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246 lines
9.5 KiB
246 lines
9.5 KiB
2 months ago
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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#if UNITY_2023_3_OR_NEWER
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using UnityEngine.Rendering.RenderGraphModule;
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#endif
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namespace HighlightPlus {
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public class HighlightPlusRenderPassFeature : ScriptableRendererFeature {
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class HighlightPass : ScriptableRenderPass {
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class PassData {
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public Camera camera;
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#if UNITY_2022_1_OR_NEWER
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public RTHandle colorTarget, depthTarget;
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#else
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public RenderTargetIdentifier colorTarget, depthTarget;
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#endif
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#if UNITY_2023_3_OR_NEWER
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public TextureHandle colorTexture, depthTexture;
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#endif
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public bool clearStencil;
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public CommandBuffer cmd;
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}
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readonly PassData passData = new PassData();
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// far objects render first
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class DistanceComparer : IComparer<HighlightEffect> {
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public Vector3 camPos;
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public int Compare(HighlightEffect e1, HighlightEffect e2) {
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Vector3 e1Pos = e1.transform.position;
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float dx1 = e1Pos.x - camPos.x;
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float dy1 = e1Pos.y - camPos.y;
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float dz1 = e1Pos.z - camPos.z;
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float distE1 = dx1 * dx1 + dy1 * dy1 + dz1 * dz1 + e1.sortingOffset;
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Vector3 e2Pos = e2.transform.position;
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float dx2 = e2Pos.x - camPos.x;
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float dy2 = e2Pos.y - camPos.y;
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float dz2 = e2Pos.z - camPos.z;
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float distE2 = dx2 * dx2 + dy2 * dy2 + dz2 * dz2 + e2.sortingOffset;
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if (distE1 > distE2) return -1;
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if (distE1 < distE2) return 1;
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return 0;
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}
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}
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public bool usesCameraOverlay;
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ScriptableRenderer renderer;
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RenderTextureDescriptor cameraTextureDescriptor;
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static DistanceComparer effectDistanceComparer = new DistanceComparer();
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bool clearStencil;
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static int frameCount;
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public void Setup(HighlightPlusRenderPassFeature passFeature, ScriptableRenderer renderer) {
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this.renderPassEvent = passFeature.renderPassEvent;
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this.clearStencil = passFeature.clearStencil;
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this.renderer = renderer;
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#if ENABLE_VR_MODULE
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HighlightEffect.isVREnabled = UnityEngine.XR.XRSettings.enabled && Application.isPlaying;
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#endif
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}
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#if UNITY_2023_3_OR_NEWER
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[Obsolete]
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#endif
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {
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this.cameraTextureDescriptor = cameraTextureDescriptor;
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#if UNITY_2021_2_OR_NEWER
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ConfigureInput(ScriptableRenderPassInput.Depth);
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#endif
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}
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#if UNITY_2023_3_OR_NEWER
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[Obsolete]
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#endif
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
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#if UNITY_2022_1_OR_NEWER
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RTHandle cameraColorTarget = renderer.cameraColorTargetHandle;
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RTHandle cameraDepthTarget = renderer.cameraDepthTargetHandle;
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#else
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RenderTargetIdentifier cameraColorTarget = renderer.cameraColorTarget;
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RenderTargetIdentifier cameraDepthTarget = renderer.cameraDepthTarget;
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#endif
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#if !UNITY_2021_2_OR_NEWER
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// In Unity 2021.2, when MSAA > 1, cameraDepthTarget is no longer cameraColorTarget
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if (!usesCameraOverlay && (cameraTextureDescriptor.msaaSamples > 1 || cam.cameraType == CameraType.SceneView)) {
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cameraDepthTarget = cameraColorTarget;
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}
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#endif
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passData.clearStencil = clearStencil;
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passData.camera = renderingData.cameraData.camera;
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passData.colorTarget = cameraColorTarget;
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passData.depthTarget = cameraDepthTarget;
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CommandBuffer cmd = CommandBufferPool.Get("Highlight Plus");
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cmd.Clear();
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passData.cmd = cmd;
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ExecutePass(passData);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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static void ExecutePass(PassData passData) {
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int count = HighlightEffect.effects.Count;
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#if UNITY_EDITOR
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// Safety check: in some circumstances, the render graph is executed when some components are null before being removed from the effects list
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if (!Application.isPlaying) {
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HighlightEffect.effects.RemoveAll( t => t == null);
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count = HighlightEffect.effects.Count;
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}
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#endif
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if (count == 0) return;
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Camera cam = passData.camera;
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int camLayer = 1 << cam.gameObject.layer;
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CameraType camType = cam.cameraType;
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if (!HighlightEffect.customSorting && ((camType == CameraType.Game && (frameCount++) % 10 == 0) || !Application.isPlaying)) {
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effectDistanceComparer.camPos = cam.transform.position;
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HighlightEffect.effects.Sort(effectDistanceComparer);
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}
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for (int k = 0; k < count; k++) {
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HighlightEffect effect = HighlightEffect.effects[k];
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if (!(effect.ignoreObjectVisibility || effect.isVisible)) continue;
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if (!effect.isActiveAndEnabled) continue;
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if (camType == CameraType.Reflection && !effect.reflectionProbes) continue;
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if ((effect.camerasLayerMask & camLayer) == 0) continue;
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effect.SetCommandBuffer(passData.cmd);
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effect.BuildCommandBuffer(passData.camera, passData.colorTarget, passData.depthTarget, passData.clearStencil);
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passData.clearStencil = false;
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}
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}
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#if UNITY_2023_3_OR_NEWER
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) {
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using (var builder = renderGraph.AddUnsafePass<PassData>("Highlight Plus Pass RG", out var passData)) {
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builder.AllowPassCulling(false);
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passData.clearStencil = clearStencil;
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passData.camera = frameData.Get<UniversalCameraData>().camera;
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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passData.colorTexture = resourceData.activeColorTexture;
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passData.depthTexture = resourceData.activeDepthTexture;
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builder.UseTexture(resourceData.activeColorTexture, AccessFlags.ReadWrite);
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builder.UseTexture(resourceData.activeDepthTexture, AccessFlags.Read);
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builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read);
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ConfigureInput(ScriptableRenderPassInput.Depth);
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builder.SetRenderFunc((PassData passData, UnsafeGraphContext context) => {
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CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd);
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passData.cmd = cmd;
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passData.colorTarget = passData.colorTexture;
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passData.depthTarget = passData.depthTexture;
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ExecutePass(passData);
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});
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}
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}
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#endif
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}
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HighlightPass renderPass;
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
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[Tooltip("Clears stencil buffer before rendering highlight effects. This option can solve compatibility issues with shaders that also use stencil buffers.")]
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public bool clearStencil;
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/// <summary>
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/// Makes the effects visible in Edit mode.
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/// </summary>
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[Tooltip("If enabled, effects will be visible also in Edit mode (when not in Play mode).")]
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public bool previewInEditMode = true;
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/// <summary>
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/// Makes the effects visible in Edit mode.
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/// </summary>
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[Tooltip("If enabled, effects will be visible also in Preview camera (preview camera shown when a camera is selected in Editor).")]
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public bool showInPreviewCamera = true;
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public static bool installed;
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public static bool showingInEditMode;
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const string PREVIEW_CAMERA_NAME = "Preview Camera";
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void OnDisable() {
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installed = false;
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}
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public override void Create() {
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renderPass = new HighlightPass();
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}
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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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showingInEditMode = previewInEditMode;
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Camera cam = renderingData.cameraData.camera;
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#if UNITY_EDITOR
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if (!previewInEditMode && !Application.isPlaying) {
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return;
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}
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if (cam.cameraType == CameraType.Preview) {
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return;
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}
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if (!showInPreviewCamera && PREVIEW_CAMERA_NAME.Equals(cam.name)) {
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return;
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}
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#endif
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#if UNITY_2019_4_OR_NEWER
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if (renderingData.cameraData.renderType == CameraRenderType.Base) {
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renderPass.usesCameraOverlay = cam.GetUniversalAdditionalCameraData().cameraStack.Count > 0;
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}
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#endif
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renderPass.Setup(this, renderer);
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renderer.EnqueuePass(renderPass);
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installed = true;
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}
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}
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}
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