Files
XCEngine/managed/XCEngine.RenderPipelines.Universal/Rendering/Universal/RenderObjectsRendererFeature.cs
ssdfasd cd6f9aa4cf feat(srp): add shader pass selection for scene draws
- let DrawingSettings carry an optional shaderPassName across managed and native scene draw APIs
- allow RenderObjectsRendererFeature to author explicit ForwardLit or Unlit scene draws
- exercise the new scene draw pass selection seam in the project render pipeline probe
2026-04-20 22:58:08 +08:00

121 lines
3.6 KiB
C#

using XCEngine;
using XCEngine.Rendering;
namespace XCEngine.Rendering.Universal
{
public sealed class RenderObjectsRendererFeature
: ScriptableRendererFeature
{
private DrawObjectsPass m_pass;
public RenderPassEvent passEvent =
RenderPassEvent.AfterRenderingOpaques;
public SceneRenderPhase scenePhase =
SceneRenderPhase.Opaque;
public RendererListType rendererListType =
RendererListType.Opaque;
public bool overrideRenderQueueRange;
public RenderQueueRange renderQueueRange =
RenderQueueRange.Opaque;
public bool overrideRenderLayerMask;
public uint renderLayerMask = uint.MaxValue;
public string overrideMaterialPath = string.Empty;
public string shaderPassName = string.Empty;
public bool overrideFilteringSettings;
public FilteringSettings filteringSettings;
public bool overrideSortingSettings;
public SortingSettings sortingSettings;
public override void Create()
{
RendererListDesc rendererListDesc =
BuildRendererListDesc();
DrawingSettings drawingSettings =
BuildDrawingSettings();
if (m_pass == null)
{
m_pass =
new DrawObjectsPass(
passEvent,
scenePhase,
rendererListDesc,
drawingSettings);
return;
}
m_pass.Configure(
passEvent,
scenePhase,
rendererListDesc,
drawingSettings);
}
public override void AddRenderPasses(
ScriptableRenderer renderer,
RenderingData renderingData)
{
if (renderer == null ||
renderingData == null ||
!renderingData.isMainSceneStage)
{
return;
}
if (m_pass == null)
{
Create();
}
m_pass.Configure(
passEvent,
scenePhase,
BuildRendererListDesc(),
BuildDrawingSettings());
renderer.EnqueuePass(m_pass);
}
private RendererListDesc BuildRendererListDesc()
{
RendererListDesc rendererListDesc =
RendererListDesc.CreateDefault(
rendererListType);
if (overrideFilteringSettings)
{
rendererListDesc.filtering =
filteringSettings;
}
if (overrideRenderQueueRange)
{
rendererListDesc.filtering.renderQueueRange =
renderQueueRange;
}
if (overrideRenderLayerMask)
{
rendererListDesc.filtering.renderLayerMask =
renderLayerMask;
}
if (overrideSortingSettings)
{
rendererListDesc.sorting =
sortingSettings;
}
return rendererListDesc;
}
private DrawingSettings BuildDrawingSettings()
{
DrawingSettings drawingSettings =
DrawingSettings.CreateDefault();
drawingSettings.overrideMaterialPath =
overrideMaterialPath ?? string.Empty;
drawingSettings.shaderPassName =
shaderPassName ?? string.Empty;
return drawingSettings;
}
}
}