refactor(srp): move render scene setup into managed urp

This commit is contained in:
2026-04-21 03:09:08 +08:00
parent db08861183
commit 8e4576de95
13 changed files with 388 additions and 0 deletions

View File

@@ -96,6 +96,14 @@ public:
(void)rendererIndex;
return GetPipelineRendererAsset();
}
virtual std::string GetRenderSceneSetupPolicyAssetKey() const {
return {};
}
virtual std::string GetRenderSceneSetupPolicyAssetKey(
int32_t rendererIndex) const {
(void)rendererIndex;
return GetRenderSceneSetupPolicyAssetKey();
}
virtual std::string GetCameraFrameStandalonePassAssetKey(
CameraFrameStage stage) const {
(void)stage;

View File

@@ -58,6 +58,9 @@ public:
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData) override;
void ConfigureRenderSceneData(
const CameraFramePlan& plan,
RenderSceneData& sceneData) const override;
bool ConfigureDirectionalShadowExecutionState(
const CameraFramePlan& plan,
const DirectionalShadowSurfaceAllocation& shadowAllocation,

View File

@@ -29,6 +29,9 @@ void ApplyDefaultRenderPipelineDirectionalShadowExecutionPolicy(
const CameraFramePlan& plan,
const DirectionalShadowSurfaceAllocation& shadowAllocation,
DirectionalShadowExecutionState& shadowState);
void ApplyDefaultRenderPipelineSceneSetupPolicy(
const CameraFramePlan& plan,
RenderSceneData& sceneData);
struct RenderPipelineStageRenderGraphContext {
RenderGraphBuilder& graphBuilder;