaderPassName("Always")); | |
draw.SetShaderPassName(3, new ShaderPassName("Vertex")); | |
draw.SetShaderPassName(4, new ShaderPassName("VertexLMRGBM")); | |
draw.SetShaderPassName(5, new ShaderPassName("VertexLM")); | |
draw.SetOverrideMaterial(errorMaterial, 0); | |
var filters = new FilterRenderersSettings(true); // Everything | |
context.DrawRenderers(cull.visibleRenderers, ref draw, filters); | |
} | |
} |
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