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101 lines
3.9 KiB
C#
101 lines
3.9 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class OutlineFeature : ScriptableRendererFeature
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{
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class OutlinePass : ScriptableRenderPass
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{
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private RenderTargetIdentifier source { get; set; }
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private RenderTargetHandle destination { get; set; }
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public Material outlineMaterial = null;
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RenderTargetHandle temporaryColorTexture;
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public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination)
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{
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this.source = source;
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this.destination = destination;
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}
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public OutlinePass(Material outlineMaterial)
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{
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this.outlineMaterial = outlineMaterial;
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}
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// This method is called before executing the render pass.
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in an performance manner.
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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}
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// Here you can implement the rendering logic.
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// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get("_OutlinePass");
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RenderTextureDescriptor opaqueDescriptor = renderingData.cameraData.cameraTargetDescriptor;
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opaqueDescriptor.depthBufferBits = 0;
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if (destination == RenderTargetHandle.CameraTarget)
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{
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cmd.GetTemporaryRT(temporaryColorTexture.id, opaqueDescriptor, FilterMode.Point);
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Blit(cmd, source, temporaryColorTexture.Identifier(), outlineMaterial, 0);
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Blit(cmd, temporaryColorTexture.Identifier(), source);
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}
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else Blit(cmd, source, destination.Identifier(), outlineMaterial, 0);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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/// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void FrameCleanup(CommandBuffer cmd)
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{
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if (destination == RenderTargetHandle.CameraTarget)
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cmd.ReleaseTemporaryRT(temporaryColorTexture.id);
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}
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}
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[System.Serializable]
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public class OutlineSettings
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{
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public Material outlineMaterial = null;
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}
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public OutlineSettings settings = new OutlineSettings();
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OutlinePass outlinePass;
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RenderTargetHandle outlineTexture;
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public override void Create()
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{
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outlinePass = new OutlinePass(settings.outlineMaterial);
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outlinePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
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outlineTexture.Init("_OutlineTexture");
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (settings.outlineMaterial == null)
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{
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Debug.LogWarningFormat("Missing Outline Material");
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return;
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}
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outlinePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget);
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renderer.EnqueuePass(outlinePass);
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}
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}
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