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- #if ENABLE_VR && ENABLE_XR_MODULE
- namespace UnityEngine.Rendering.Universal
- {
- /// <summary>
- /// Draw the XR occlusion mesh into the current depth buffer when XR is enabled.
- /// </summary>
- public class XROcclusionMeshPass : ScriptableRenderPass
- {
- public XROcclusionMeshPass(RenderPassEvent evt)
- {
- base.profilingSampler = new ProfilingSampler(nameof(XROcclusionMeshPass));
- renderPassEvent = evt;
- }
- /// <inheritdoc/>
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- if (!renderingData.cameraData.xr.enabled)
- return;
- CommandBuffer cmd = CommandBufferPool.Get();
- renderingData.cameraData.xr.RenderOcclusionMesh(cmd);
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- }
- }
- #endif
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