using System;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Invokes OnRenderObject callback
/// </summary>
internal class InvokeOnRenderObjectCallbackPass : ScriptableRenderPass
{
public InvokeOnRenderObjectCallbackPass(RenderPassEvent evt)
{
profilingSampler = new ProfilingSampler("Invoke OnRenderObject Callback");
renderPassEvent = evt;
}
private class PassData
{
internal TextureHandle colorTarget;
internal TextureHandle depthTarget;
}
internal void Render(RenderGraph renderGraph, TextureHandle colorTarget, TextureHandle depthTarget)
{
using (var builder = renderGraph.AddUnsafePass<PassData>(passName, out var passData, profilingSampler))
{
passData.colorTarget = colorTarget;
builder.UseTexture(colorTarget, AccessFlags.Write);
passData.depthTarget = depthTarget;
builder.UseTexture(depthTarget, AccessFlags.Write);
builder.AllowPassCulling(false);
builder.SetRenderFunc(static (PassData data, UnsafeGraphContext context) =>
{
context.cmd.SetRenderTarget(data.colorTarget, data.depthTarget);
context.cmd.InvokeOnRenderObjectCallbacks();
});
}
}
}
}