Files
Genesis_Unity/Assets/Ilumisoft/Outline Plus/Scripts/Runtime/OutlineRendererFeature.cs

206 lines
8.6 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.RenderGraphModule.Util;
using UnityEngine.Rendering.Universal;
namespace Ilumisoft.Rendering
{
[SupportedOnRenderer(typeof(UniversalRendererData))]
[DisallowMultipleRendererFeature("Outline")]
public class OutlineRendererFeature : ScriptableRendererFeature
{
public enum InjectionPoint
{
BeforeRenderingTransparents = 450,
BeforeRenderingPostProcessing = 550
}
public enum OutlineMode
{
DepthOnly,
[InspectorName("Depth + Normal")]
DepthNormal
}
public struct Settings
{
public OutlineMode Mode;
public bool ScaleWithResolution;
public int ReferenceHeight;
}
class OutlineRenderPass : ScriptableRenderPass
{
private readonly int LUMINANCE_CONTRAST = Shader.PropertyToID("_LuminanceContrast");
private readonly int LUMINANCE_POWER = Shader.PropertyToID("_LuminancePower");
private readonly int BACKGROUND_COLOR = Shader.PropertyToID("_BackgroundColor");
private readonly int BACKGROUND_COLOR_OPACITY = Shader.PropertyToID("_BackgroundColorOpacity");
private readonly int DEPTH_EDGE = Shader.PropertyToID("_DepthEdge");
private readonly int NORMAL_EDGE = Shader.PropertyToID("_NormalEdge");
private readonly int IS_FADE_ENABLED = Shader.PropertyToID("_IsFadeEnabled");
private readonly int FADE_START = Shader.PropertyToID("_FadeStart");
private readonly int FADE_END = Shader.PropertyToID("_FadeEnd");
private readonly int REFERENCE_HEIGHT = Shader.PropertyToID("_ReferenceHeight");
private readonly int OUTLINE_THICKNESS_ID = Shader.PropertyToID("_OutlineThickness");
private readonly int OUTLINE_COLOR_ID = Shader.PropertyToID("_OutlineColor");
Material material;
Settings settings;
public void Setup(Material material, Settings settings)
{
this.material = material;
this.settings = settings;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
var volumeComponent = VolumeManager.instance.stack.GetComponent<OutlineVolumeComponent>();
// Get settings from volume component
int thickness = volumeComponent.thickness.value;
Color outlineColor = volumeComponent.outlineColor.value;
Color backgroundColor = volumeComponent.backgroundColor.value;
bool isDistanceFadeEnabled = volumeComponent.distanceFade.value;
float distanceFadeStart = volumeComponent.fadeStart.value;
float distanceFadeDistance = volumeComponent.fadeDistance.value;
bool backgroundFill = volumeComponent.backgroundFill.value;
Vector2 depthEdge = volumeComponent.depthSmoothstep.value;
Vector2 normalEdge = volumeComponent.normalSmoothstep.value;
float luminancePower = volumeComponent.luminanceDetail.value;
float luminanceContrast = volumeComponent.luminanceContrast.value;
int referenceHeight = settings.ReferenceHeight;
// Cancel if outline are disabled
if (thickness == 0)
{
return;
}
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
var sourceHandle = resourceData.activeColorTexture;
var descriptor = sourceHandle.GetDescriptor(renderGraph);
descriptor.clearBuffer = false;
descriptor.name = "_CameraColorOutline";
if (!sourceHandle.IsValid())
{
return;
}
// Get current image height if outlines should not be scaled by a reference resolution
if (!settings.ScaleWithResolution)
{
referenceHeight = descriptor.height;
}
// Set material properties
material.SetColor(OUTLINE_COLOR_ID, outlineColor);
material.SetInt(OUTLINE_THICKNESS_ID, thickness);
material.SetInt(REFERENCE_HEIGHT, referenceHeight);
material.SetInt(IS_FADE_ENABLED, isDistanceFadeEnabled ? 1 : 0);
material.SetFloat(FADE_START, distanceFadeStart);
material.SetFloat(FADE_END, distanceFadeStart + distanceFadeDistance);
material.SetColor(BACKGROUND_COLOR, backgroundColor);
material.SetFloat(BACKGROUND_COLOR_OPACITY, backgroundFill ? 1 : 0);
material.SetVector(DEPTH_EDGE, depthEdge);
material.SetVector(NORMAL_EDGE, normalEdge);
material.SetFloat(LUMINANCE_POWER, luminancePower);
material.SetFloat(LUMINANCE_CONTRAST, luminanceContrast);
// Outline blit
TextureHandle targetHandle = renderGraph.CreateTexture(descriptor);
var parameters = new RenderGraphUtils.BlitMaterialParameters(sourceHandle, targetHandle, material, (int)settings.Mode);
renderGraph.AddBlitPass(parameters, passName: "Draw Outlines");
resourceData.cameraColor = targetHandle;
}
}
[Tooltip("Specifies where in the frame this pass will be injected.")]
public InjectionPoint injectionPoint = InjectionPoint.BeforeRenderingTransparents;
[Tooltip("Determines which scene data is used for edge detection. 'Depth Only' uses depth differences. 'Depth + Normal' uses surface angle changes as well.")]
public OutlineMode mode = OutlineMode.DepthNormal;
[Tooltip("When enabled, outline thickness scales proportionally with screen resolution to maintain visual consistency across different screen resolutions.")]
public bool scaleWithResolution = true;
[Tooltip("The vertical resolution used as a baseline for outline thickness scaling. A value of 1080 means the effect appears 1:1 at 1080p.")]
[Min(720)]
public int referenceHeight = 1080;
public bool showInSceneView = false;
Shader shader;
Material material;
OutlineRenderPass renderPass;
public override void Create()
{
shader = Shader.Find("Hidden/Ilumisoft/PostProcessing/Outline");
if (shader == null)
{
Debug.LogWarning("Outline Renderer Feature: Could not find outline shader");
return;
}
material = CoreUtils.CreateEngineMaterial(shader);
renderPass = new OutlineRenderPass();
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (renderPass == null || material == null)
{
return;
}
if (renderingData.cameraData.cameraType == CameraType.Preview || renderingData.cameraData.cameraType == CameraType.Reflection || UniversalRenderer.IsOffscreenDepthTexture(ref renderingData.cameraData))
{
return;
}
if (renderingData.cameraData.cameraType != CameraType.Game && !(showInSceneView && renderingData.cameraData.cameraType == CameraType.SceneView))
{
return;
}
var inputRequirements = ScriptableRenderPassInput.Depth;
if (mode == OutlineMode.DepthNormal)
{
inputRequirements |= ScriptableRenderPassInput.Normal;
}
renderPass.ConfigureInput(inputRequirements);
renderPass.requiresIntermediateTexture = true;
renderPass.renderPassEvent = injectionPoint switch
{
InjectionPoint.BeforeRenderingTransparents => RenderPassEvent.BeforeRenderingTransparents,
InjectionPoint.BeforeRenderingPostProcessing => RenderPassEvent.BeforeRenderingPostProcessing,
_ => RenderPassEvent.BeforeRenderingTransparents,
};
renderPass.Setup(material, new Settings()
{
Mode = mode,
ReferenceHeight = referenceHeight,
ScaleWithResolution = scaleWithResolution
});
renderer.EnqueuePass(renderPass);
}
protected override void Dispose(bool disposing)
{
CoreUtils.Destroy(material);
renderPass = null;
}
}
}