Align URP pass queue authoring with per-camera data
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@@ -80,11 +80,10 @@ namespace ProjectScripts
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public override void AddRenderPasses(
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ScriptableRenderer renderer,
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RenderingData renderingData)
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RendererPassQueueData passQueueData)
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{
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if (renderer == null ||
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renderingData == null ||
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!renderingData.isPostProcessStage)
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passQueueData == null)
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{
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return;
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}
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@@ -172,17 +171,33 @@ namespace ProjectScripts
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public sealed class ProjectCustomRenderer
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: ScriptableRenderer
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{
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private readonly DrawObjectsPass m_opaquePass =
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new DrawObjectsPass(
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RenderPassEvent.RenderOpaques,
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RendererListDesc.CreateDefault(
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RendererListType.Opaque));
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private sealed class ProjectCustomOpaquePass
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: ScriptableRenderPass
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{
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public ProjectCustomOpaquePass()
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{
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renderPassEvent =
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RenderPassEvent.RenderOpaques;
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}
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protected override bool RecordRenderGraph(
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ScriptableRenderContext context,
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RenderingData renderingData)
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{
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return context != null &&
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renderingData != null &&
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renderingData.isMainSceneStage &&
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context.DrawOpaqueRenderers();
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}
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}
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private readonly ProjectCustomOpaquePass m_opaquePass =
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new ProjectCustomOpaquePass();
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protected override void AddRenderPasses(
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RenderingData renderingData)
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RendererPassQueueData passQueueData)
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{
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if (renderingData == null ||
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!renderingData.isMainSceneStage)
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if (passQueueData == null)
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{
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return;
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}
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