Version: 2020.2
public void DrawRenderers (Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings);
public void DrawRenderers (Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings, ref Rendering.RenderStateBlock stateBlock);
public void DrawRenderers (Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings, NativeArray<ShaderTagId> renderTypes, NativeArray<RenderStateBlock> stateBlocks);
public void DrawRenderers (Rendering.CullingResults cullingResults, ref Rendering.DrawingSettings drawingSettings, ref Rendering.FilteringSettings filteringSettings, Rendering.ShaderTagId tagName, bool isPassTagName, NativeArray<ShaderTagId> tagValues, NativeArray<RenderStateBlock> stateBlocks);

参数

cullingResults 指定要绘制哪组可见对象(通常从 Cull 获取)。
drawingSettings 指定绘制 GameObjects 的方式。
filteringSettings 指定渲染管线应如何在场景中进一步过滤渲染器。
stateBlock 指定要重载渲染状态的哪些部分。
tagName Specifies the name of the Pass Tag or SubShader Tag that identifies renderers whose render state will be overridden. When this is not specified, the default value is "RenderType".
isPassTagName If set to true, tagName specifies a Pass Tag. If set to false, tagName specifies a SubShader Tag. When this is not specified, the default value is false.
tagValues Specifies the values of the Pass Tag or SubShader Tag that identifies renderers whose render state will be overridden.
renderTypes 指定重写其渲染状态的渲染类型。
stateBlocks 指定要针对特定渲染类型重载渲染状态的哪些部分。

描述

调度可见 GameObjects 的子通道的开头。

ScriptableRenderContext.DrawRenderers 调用过程中,ScriptableRenderContext 会将绘制参数注册到自己要执行的命令内部列表中。 这些命令的实际执行在 ScriptableRenderContext.Submit 期间执行。

如果提供状态块,则将针对渲染管线在函数调用期间绘制的所有 GameObjects 重写渲染状态。如果提供 RenderTypes 数组,则将针对以下 GameObjects 重写渲染状态:其中子着色器的 RenderType 与数组中的某个值匹配。如果有多个映射匹配,则 Unity 使用第一个。renderType 设置为 null 的映射与所有值都匹配。

如果绘制调用取决于在 CommandBuffer 中指定的管线的状态,请确保在 DrawRenderers 之前调用 ExecuteCommandBuffer。 以下代码示例说明按错误顺序提交命令的情况;接下来说明行为符合预期的情况:

using UnityEngine;
using UnityEngine.Rendering;

internal class ExecuteCommandBufferExample { // TODO: replace with actual settings ScriptableRenderContext scriptableRenderContext; DrawingSettings drawingSettings; CullingResults cullingResults = new CullingResults(); FilteringSettings filteringSettings = new FilteringSettings();

Matrix4x4 myViewMatrix = Matrix4x4.Scale(new Vector3(2f, 2f, 2f));

public void DrawRenderersExampleIncorrect() { CommandBuffer myCommandBuffer = new CommandBuffer();

myCommandBuffer.SetViewMatrix(myViewMatrix);

scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // NO! When scriptableRenderContext submits the DrawRenderers command, it will not know about myViewMatrix :(

scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear(); }

public void DrawRenderersExampleBetter() { CommandBuffer myCommandBuffer = new CommandBuffer();

myCommandBuffer.SetViewMatrix(myViewMatrix);

scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear();

scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // OK! During next scriptableRenderContext.Submit() call, scriptableRenderContext will set myViewMatrix *before* drawing the renderers. } }