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Feedback Please expose more parameters in ScriptableRenderContext.DrawSkyBox

Discussion in 'General Graphics' started by equalsequals, Apr 8, 2021.

  1. equalsequals


    Sep 27, 2010
    It would be very helpful to be able to subvert behaviour of the black-box DrawSkyBox method, which currently only takes the Camera as a parameter for setting up view matrices.

    A couple suggestions here would be to allow for setting RenderStateBlock, and the Mesh itself.

    Currently in our custom SRP I can do the later:

    Code (CSharp):
    1. public bool OverrideSkyboxPass(ScriptableRenderContext context, Camera camera)
    2. {
    3.     if (camera.clearFlags != CameraClearFlags.Skybox
    4.         || _skyboxMode == SkyboxMode.Default
    5.         || camera.cameraType==CameraType.Preview)
    6.         return false;
    8.     CommandBuffer cmd = CommandBufferPool.Get("Draw Skybox");
    9.     {
    10.         cmd.Clear();
    11.         context.ExecuteCommandBuffer(cmd);
    13.         cmd.DrawMesh(
    14.             skyboxMesh,
    15.             Matrix4x4.TRS(
    16.                 camera.transform.position,
    17.                 Quaternion.identity,
    18.       *SKYBOX_SCALE),
    19.             RenderSettings.skybox);
    20.         context.ExecuteCommandBuffer(cmd);
    21.     }
    22.     CommandBufferPool.Release(cmd);
    24.     return true;
    25. }
    But here I cannot subvert the RenderStateBlock and must resolve things like Stencil in the Shader directly, which is inconvenient and error-prone as it requires our Content Creators to set data in several locations.

    sabojako and GuardHei like this.