feat(srp): add render layer filtering to scene draw

- carry MeshRenderer renderLayer through scene extraction into VisibleRenderItem
- extend native and managed FilteringSettings with renderLayerMask support
- let RenderObjectsRendererFeature author layer-filtered object draws
This commit is contained in:
2026-04-20 22:21:29 +08:00
parent 5237da23dd
commit fece3a84ad
8 changed files with 25 additions and 2 deletions

View File

@@ -116,6 +116,7 @@ void AppendRenderItemsForGameObject(
visibleItem.renderObjectId = renderObjectId;
visibleItem.sectionIndex = static_cast<Core::uint32>(sectionIndex);
visibleItem.hasSection = true;
visibleItem.renderLayer = meshRenderer->GetRenderLayer();
visibleItem.material = ResolveMaterial(meshRenderer, mesh, section.materialID);
visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
visibleItem.cameraDistanceSq = cameraDistanceSq;
@@ -134,6 +135,7 @@ void AppendRenderItemsForGameObject(
visibleItem.materialIndex = 0;
visibleItem.sectionIndex = 0;
visibleItem.hasSection = false;
visibleItem.renderLayer = meshRenderer->GetRenderLayer();
visibleItem.material = ResolveMaterial(meshRenderer, mesh, 0);
visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
visibleItem.cameraDistanceSq = cameraDistanceSq;

View File

@@ -932,9 +932,9 @@ static_assert(
struct ManagedFilteringSettingsData {
int32_t renderQueueMin = std::numeric_limits<int32_t>::lowest();
int32_t renderQueueMax = std::numeric_limits<int32_t>::max();
uint32_t renderLayerMask = std::numeric_limits<uint32_t>::max();
uint8_t requireShadowCasting = 0u;
uint8_t requireRenderObjectId = 0u;
uint8_t padding[2] = {};
};
static_assert(