feat(srp): add render state block scene draw overrides
- add managed RenderStateBlock authoring types and wire them through DrawingSettings - let RenderObjectsRendererFeature author depth and stencil overrides for scene draws - apply scene draw render state overrides inside builtin forward pipeline and document the stage plan
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@@ -69,6 +69,13 @@ namespace Gameplay
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public bool HasSceneRenderInjectionPointType;
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public bool HasRendererListType;
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public bool HasDrawingSettingsType;
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public bool HasCompareFunctionType;
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public bool HasStencilOpType;
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public bool HasDepthStateType;
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public bool HasStencilFaceStateType;
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public bool HasStencilStateType;
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public bool HasRenderStateMaskType;
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public bool HasRenderStateBlockType;
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public bool HasRenderQueueRangeType;
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public bool HasRendererSortModeType;
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public bool HasFilteringSettingsType;
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@@ -375,6 +382,27 @@ namespace Gameplay
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HasDrawingSettingsType =
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contextType.Assembly.GetType(
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"XCEngine.Rendering.DrawingSettings") != null;
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HasCompareFunctionType =
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contextType.Assembly.GetType(
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"XCEngine.Rendering.CompareFunction") != null;
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HasStencilOpType =
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contextType.Assembly.GetType(
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"XCEngine.Rendering.StencilOp") != null;
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HasDepthStateType =
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contextType.Assembly.GetType(
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"XCEngine.Rendering.DepthState") != null;
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HasStencilFaceStateType =
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contextType.Assembly.GetType(
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"XCEngine.Rendering.StencilFaceState") != null;
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HasStencilStateType =
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contextType.Assembly.GetType(
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"XCEngine.Rendering.StencilState") != null;
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HasRenderStateMaskType =
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contextType.Assembly.GetType(
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"XCEngine.Rendering.RenderStateMask") != null;
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HasRenderStateBlockType =
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contextType.Assembly.GetType(
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"XCEngine.Rendering.RenderStateBlock") != null;
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HasRenderQueueRangeType =
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contextType.Assembly.GetType(
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"XCEngine.Rendering.RenderQueueRange") != null;
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