First Commit

This commit is contained in:
2025-05-18 22:39:39 +03:00
commit 042ede7228
440 changed files with 103153 additions and 0 deletions

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b585bdb3bfb92934ca182246382c6662
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,117 @@
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Rendering.Universal;
using UnityEngine.Serialization;
namespace Golems
{
public class AlbertGhostMemory : ScriptableRendererFeature
{
public bool IsEnabled
{
get
{
return m_IsEnabled;;
}
set
{
m_IsEnabled = value;
}
}
[SerializeField] private bool m_IsEnabled = true;
[FormerlySerializedAs("m_Settings")]
[SerializeField] private AlbertGhostMemorySettings m_FallbackSettings;
[FormerlySerializedAs("m_AlbertGhostMemoryCompositeSettings")]
[SerializeField] private AlbertGhostMemoryCompositeSettings m_FallbackCompositeSettings;
/// <summary>
/// The material used for the ghost effect.
/// NOTE: the shader is expected to provide the "_PerGhostAlpha" property to set the per object
/// alpha.
/// </summary>
[SerializeField]
private Material m_GhostMaterial;
/// <summary>
/// The material used to blur the ghosts.
/// </summary>
[SerializeField]
private Material m_BlurMaterial;
private AlbertGhostMemoryPass m_Pass;
private AlbertGhostMemorySettings m_SettingsLoader;
private AlbertGhostMemoryCompositeSettings m_CompositeSettingsLoader;
public override void Create()
{
bool forceFallback = false;
#if UNITY_EDITOR
//
// Cannot use Addressables in editor outside of playmode so use fallback
//
forceFallback = !EditorApplication.isPlayingOrWillChangePlaymode;
#endif
//m_SettingsLoader
//m_CompositeSettingsLoader
// This pass uses the depth buffer hence it should be executed after Unity's CopyDepth pass.
m_Pass = new AlbertGhostMemoryPass(RenderPassEvent.AfterRenderingSkybox + 1,
m_GhostMaterial, m_BlurMaterial);
}
private void DebugSetEnabledState(bool state)
{
m_IsEnabled = state;
}
private bool DebugGetEnabledState()
{
return m_IsEnabled;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (m_Pass == null)
{
return;
}
//
// zeroing here in case the pass is not added
//
GhostObjectCollection.Instance.NumberOfObjectsRendered = 0;
m_Pass.SetSettings(m_FallbackSettings, m_FallbackCompositeSettings);
var ghostObjectBehaviours = GhostObjectCollection.Instance.GhostObjectBehaviours;
var render = GhostObjectCollection.Instance.HasSomethingToRender();
if (!render || !m_IsEnabled)
{
return;
}
m_Pass.Setup(renderingData.cameraData.camera, renderer.cameraColorTarget, ghostObjectBehaviours);
renderer.EnqueuePass(m_Pass);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c6ff8b75980439440b930f9f955cac1b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,20 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2f4087f258649684b9620322674cf675, type: 3}
m_Name: AlbertGhostMemoryCompositeSettings
m_EditorClassIdentifier:
m_EdgeValue: 0.045
m_ChromaticAberration: 0.0005
m_ChromaticAberrationSpeed: 0.5
m_Brightness: 0.5
m_Contrast: 1
m_Alpha: 0.5

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: c1b89dc39ee21574dae98ffc6243bb81
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,481 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.XR;
namespace Golems
{
/// <summary>
/// Helper methods for ScriptableRenderPasses
/// </summary>
public static class ScriptableRenderPassHelper
{
/// <summary>
/// Helper method to create new Engine material with specified Shader
/// </summary>
public static void CreateMaterial(string shaderPath, out Material mat)
{
mat = default;
if (TryGetShader(out var shader, shaderPath))
{
mat = new Material(shader);
}
else
{
Debug.LogError($"Failed to load shader {shaderPath}");
}
}
/// <summary>
/// Wrapper for Shader.Find
/// </summary>
/// <returns>True if Shader was found and loaded</returns>
private static bool TryGetShader(out Shader shader, string path)
{
shader = default;
shader = Shader.Find(path);
return shader != null;
}
}
public class AlbertGhostMemoryPass : ScriptableRenderPass
{
private const string k_ProfilerIdent = "GhostPass";
#region Ident Consts
private const string k_AlbertGhostMemoryMaskTex = "_AlbertGhostMemoryMaskTex";
private const string k_AlbertGhostMemoryTex = "_AlbertGhostMemoryTex";
private const string k_AlbertGhostMemoryBlurredTex = "_AlbertGhostMemoryBlurredTex";
private const string k_TempTexGhost = "_TempTexGhost";
private const string k_MainText = "_MainTex";
private const string k_PerGhostAlphaProperty = "_PerGhostAlpha";
#endregion Ident Consts
#region Render Texture IDs
private readonly int m_MaskRenderTexID = Shader.PropertyToID(k_AlbertGhostMemoryMaskTex);
private readonly int m_MemoryRenderTexID = Shader.PropertyToID(k_AlbertGhostMemoryTex);
private readonly int m_BlurPassRenderTexID = Shader.PropertyToID(k_AlbertGhostMemoryBlurredTex);
private readonly int m_TempRenderTexID = Shader.PropertyToID(k_TempTexGhost);
#endregion Render Texture IDs
#region Shader Properties
private readonly int k_PerGhostAlphaPropertyId = Shader.PropertyToID(k_PerGhostAlphaProperty);
private readonly int m_LightDirectionID = Shader.PropertyToID("_LightDirection");
private readonly int m_LightColourID = Shader.PropertyToID("_LightColour");
private readonly int m_BlurResolution = Shader.PropertyToID("_BlurResolution");
private readonly int m_BlurRadius = Shader.PropertyToID("_BlurRadius");
private readonly int m_BlurDirectionX = Shader.PropertyToID("_BlurDirectionX");
private readonly int m_BlurDirectionY = Shader.PropertyToID("_BlurDirectionY");
#endregion
private RenderTargetIdentifier m_CameraColorTargetIdent;
/// <summary>
/// All the actively registered GhostObjectBehaviours
/// Passed down via GhostObject Collection
/// </summary>
private IList<GhostObjectBehaviour> m_GhostObjectBehaviours;
private MaterialPropertyBlock m_MaterialPropertyBlock = new MaterialPropertyBlock();
private AlbertGhostMemoryCompositeSettings m_AlbertGhostMemoryCompositeSettings;
private Material m_MemoryMaterial;
private Material m_BlurMaterial;
private Camera m_Camera;
private Vector3 m_LightDirection = new Vector3(1.0f, 1.0f, 0.0f);
private Color m_LightColour = Color.white;
/// <summary>
/// The uniform Blur texture size, calculated from the current screen size
/// </summary>
private int m_BlurRes;
/// <summary>
/// Effects how far off centre each Blur sample becomes
/// </summary>
private float m_BlurRad = 1.5f;
/// <summary>
/// The number of Blur passes performed.
/// This effects ALL objects rendered
/// </summary>
#if UNITY_SWITCH
private int m_BlurPasses = 0;
#else
private int m_BlurPasses = 4;
#endif
//private GameSettings m_GameSettings;
/// <summary>
/// Used in DrawObjectsXYZ. We use this in conjunction with GetSharedMaterials.
/// Avoids GC alloc from .sharedMaterials
/// </summary>
private readonly List<Material> m_SharedMaterials = new List<Material>();
#if UNITY_EDITOR
private readonly HashSet<Renderer> m_EditorLoggedNullMaterialRenderers = new HashSet<Renderer>();
#endif
public bool HasSettings { get; private set; }
public AlbertGhostMemoryPass(RenderPassEvent whenToInsert,
Material memoryMaterial, Material blurMaterial)
{
renderPassEvent = whenToInsert;
//
// NOTE: the materials are passed in instead of being loaded to avoid the shader not
// being available via Shader.Find() when the shader has changed and Unity first opens.
//
m_MemoryMaterial = memoryMaterial; //TODO TOBY: replace with one found on the object / the test fake TestFakeAlvertGhostMemoryCmdShader
m_BlurMaterial = blurMaterial;
// grab the game setting for blur passes and use it here.
//Disabled for the sample
//GameSettings.GetSlowStartSystem(HandleGameSettings, out m_GameSettings, true);
}
/*
private void HandleGameSettings(GameSettings system, SlowSystemState state)
{
m_GameSettings = system;
if (system == null) return;
if (!system.TryGetValue(GameSettingsKeys.k_NumGhostBlurPasses, out int value)) return;
m_BlurPasses = value;
m_GameSettings.AddListenOnGameSettingChange(GameSettingsKeys.k_NumGhostBlurPasses, OnSettingChanged, true);
}
*/
void OnSettingChanged( int value)
{
m_BlurPasses = value;
}
public void SetSettings(AlbertGhostMemorySettings settings, AlbertGhostMemoryCompositeSettings albertGhostMemoryCompositeSettings)
{
m_LightColour = settings.LightColour;
m_LightDirection = settings.LightDirection;
m_BlurRad = settings.BlurRadius;
m_BlurRes = settings.BlurTextureResolution;
m_AlbertGhostMemoryCompositeSettings = albertGhostMemoryCompositeSettings;
HasSettings = true;
}
#region ScriptableRenderPass
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
if (!HasSettings)
{
return;
}
//
// Attempt to make RTs for XR, otherwise use Default Settings
//
if (!ConfigureTemporaryRenderTexturesForXR(in cmd)) ConfigureTemporaryRenderTextures(in cmd);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (!HasSettings)
{
return;
}
//
// Reset the number of objects renderer, this is a new pass
//
GhostObjectCollection.Instance.NumberOfObjectsRendered = 0;
var cmd = CommandBufferPool.Get(k_ProfilerIdent);
cmd.Clear();
SetAllShaderParameters(in cmd);
DrawObjectsDefault(in cmd);
//
// Only bother we the rest of the process if we actually
// rendered anything using default materials
//
if (GhostObjectCollection.Instance.NumberOfObjectsRendered > 0)
{
DrawObjectsMemory(in cmd);
BlurMask(in cmd);
// make sure to set the render target back to the main camera!
CoreUtils.SetRenderTarget(cmd, m_CameraColorTargetIdent);
context.ExecuteCommandBuffer(cmd);
}
//cmd.Clear();
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if (!HasSettings)
{
return;
}
cmd.ReleaseTemporaryRT(m_MemoryRenderTexID);
cmd.ReleaseTemporaryRT(m_MaskRenderTexID);
cmd.ReleaseTemporaryRT(m_BlurPassRenderTexID);
}
#endregion
public void Setup(Camera camera, RenderTargetIdentifier cameraColorTargetIdent, List<GhostObjectBehaviour> ghostObjectBehaviours)
{
m_Camera = camera;
m_CameraColorTargetIdent = cameraColorTargetIdent;
m_GhostObjectBehaviours = ghostObjectBehaviours;
}
/// <summary>
/// Sets Global and local variables used
/// across various shaders in the process
/// </summary>
private void SetAllShaderParameters(in CommandBuffer commandBuffer)
{
commandBuffer.SetGlobalVector(m_LightDirectionID, m_LightDirection);
commandBuffer.SetGlobalColor(m_LightColourID, m_LightColour);
commandBuffer.SetGlobalFloat(m_BlurResolution, m_BlurRes);
commandBuffer.SetGlobalFloat(m_BlurRadius, m_BlurRad);
}
/// <summary>
/// Draw all GhostObjects either with
/// Default materials or with the Ghost Material
/// </summary>
private void DrawAllObjects(in CommandBuffer commandBuffer, bool useMemoryMaterial = false)
{
if (m_GhostObjectBehaviours == null) return;
for (int i = 0, counti = m_GhostObjectBehaviours.Count; i < counti; ++i)
{
var ghostObjectBehaviour = m_GhostObjectBehaviours[i];
if (ghostObjectBehaviour == null)
{
continue;
}
var ghostObject = ghostObjectBehaviour.GhostObject;
if (ghostObject == null)
{
continue;
}
var renderers = ghostObject.Renderers;
if (renderers == null)
{
continue;
}
var alpha = ghostObjectBehaviour.Alpha;
Debug.Log("Alpha Ghost:" + alpha);
if (!ghostObjectBehaviour.IgnoreGlobalAlpha)
{
alpha *= m_AlbertGhostMemoryCompositeSettings.Alpha;
}
//
// No need to render anything if the Alpha for this GhostObject is 0. Although the final composite will not
// show anything we're wasting Draw calls drawing the Lit and Unlit(mask) versions of the Ghost Object Behaviours
//
if (alpha <= 0.0f) continue;
//
// Let everything know we're rendering something this Ghost pass
//
++GhostObjectCollection.Instance.NumberOfObjectsRendered;
if (ghostObjectBehaviour.ReplacementMemoryMaterials != null)
{
DrawGhostRenderer(commandBuffer, renderers, alpha, useMemoryMaterial, ghostObjectBehaviour.ReplacementMemoryMaterials);
}
else
{
DrawGhostRenderer(commandBuffer, renderers, alpha, useMemoryMaterial);
}
}
}
private void DrawGhostRenderer(CommandBuffer commandBuffer, Renderer[] renderers, float alpha,
bool useMemoryMaterial, IReadOnlyList<Material> replacementMemoryMaterials = null)
{
Debug.Log("Ghost Renderer " + renderers.Length);
for (int j = 0, countj = renderers.Length; j < countj; ++j)
{
var renderer = renderers[j];
if (renderer == null) continue;
m_MaterialPropertyBlock.SetFloat(k_PerGhostAlphaPropertyId, alpha);
renderer.SetPropertyBlock(m_MaterialPropertyBlock);
m_SharedMaterials.Clear();
renderer.GetSharedMaterials(m_SharedMaterials);
if (m_SharedMaterials.Count > 0)
{
//for (int m = 0, countm = materials.Length; m < countm; ++m)
for (int m = m_SharedMaterials.Count -1, countm = 0; m >= countm; --m)
{
if (useMemoryMaterial)
{
if (replacementMemoryMaterials != null && replacementMemoryMaterials.Count > 0 && replacementMemoryMaterials[m] != null)
{
commandBuffer.DrawRenderer(renderer,
replacementMemoryMaterials[m], m,
0);
}
else
{
commandBuffer.DrawRenderer(renderer,
m_MemoryMaterial, m,
0);
}
}
else
{
if (m_SharedMaterials[m] == null)
{
#if UNITY_EDITOR
if (!m_EditorLoggedNullMaterialRenderers.Contains(renderer))
{
Debug.LogErrorFormat(renderer, "AlbertGhostMemory: renderer {0} with null material",
renderer.name);
m_EditorLoggedNullMaterialRenderers.Add(renderer);
}
#endif
continue;
}
commandBuffer.DrawRenderer(renderer,
m_SharedMaterials[m], m,
0);
}
}
}
else
{
if (replacementMemoryMaterials != null && replacementMemoryMaterials.Count > 0 && replacementMemoryMaterials[0] != null)
{
commandBuffer.DrawRenderer(renderer,
useMemoryMaterial ? replacementMemoryMaterials[0] : renderer.sharedMaterial);
}
else
{
commandBuffer.DrawRenderer(renderer,
useMemoryMaterial ? m_MemoryMaterial : renderer.sharedMaterial);
}
}
}
}
/// <summary>
/// Draw all GhostObjects using their default material/s
/// </summary>
private void DrawObjectsDefault(in CommandBuffer commandBuffer)
{
CoreUtils.SetRenderTarget(commandBuffer, m_MemoryRenderTexID, ClearFlag.All, Color.clear);
commandBuffer.ClearRenderTarget(true, true, Color.clear);
DrawAllObjects(in commandBuffer);
}
/// <summary>
/// Draw all GhostObjects using the Ghost/Memory material
/// </summary>
private void DrawObjectsMemory(in CommandBuffer commandBuffer)
{
CoreUtils.SetRenderTarget(commandBuffer, m_MaskRenderTexID, ClearFlag.All, Color.clear);
commandBuffer.ClearRenderTarget(true, true, Color.clear);
DrawAllObjects(in commandBuffer, true);
}
/// <summary>
/// Creates the Blur mask RT. This Blurs all the GhostObjects
/// </summary>
private void BlurMask(in CommandBuffer commandBuffer)
{
commandBuffer.Blit(m_MaskRenderTexID, m_BlurPassRenderTexID);
for (int i = 0; i < m_BlurPasses; ++i)
{
commandBuffer.SetGlobalFloat(m_BlurDirectionX, 0);
commandBuffer.SetGlobalFloat(m_BlurDirectionY, 1);
commandBuffer.SetGlobalTexture(k_MainText, m_BlurPassRenderTexID);
commandBuffer.Blit(m_BlurPassRenderTexID, m_TempRenderTexID,
m_BlurMaterial, 0);
commandBuffer.SetGlobalFloat(m_BlurDirectionX, 1);
commandBuffer.SetGlobalFloat(m_BlurDirectionY, 0);
commandBuffer.SetGlobalTexture(k_MainText, m_TempRenderTexID);
commandBuffer.Blit(m_TempRenderTexID, m_BlurPassRenderTexID,
m_BlurMaterial, 0);
}
}
/// <summary>
/// Configure Temporary RTs for XR
/// Relies on ENABLE_VR
/// </summary>
/// <param name="cmd">SRF CommandBuffer</param>
/// <returns>True if RTs were setup using XRSettings, Otherwise False.</returns>
private bool ConfigureTemporaryRenderTexturesForXR(in CommandBuffer cmd)
{
#if ENABLE_VR
if (!XRSettings.enabled) return false;
var renderTextureDescriptor = XRSettings.eyeTextureDesc;
cmd.GetTemporaryRT(m_MemoryRenderTexID, renderTextureDescriptor, FilterMode.Bilinear);
cmd.GetTemporaryRT(m_MaskRenderTexID, renderTextureDescriptor, FilterMode.Bilinear);
renderTextureDescriptor.depthBufferBits = 0;
renderTextureDescriptor.width = renderTextureDescriptor.height = m_BlurRes;
cmd.GetTemporaryRT(m_BlurPassRenderTexID, renderTextureDescriptor, FilterMode.Bilinear);
cmd.GetTemporaryRT(m_TempRenderTexID, renderTextureDescriptor, FilterMode.Bilinear);
return true;
#endif
return false;
}
/// <summary>
/// Configure Temporary RTs for SRF.
/// </summary>
/// <param name="cmd">SRF CommandBuffer</param>
private void ConfigureTemporaryRenderTextures(in CommandBuffer cmd)
{
#if UNITY_SWITCH
var width = 1280;
var height = 720;
#else
var width = m_Camera.scaledPixelWidth;
var height = m_Camera.scaledPixelHeight;
#endif
var aa = Mathf.Max(1, QualitySettings.antiAliasing);
cmd.GetTemporaryRT(m_MemoryRenderTexID, width, height, 24, FilterMode.Bilinear, RenderTextureFormat.ARGB32,
RenderTextureReadWrite.Default, aa);
cmd.GetTemporaryRT(m_MaskRenderTexID, width >> 1, height >> 1, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32,
RenderTextureReadWrite.Default, aa);
cmd.GetTemporaryRT(m_BlurPassRenderTexID, m_BlurRes, m_BlurRes, 0, FilterMode.Bilinear);
cmd.GetTemporaryRT(m_TempRenderTexID, m_BlurRes, m_BlurRes, 0, FilterMode.Bilinear);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d65d0b4fad922724b96ef94f9d8b5b8b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,57 @@
using UnityEngine;
namespace Golems
{
[CreateAssetMenu(fileName = "New AlbertGhostMemorySettings",
menuName = "Golems/Scriptable Render Features/AlbertGhostMemorySettings")]
public class AlbertGhostMemorySettings : ScriptableObject
{
[SerializeField] private Vector3 m_LightDirection;
public Vector3 LightDirection
{
get => m_LightDirection;
set => m_LightDirection = value;
}
[SerializeField] private Color m_LightColour = Color.white;
public Color LightColour
{
get => m_LightColour;
set => m_LightColour = value;
}
/// <summary>
/// Effects how far off centre each Blur sample becomes
/// </summary>
[Tooltip("Effects how far off centre each Blur sample becomes. Note, the bigger the number, the bigger the pixelation")]
[Range(0.01f, 10.0f)][SerializeField] private float m_BlurRadius = .5f;
public float BlurRadius => m_BlurRadius;
/// <summary>
/// The number of Blur passes performed.
/// This effects ALL objects rendered
/// </summary>
[Tooltip("How many times we Blur all the objects. Note, the bigger the number, the bigger the performance hit")]
[Range(1, 10)][SerializeField] private int m_BlurPasses = 4;
public int BlurPasses => m_BlurPasses;
/// <summary>
/// Index into the m_BlurTextureSizes
/// </summary>
[Range(0,4)] [SerializeField] private int m_BlurTextureSize = 3;
/// <summary>
/// Texture size of the blur textures
/// </summary>
private int[] m_BlurTextureSizes = new int[5] { 128, 256, 512, 1024, 2048 };
/// <summary>
/// Returns the current Blur Texture resolution driven by m_BlurTextureSize
/// </summary>
public int BlurTextureResolution => m_BlurTextureSizes[
Mathf.Max(0, Mathf.Min(m_BlurTextureSize, m_BlurTextureSizes.Length - 1))];
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d2ea357b0ff81244b8a3573234681896
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,17 @@
/*
using System;
using UnityEngine.AddressableAssets;
namespace Golems
{
[Serializable]
public class AlbertGhostMemorySettingsRef : AssetReferenceT<AlbertGhostMemorySettings>
{
public AlbertGhostMemorySettingsRef(string guid) : base(guid)
{
}
}
}
*/

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5fe03499252946428c51d21897ebe3ce
timeCreated: 1645029849

View File

@@ -0,0 +1,26 @@

/*
using RogueUtils.Data;
using UnityEngine;
namespace Golems
{
public class GhostMemoryLightDirection : MonoBehaviour
{
[SerializeField] private Light m_Light;
[SerializeField] private Vector3 m_LightDirectionReference;
private void Awake()
{
Debug.Assert(m_Light != null);
Debug.Assert(m_LightDirectionReference != null);
}
private void Update()
{
m_LightDirectionReference.variable.Value = (m_Light.transform.rotation * Vector3.forward).normalized;
}
}
}
*/

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 085bb191568545a4eaafe27762a10deb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 5786b509cdeae1043b4da27532f4b865
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,99 @@
#if UNITY_EDITOR
using UnityEditor;
#endif
using Golems.RenderFeatures;
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace Golems
{
public class AlbertGhostMemoryComposite : SourceToDestinationBlitRenderFeature
{
[Header("Compose things")]
[SerializeField] private bool m_IsEnabled = true;
[SerializeField] private AlbertGhostMemoryCompositeSettings m_FallbackSettings;
private AlbertGhostMemoryCompositePass m_Pass;
private AlbertGhostMemoryCompositeSettings m_SettingsLoader;
[SerializeField]
private float m_TimeBeforeSettingsFailureLog = 10.0f;
private float m_CreationTime;
private bool m_LoggedSettingsFailure;
public override void Create()
{
m_LoggedSettingsFailure = false;
m_CreationTime = Time.unscaledTime;
bool logFallback = true;
#if UNITY_EDITOR
if (!EditorApplication.isPlayingOrWillChangePlaymode)
{
//
// Cannot use Addressables in editor outside of playmode so use fallback
//
logFallback = false;
}
#endif
m_SettingsLoader = m_FallbackSettings;
DoCreate();
m_Pass = new AlbertGhostMemoryCompositePass(m_SettingsLoader);
}
private void DebugSetEnabledState(bool state)
{
m_IsEnabled = state;
}
private bool DebugGetEnabledState()
{
return m_IsEnabled;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (m_Pass == null)
{
return;
}
//
// If the source and destination are not the same then have to at least perform a copy.
//
var doRender = !IsSourceAndDestinationSame();
if (!doRender)
{
//
// Source and destination are different so
// see if there is something to render.
//
if (m_IsEnabled)
{
doRender = renderingData.cameraData.camera.isActiveAndEnabled &&
GhostObjectCollection.Instance.NumberOfObjectsRendered > 0 &&
GhostObjectCollection.Instance.HasSomethingToRender();
}
}
if (!doRender)
{
return;
}
m_Pass.Setup(m_IsEnabled, m_WhenToInsert, renderer.cameraColorTarget,
m_SourceTextureSourceType, m_SourceNamedTemporaryNameHash,
m_DestinationTextureSourceType, m_DestinationNamedTemporaryNameHash,
m_TempCopyNamedTemporaryNameHash);
renderer.EnqueuePass(m_Pass);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cd24c7c60313ff546ba5e93072933a44
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,167 @@
using Golems.RenderFeatures;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.XR;
using static Golems.ScriptableRenderPassHelper;
namespace Golems
{
public class AlbertGhostMemoryCompositePass : SourceToDestinationBlitRenderPass
{
private const string k_Shader = "Hidden/AlbertGhostMemoryComposite";
private const string k_ProfilerIdent = "CompositePass";
private AlbertGhostMemoryCompositeSettings m_Settings;
private bool m_SettingsSet = false;
private Material m_CompositeMat = null;
private float m_Time = 0.0f;
private bool m_IsEnabled;
#region Shader Properties
private readonly int RandomValueID = Shader.PropertyToID("RandomValue");
private readonly int TimeLapseID = Shader.PropertyToID("TimeLapse");
private readonly int EdgeValueID = Shader.PropertyToID("EdgeValue");
private readonly int GlobalAlphaID = Shader.PropertyToID("GlobalAlpha");
private readonly int OffsetRedXID = Shader.PropertyToID("OffsetRedX");
private readonly int OffsetGreenXID = Shader.PropertyToID("OffsetGreenX");
private readonly int OffsetBlueXID = Shader.PropertyToID("OffsetBlueX");
private readonly int OffsetRedYID = Shader.PropertyToID("OffsetRedY");
private readonly int OffsetGreenYID = Shader.PropertyToID("OffsetGreenY");
private readonly int OffsetBlueYID = Shader.PropertyToID("OffsetBlueY");
private readonly int BrightnessID = Shader.PropertyToID("Brightness");
private readonly int ContrastID = Shader.PropertyToID("Contrast");
#endregion
public AlbertGhostMemoryCompositePass(AlbertGhostMemoryCompositeSettings settings)
{
SetSettings(settings);
CreateMaterial(k_Shader, out m_CompositeMat);
m_Time = 0.0f;
}
public void SetSettings(AlbertGhostMemoryCompositeSettings settings)
{
m_Settings = settings;
m_SettingsSet = m_Settings != null;
}
public bool HasSettings()
{
return m_SettingsSet;
}
public void Setup(bool isEnabled, RenderPassEvent whenToRender, RenderTargetIdentifier cameraColourTargetIdentifier,
RenderFeatures.TextureSourceType sourceSourceType, int tempSourceTextureHash,
RenderFeatures.TextureSourceType destinationSourceType, int tempDestinationTextureHash,
int sameSourceDestTextureHash)
{
m_IsEnabled = isEnabled;
DoSetup(whenToRender, cameraColourTargetIdentifier,
sourceSourceType, tempSourceTextureHash,
destinationSourceType, tempDestinationTextureHash,
sameSourceDestTextureHash);
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
DoOnCameraSetup(cmd, ref renderingData);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (!m_GoodToExecute)
{
return;
}
//
// If we do not have settings yet we at least need to do a copy so later
// stages have something to work with.
//
var forceCopy = !m_SettingsSet;
#if UNITY_EDITOR
//
// In Editor at edit time the material will get destroyed on scene load
//
if (m_CompositeMat == null)
{
CreateMaterial(k_Shader, out m_CompositeMat);
}
#endif
bool doCopyOnly = forceCopy || !m_IsEnabled || GhostObjectCollection.Instance.NumberOfObjectsRendered <= 0;
if (doCopyOnly)
{
//
// nothing to render
//
if (!m_SourceAndDestinationSame)
{
//
// Copy the source to the destination
//
var copyCmd = CommandBufferPool.Get(k_ProfilerIdent);
copyCmd.Blit(m_SourceTargetIdentifier, m_DestinationTargetIdentifier);
context.ExecuteCommandBuffer(copyCmd);
CommandBufferPool.Release(copyCmd);
}
return;
}
SetAllShaderParameters();
CommandBuffer cmd = CommandBufferPool.Get(k_ProfilerIdent);
Compose(cmd);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
/// <summary>
/// Setup all the required values for
/// the composition shader pass
/// </summary>
private void SetAllShaderParameters ()
{
m_Time += Time.deltaTime;
float random = Random.Range(0.0f, 1.0f);
m_CompositeMat.SetFloat(RandomValueID, random);
m_CompositeMat.SetFloat(TimeLapseID, m_Time);
m_CompositeMat.SetFloat(EdgeValueID, m_Settings.EdgeValue);
m_CompositeMat.SetFloat(GlobalAlphaID, m_Settings.Alpha);
float ca_sin = m_Settings.ChromaticAberration * Mathf.Sin(m_Time * m_Settings.ChromaticAberrationSpeed);
float ca_cos = m_Settings.ChromaticAberration * Mathf.Cos(m_Time * m_Settings.ChromaticAberrationSpeed);
float ca_combo = (ca_sin + ca_cos);
m_CompositeMat.SetFloat(OffsetRedXID, ca_sin);
m_CompositeMat.SetFloat(OffsetGreenXID, ca_combo);
m_CompositeMat.SetFloat(OffsetBlueXID, ca_cos);
m_CompositeMat.SetFloat(OffsetRedYID, ca_sin);
m_CompositeMat.SetFloat(OffsetGreenYID, ca_combo);
m_CompositeMat.SetFloat(OffsetBlueYID, -ca_cos);
m_CompositeMat.SetFloat(BrightnessID, m_Settings.Brightness);
m_CompositeMat.SetFloat(ContrastID, m_Settings.Contrast);
}
/// <summary>
/// Compose the results of AlbertGhostMemoryPass into the cameraColorTarget
/// </summary>
private void Compose(in CommandBuffer cmd)
{
if (m_SourceAndDestinationSame)
{
cmd.Blit(m_SourceTargetIdentifier, m_TempCopyTargetIdentifier, m_CompositeMat);
cmd.Blit(m_TempCopyTargetIdentifier, m_DestinationTargetIdentifier);
}
else
{
cmd.Blit(m_SourceTargetIdentifier, m_DestinationTargetIdentifier, m_CompositeMat);
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8382ede0b6a95594ba9841fab6b21364
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,52 @@
using UnityEngine;
namespace Golems
{
[CreateAssetMenu(fileName = "New AlbertGhostMemoryCompositeSettings", menuName = "Golems/Scriptable Render Features/AlbertGhostMemoryCompositeSettings")]
public class AlbertGhostMemoryCompositeSettings : ScriptableObject
{
[SerializeField] private float m_EdgeValue = 0.15f;
public float EdgeValue
{
get => m_EdgeValue;
set => m_EdgeValue = value;
}
[SerializeField] private float m_ChromaticAberration = 0.0005f;
public float ChromaticAberration
{
get => m_ChromaticAberration;
set => m_ChromaticAberration = value;
}
[SerializeField] private float m_ChromaticAberrationSpeed = 0.5f;
public float ChromaticAberrationSpeed
{
get => m_ChromaticAberrationSpeed;
set => m_ChromaticAberrationSpeed = value;
}
[SerializeField] private float m_Brightness = 0.5f;
public float Brightness
{
get => m_Brightness;
set => m_Brightness = value;
}
[SerializeField] private float m_Contrast = 1.0f;
public float Contrast
{
get => m_Contrast;
set => m_Contrast = value;
}
[Range(0.0f, 1.0f)] public float m_Alpha = .5f;
public float Alpha
{
get => m_Alpha;
set => m_Alpha = value;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2f4087f258649684b9620322674cf675
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,17 @@

/*
using System;
using UnityEngine.AddressableAssets;
namespace Golems
{
[Serializable]
public class AlbertGhostMemoryCompositeSettingsRef : AssetReferenceT<AlbertGhostMemoryCompositeSettings>
{
public AlbertGhostMemoryCompositeSettingsRef(string guid) : base(guid)
{
}
}
}
*/

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1d87c60592bc40edbfcc3e1067ae34e5
timeCreated: 1631024695

View File

@@ -0,0 +1,20 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2f4087f258649684b9620322674cf675, type: 3}
m_Name: AlbertGhostMemoryCompositeSettings
m_EditorClassIdentifier:
m_EdgeValue: 0.045
m_ChromaticAberration: 0.0005
m_ChromaticAberrationSpeed: 0.5
m_Brightness: 0.5
m_Contrast: 1
m_Alpha: 0

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f90d567246daf5c44a47fbe69b9dc04c
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,19 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d2ea357b0ff81244b8a3573234681896, type: 3}
m_Name: AlbertGhostMemorySettings
m_EditorClassIdentifier:
m_LightDirection: {x: -0.2, y: 1, z: -1}
m_LightColour: {r: 0.8584906, g: 0.8584906, b: 0.8584906, a: 1}
m_BlurRadius: 0.37
m_BlurPasses: 4
m_BlurTextureSize: 3

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 979479252af1bdb48b7e7929258a6da6
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,221 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Golems
{
/// <summary>
/// Ghost Object Behaviour sends all attached renderers via the AlbertGhostMemory effect
/// NOTE:
/// This is ExecuteInEditMode so that in the effect is visible in Editor at edit time. This
/// helps Timeline authoring and similar as the alpha changes will be visible.
/// </summary>
[ExecuteInEditMode]
public class GhostObjectBehaviour : MonoBehaviour
{
private static SRDebuggerGhostAreRealSetting m_SRDebuggerGhostAreRealSettingInstance = null;
/// <summary>
/// Global Alpha applied to all the renders attached
/// to this behaviour. This is applied POST drawing
/// everything so no clipping through meshes
/// N.B Variable is serialized to allow setting it, but requires public controller to be set via animations
/// </summary>
[SerializeField]
[Range(0f,1f)]
private float m_Alpha = 1.0f;
public float Alpha => m_Alpha;
/// <summary>
/// Flag to ignore the Global Alpha driven via the
/// Alert Ghost Memory effect Settings. Will use m_Alpha if true
/// </summary>
[SerializeField]
private bool m_IgnoreGlobalAlpha = false;
public bool IgnoreGlobalAlpha => m_IgnoreGlobalAlpha;
/// <summary>
/// Really this should now just be m_Renderers..
/// See docs for GhostObject
/// </summary>
[SerializeField]
private GhostObject m_GhostObject = new GhostObject();
public GhostObject GhostObject => m_GhostObject;
[SerializeField]
private List<Material> m_ReplacementMemoryMaterials;
public List<Material> ReplacementMemoryMaterials => m_ReplacementMemoryMaterials;
private void OnEnable()
{
GhostObjectCollection.Instance.AddGhostObjectBehaviour(this);
}
private void Start()
{
if (m_SRDebuggerGhostAreRealSettingInstance == null)
{
m_SRDebuggerGhostAreRealSettingInstance = new SRDebuggerGhostAreRealSetting();
}
if (m_SRDebuggerGhostAreRealSettingInstance != null)
{
m_SRDebuggerGhostAreRealSettingInstance.MakeGhostsGhosty += MakeGhostGhosty;
m_SRDebuggerGhostAreRealSettingInstance.MakeGhostsReal += MakeGhostReal;
if (m_SRDebuggerGhostAreRealSettingInstance.GetGhostsGhosty())
{
MakeGhostGhosty();
}
else
{
MakeGhostReal();
}
}
}
private void OnDestroy()
{
if (m_SRDebuggerGhostAreRealSettingInstance != null)
{
m_SRDebuggerGhostAreRealSettingInstance.MakeGhostsGhosty -= MakeGhostGhosty;
m_SRDebuggerGhostAreRealSettingInstance.MakeGhostsReal -= MakeGhostReal;
}
}
private void OnDisable()
{
GhostObjectCollection.Instance.RemoveGhostObjectBehaviour(this);
}
private void MakeGhostGhosty()
{
if (m_GhostObject != null)
{
foreach (var renderer in m_GhostObject.Renderers)
{
renderer.gameObject.layer = LayerMask.NameToLayer("Default");
}
}
}
private void MakeGhostReal()
{
if (m_GhostObject != null)
{
foreach (var renderer in m_GhostObject.Renderers)
{
if (renderer != null)
{
renderer.gameObject.layer = LayerMask.NameToLayer("Ghost");
}
}
}
}
/// <summary>
/// Set the local Alpha of the
/// Ghost Object Behaviour to the passed value
/// </summary>
/// <param name="alpha"></param>
public void SetAlpha(float alpha)
{
if (alpha <= 1 && alpha >= 0 )
{
m_Alpha = alpha;
}
}
#if UNITY_EDITOR
private void GrabAllRenderers()
{
var renderList = new List<Renderer>();
foreach(var rend in GetComponentsInChildren<Renderer>())
{
if (rend as ParticleSystemRenderer)
{
continue;
}
if (rend as TrailRenderer)
{
continue;
}
if (rend as LineRenderer)
{
continue;
}
renderList.Add(rend);
}
if (renderList.Count > 0)
{
m_GhostObject.SetRenderers(renderList.ToArray());
}
}
#endif
class SRDebuggerGhostAreRealSetting
{
public UnityAction MakeGhostsReal;
public UnityAction MakeGhostsGhosty;
private bool m_IsGhosty = false;
public bool GetGhostsGhosty()
{
return m_IsGhosty;
}
public void SetGhostsGhosty(bool shouldBeGhosty)
{
if (shouldBeGhosty != m_IsGhosty)
{
if (shouldBeGhosty)
{
Debug.Log("make em Ghosty");
MakeGhostsGhosty?.Invoke();
}
else
{
Debug.Log("make em Real");
MakeGhostsReal?.Invoke();
}
m_IsGhosty = shouldBeGhosty;
}
}
}
}
/// <summary>
/// Ghost Object is somewhat deprecated. However it remains as the Renderers in the scene
/// are all hooked up to the instance of GhostObject via GhostObjectBehaviour.
/// N.B We use to only pass around GhostObject but features got more demanding
/// </summary>
[System.Serializable]
public class GhostObject
{
/// <summary>
/// Renderers to be drawn through Albert Ghost Memory Pass
/// </summary>
[SerializeField]
private Renderer[] m_Renderers;
public Renderer[] Renderers => m_Renderers;
public void SetRenderers(Renderer[] renderers)
{
m_Renderers = renderers;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bfbaee30bb007114a800edbac3d011fc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,73 @@
using System.Collections.Generic;
using UnityEngine;
namespace Golems
{
/// <summary>
/// A gross singleton collection of all the Ghost Object Behaviours
/// which require rendering via Albert Ghost Memory This is purely
/// convenience for the AlbertGhostMemory to access Ghost Object Behaviours
/// and for Ghost Object Behaviours to register/unregister themselves.
/// </summary>
public class GhostObjectCollection
{
/// <summary>
/// The active singleton of GhostObjectCollection
/// </summary>
private static GhostObjectCollection m_Instance;
public static GhostObjectCollection Instance
{
get
{
if (m_Instance == null) new GhostObjectCollection();
return m_Instance;
}
}
/// <summary>
/// Collection of all the Ghost Object Behaviours which require rendering
/// </summary>
public List<GhostObjectBehaviour> GhostObjectBehaviours { get; private set; }
/// <summary>
/// Flag if there's anything Ghost Object Behaviours which require rendering
/// </summary>
public bool HasSomethingToRender()=> GhostObjectBehaviours != null && GhostObjectBehaviours.Count > 0;
/// <summary>
/// The number of objects rendered in AlbertGhostMemoryPass.
/// This is reset in AlbertGhostMemoryPass.Execute() and incremented in
/// DrawObjectsDefault().
/// ComposeOutlinePass uses this in AddRenderPasses, if it's zero screen copy Blit is avoided.
///
/// N.B This is a sketchy place to do this sort of thing, full acknowledged but it's quick, easy and works...
/// </summary>
public int NumberOfObjectsRendered = 0;
private GhostObjectCollection()
{
m_Instance = this;
GhostObjectBehaviours = new List<GhostObjectBehaviour>();
}
/// <summary>
/// Add the passed Ghost Object Behaviour to Albert Ghost Memory pass
/// </summary>
public void AddGhostObjectBehaviour(GhostObjectBehaviour ghostObjectBehaviour)
{
if (ghostObjectBehaviour == null) return;
GhostObjectBehaviours.Add(ghostObjectBehaviour);
}
/// <summary>
/// Remove the passed Ghost Object Behaviour to Albert Ghost Memory pass
/// </summary>
public void RemoveGhostObjectBehaviour(GhostObjectBehaviour ghostObjectBehaviour)
{
if (ghostObjectBehaviour == null) return;
GhostObjectBehaviours.Remove(ghostObjectBehaviour);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0f90bf4d03ebb874fadb90762d16cdac
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a278621c72f85e546baf1ba6f79f6ffe
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,140 @@
using Golems.RenderFeatures;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace Golems
{
public class ComposeOutlineScriptableRenderFeature : SourceToDestinationBlitRenderFeature
{
[SerializeField] private bool m_IsEnabled = true;
[Header("Compose things")]
[SerializeField] private Material m_CompositeMaterial = default;
private ComposeOutlinePass m_Pass;
public override void Create()
{
m_Pass = new ComposeOutlinePass(m_CompositeMaterial);
DoCreate();
}
private void DebugSetEnabledState(bool state)
{
m_IsEnabled = state;
}
private bool DebugGetEnabledState()
{
return m_IsEnabled;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (IsSourceAndDestinationSame())
{
//
// The source and destination are same can skip the pass if there is
// nothing to render.
//
var outlineObjects = OutlineCollection.RendererBundles;
if (outlineObjects == null || outlineObjects.Count <= 0)
{
return;
}
}
m_Pass.Setup(m_IsEnabled,m_WhenToInsert, renderer.cameraColorTarget,
m_SourceTextureSourceType, m_SourceNamedTemporaryNameHash,
m_DestinationTextureSourceType, m_DestinationNamedTemporaryNameHash,
m_TempCopyNamedTemporaryNameHash);
renderer.EnqueuePass(m_Pass);
}
}
public class ComposeOutlinePass : SourceToDestinationBlitRenderPass
{
private const string k_ProfilerIdent = "ComposeOutlinePass";
private Material m_CompositeMat = null;
private bool m_IsEnabled;
private readonly int m_BlurTexId = Shader.PropertyToID("_BlurTex");
private readonly int m_DefaultDrawObjectsTexId = Shader.PropertyToID("_DefaultDrawObjects");
public ComposeOutlinePass(Material compositeMaterial)
{
m_CompositeMat = compositeMaterial;
}
public void Setup(bool isEnabled, RenderPassEvent whenToRender, RenderTargetIdentifier cameraColourTargetIdentifier,
RenderFeatures.TextureSourceType sourceSourceType, int tempSourceTextureHash,
RenderFeatures.TextureSourceType destinationSourceType, int tempDestinationTextureHash,
int sameSourceDestTextureHash)
{
m_IsEnabled = isEnabled;
DoSetup(whenToRender, cameraColourTargetIdentifier,
sourceSourceType, tempSourceTextureHash,
destinationSourceType, tempDestinationTextureHash,
sameSourceDestTextureHash);
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
DoOnCameraSetup(cmd, ref renderingData);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
//
// The OutlineCollection.NumberOfObjectsRendered is set during the
// OutlineScriptableRenderPass.Execute() so if that did not render anything then there is
// nothing to compose.
//
if (!m_GoodToExecute)
{
return;
}
bool doCopyOnly = (OutlineCollection.NumberOfObjectsRendered <= 0) || !m_IsEnabled;
if (doCopyOnly)
{
if (!m_SourceAndDestinationSame)
{
//
// Copy the source to the destination
//
var copyCmd = CommandBufferPool.Get(k_ProfilerIdent);
copyCmd.Blit(m_SourceTargetIdentifier, m_DestinationTargetIdentifier);
context.ExecuteCommandBuffer(copyCmd);
CommandBufferPool.Release(copyCmd);
}
return;
}
var cmd = CommandBufferPool.Get(k_ProfilerIdent);
cmd.SetGlobalTexture("_BlurTex", m_BlurTexId);
cmd.SetGlobalTexture("_DefaultDrawObjects", m_DefaultDrawObjectsTexId);
if (m_SourceAndDestinationSame)
{
cmd.Blit(m_SourceTargetIdentifier, m_TempCopyTargetIdentifier, m_CompositeMat);
cmd.Blit(m_TempCopyTargetIdentifier, m_DestinationTargetIdentifier);
}
else
{
cmd.Blit(m_SourceTargetIdentifier, m_DestinationTargetIdentifier, m_CompositeMat);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 96781a865a3cc54488e7e18c2b1d66bb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ce653e0167dc8c94e8ae26729b6e04a5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,127 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: CompositeMaterial
m_Shader: {fileID: 4800000, guid: 5f0ea674bfa1ff042b2829daa5815e90, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BaseMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EdgeTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _AlphaClip: 0
- _Blend: 0
- _BumpScale: 1
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _Cull: 2
- _Cutoff: 0.5
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _Metallic: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
- _ReceiveShadows: 1
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []
--- !u!114 &5329936352101645292
MonoBehaviour:
m_ObjectHideFlags: 11
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
version: 4

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 495a07472af496441a0c4612a21198c0
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,125 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: DepthOnly
m_Shader: {fileID: 4800000, guid: 59ed4cb0e31a72c469f09fcf8614de92, type: 3}
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BaseMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _AlphaClip: 0
- _Blend: 0
- _BumpScale: 1
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _Cull: 2
- _Cutoff: 0.5
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _Metallic: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
- _ReceiveShadows: 1
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []
--- !u!114 &1157606769240496216
MonoBehaviour:
m_ObjectHideFlags: 11
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
version: 5

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 79176156d5c314b43acbee3df46cfeb1
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,123 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: SolidUnlitMaterial
m_Shader: {fileID: 4800000, guid: e249b16da4133f84e91d3718a2719884, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BaseMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _AlphaClip: 0
- _Blend: 0
- _BumpScale: 1
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _Cull: 2
- _Cutoff: 0.5
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _EnvironmentReflections: 1
- _GlossMapScale: 0
- _Glossiness: 0
- _GlossyReflections: 0
- _Metallic: 0
- _OcclusionStrength: 1
- _Parallax: 0.005
- _QueueOffset: 0
- _ReceiveShadows: 1
- _Smoothness: 0.5
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Surface: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []
--- !u!114 &7988618175867360684
MonoBehaviour:
m_ObjectHideFlags: 11
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
version: 4

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b7df10f98bf57cb43a96870442b5ed13
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,348 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Golems.Attributes;
using RogueUtils.Data;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Serialization;
using Golems;
[DisallowMultipleComponent]
//This was used over outline entity due to it already being on the objects
public partial class Outline2 : MonoBehaviour
{
[Header("HighEndOutlineSettingsBelow ==================")]
/// <summary>
/// Renderer's attached to this GameObject
/// </summary>
///
[OnValueChanged("UpdateRendererBundle")]
[SerializeField]
private Renderer[] m_Renderers;
public Renderer[] Renderers
{
get => m_Renderers;
set => m_Renderers = value;
}
/// <summary>
/// Outline Colour
/// </summary>
[FormerlySerializedAs("outlineColor")]
[SerializeField]
private Color m_OutlineColor = Color.white;
[Header("The color variable will override local color if it exists")]
public ColorVariable OutlineColorVariable;
[SerializeField]
[Range(0, 10)]
private float m_BlurRadius = 2.5f;
public float BlurRadius
{
get => m_BlurRadius;
set => m_BlurRadius = value;
}
[SerializeField]
[Range(0, 1)]
private float m_Alpha = 1;
public float Alpha
{
get => m_Alpha;
set => m_Alpha = value;
}
[SerializeField] private float m_FadeSpeed = 7.0f;
/// <summary>
/// Returns True if Outline is currently active (m_Alpha >=1).
/// Otherwise, returns False.
/// </summary>
public bool IsOutlining => m_Alpha >= 1.0f;
/// <summary>
/// The current active Fade Coroutine
/// </summary>
private Coroutine m_FadeCoroutine = default;
/// <summary>
/// WaitForSeconds used before Fade in/out begins
/// </summary>
private WaitForSeconds m_FadeDelay = new WaitForSeconds(.1f);
[Header("OutlineTypeToggle ==================")]
[SerializeField]
private bool m_UseLowEndOutline = false;
private void Awake()
{
#if UNITY_SWITCH
m_UseLowEndOutline = true;
#endif
//if (GolemsGameManager.IsPlayerXR())
if (false)
{
m_UseLowEndOutline = true;
}
if (m_UseLowEndOutline)
{
}
else
{
HighEndAwake();
}
}
private void HighEndAwake()
{
if (m_Renderers.Length == 0)
{
Debug.LogWarning("No renderers setup for outline in editor on " + gameObject.name +
". Grabbing them through code");
var renderers = new List<Renderer>();
//
// Check OutlineEntity for Renderer
//
if (TryGetComponent<Renderer>(out var r))
{
renderers.Add(r);
}
SetRenderers(renderers);
}
OutlineCollection.AddRenderer(this);
Alpha = 0;
}
void OnEnable()
{
if (m_UseLowEndOutline)
{
}
else
{
HighEndOnEnable();
}
}
private void HighEndOnEnable()
{
}
private void OnValidate()
{
if (m_UseLowEndOutline)
{
}
else
{
}
}
private void Update()
{
if (m_UseLowEndOutline)
{
}
else
{
}
}
private void OnDisable()
{
Debug.Log("Disabling Outline");
Alpha = 0;
}
private void OnDestroy()
{
if (m_UseLowEndOutline)
{
}
else
{
HighEndOnDestroy();
}
}
private void HighEndOnDestroy()
{
OutlineCollection.RemoveRenderer(this);
Alpha = 0;
}
public void ToggleOutlining()
{
if (m_Alpha > 0)
{
StopOutlining();
}
else
{
StartOutlining();
}
}
/// <summary>
/// Activates/Deactivates the Outline,
/// depending on the given true or false value.
/// </summary>
/// <param name="active"> Activate or deactivate the Outline,
/// where true activates the Outline and false deactivates the Outline.</param>
public void SetOutlineActive(bool active)
{
if (active)
{
StartOutlining();
}
else
{
StopOutlining();
}
}
[Button]
public void StartOutlining()
{
if (m_UseLowEndOutline)
{
Debug.Log("Start Outlining");
}
else
{
StartHighEndOutlining();
}
}
public void StartHighEndOutlining()
{
//Debug.Log("StartOutlining");
if (m_FadeCoroutine != null)
{
StopCoroutine(m_FadeCoroutine);
m_FadeCoroutine = null;
}
//
// protect against running on disabled game objects
//
if (gameObject.activeInHierarchy)
{
m_FadeCoroutine = StartCoroutine(Fade(1));
}
}
[Button]
public void StopOutlining()
{
if (m_UseLowEndOutline)
{
Debug.Log("Stop Outlining");
}
else
{
StopHighEndOutlining();
}
}
public void StopHighEndOutlining()
{
if (m_FadeCoroutine != null)
{
StopCoroutine(m_FadeCoroutine);
m_FadeCoroutine = null;
}
//
// protect against running on disabled game objects
//
if (gameObject.activeInHierarchy)
{
m_FadeCoroutine = StartCoroutine(Fade(-1));
}
}
private IEnumerator Fade(int dir)
{
yield return new WaitForSeconds(0.1f);
bool faded = false;
while (!faded)
{
var alpha = Alpha;
alpha += (dir * m_FadeSpeed) * Time.deltaTime;
alpha = Mathf.Clamp01(alpha);
Alpha = alpha;
faded = dir < 0 ? alpha <= 0.0f : alpha >= 1.0f;
yield return null;
}
m_FadeCoroutine = null;
}
[ContextMenu("Force Stop Outlining")]
/// <summary>
/// Forces alpha to 0 to avoid showing if moved immediately
/// </summary>
public void ForceStopOutlining()
{
if (m_UseLowEndOutline)
{
}
else
{
Alpha = 0;
}
}
public void SetRenderers(List<Renderer> renderers)
{
m_Renderers = renderers.ToArray();
}
/// <summary>
/// Get the current Color for this Outline instance.
/// If the Outline has a OutlineColorVariable the value
/// of the passed Color variable will be set to the scriptable
/// variable value. Otherwise, it will be set to this Outlines m_OutlineColor.
/// </summary>
/// <param name="colour">Color variable to store this instances current outline colour</param>
public void GetColour(out Color colour)
{
colour = OutlineColorVariable == null ? m_OutlineColor : OutlineColorVariable.Value;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 05d346d0dd4384f4fad966bd1340ddd5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,43 @@
using System.Collections.Generic;
using UnityEngine;
namespace Golems
{
public static class OutlineCollection
{
/// <summary>
/// Collection of renderers to be drawn with outline process
/// </summary>
public readonly static List<Outline2> RendererBundles = new List<Outline2>();
/// <summary>
/// The number of objects rendered in OutlineScriptableRenderPass.
/// This is reset in OutlineScriptableRenderPass.Execute() and incremented in
/// DrawObjectsDefault().
/// ComposeOutlinePass uses this in AddRenderPasses, if it's zero screen copy Blit is avoided.
///
/// N.B This is a sketchy place to do this sort of thing, full acknowledged but it's quick, easy and works...
/// </summary>
public static int NumberOfObjectsRendered = 0;
/// <summary>
/// Adds collection of renderers to the Outline Collection
/// </summary>
/// <param name="rendererBundle">Renderers to be drawn with Outline process</param>
public static void AddRenderer(Outline2 rendererBundle)
{
if (RendererBundles.Contains(rendererBundle))
{
return;
}
RendererBundles.Add(rendererBundle);
}
public static void RemoveRenderer(Outline2 rendererBundle)
{
RendererBundles.Remove(rendererBundle);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ff2eba45467bff142ac34388a8cfe9b1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,453 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
#if ENABLE_VR
using UnityEngine.XR;
#endif
namespace Golems
{
public class OutlineScriptableRenderFeature : ScriptableRendererFeature
{
[SerializeField] private bool m_IsEnabled = true;
[SerializeField]
private Material m_SolidUnlitMaterial = default;
[SerializeField]
private Material m_BlurMaterial = default;
private OutlineScriptableRenderPass m_Pass = default;
[SerializeField] private RenderPassEvent m_RenderPassEvent = RenderPassEvent.AfterRenderingOpaques;
/// <summary>
/// The number of Blur passes performed.
/// This effects ALL objects rendered
/// </summary>
[Tooltip("How many times we Blur all the objects. Note, the bigger the number, the bigger the performance hit")]
[Range(1, 10)][SerializeField] private int m_BlurPasses = 1;
/// <summary>
/// Effects how far off centre each Blur sample becomes
/// </summary>
[Tooltip("Effects how far off centre each Blur sample becomes. Note, the bigger the number, the bigger the pixelation")]
[Range(0.0f, 10.0f)] [SerializeField] private float m_BlurRadius = .5f;
/// <summary>
/// Index into the m_BlurTextureSizes
/// </summary>
[Range(0,4)] [SerializeField] private int m_BlurTextureSize = 3;
/// <summary>
/// Texture size of the blur textures
/// </summary>
private int[] m_BlurTextureSizes = new int[5] { 128, 256, 512, 1024, 2048 };
[Header("Outlines Occluders")]
/// <summary>
/// Material used to render the occluders
/// </summary>
[Tooltip("Material used to render the occluders")]
[SerializeField] Material m_OutlinesOccludersMat;
/// <summary>
/// Used to set the objects that will be part of the outlines occluders
/// </summary>
[Tooltip("Used to set the objects that will be part of the outlines occluders")]
[SerializeField] LayerMask m_OccludersMask;
/// <summary>
/// Initializes this feature's resources.
/// </summary>
public override void Create()
{
m_Pass = new OutlineScriptableRenderPass(m_SolidUnlitMaterial, m_BlurMaterial, m_OutlinesOccludersMat, m_OccludersMask);
}
private void DebugSetEnabledState(bool state)
{
m_IsEnabled = state;
}
private bool DebugGetEnabledState()
{
return m_IsEnabled;
}
/// <summary>
/// Injects the outline ScriptableRenderPass into the renderer.
/// </summary>
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (!m_IsEnabled)
{
return;
}
//
// Zeroing this here in case the pass is not added
//
OutlineCollection.NumberOfObjectsRendered = 0;
var outlineRenderers = OutlineCollection.RendererBundles;
if (outlineRenderers == null || outlineRenderers.Count <= 0) return;
m_Pass.Setup(
m_RenderPassEvent,
renderingData.cameraData.camera,
outlineRenderers,
m_BlurPasses,
m_BlurRadius,
m_BlurTextureSizes[Mathf.Max(0, Mathf.Min(m_BlurTextureSize, m_BlurTextureSizes.Length-1))]);
renderer.EnqueuePass(m_Pass);
}
}
public class OutlineScriptableRenderPass : ScriptableRenderPass
{
private const string k_ProfilerIdent = "Outline";
#region Texture Consts
private const string k_DefaultDrawObjectsTex = "_DefaultDrawObjects";
private const string k_SolidDrawObjectsTex = "_SolidDrawObjects";
private const string k_BlurTex = "_BlurTex";
private const string k_MainText = "_MainTex";
private const string k_TempTex = "_TempTex";
#endregion Texture Consts
#region Shader Fields
private readonly int m_ColourID = Shader.PropertyToID("_Color");
private readonly int m_AlphaID = Shader.PropertyToID("_Alpha");
private readonly int m_BlurResolution = Shader.PropertyToID("_BlurResolution");
private readonly int m_BlurRadius = Shader.PropertyToID("_BlurRadius");
private readonly int m_BlurDirectionX = Shader.PropertyToID("_BlurDirectionX");
private readonly int m_BlurDirectionY = Shader.PropertyToID("_BlurDirectionY");
#endregion Shader Fields
#region Render Texture IDs
private readonly int m_DefaultDrawObjects = Shader.PropertyToID(k_DefaultDrawObjectsTex);
private readonly int m_SolidDrawObjects = Shader.PropertyToID(k_SolidDrawObjectsTex);
private readonly int m_BlurPassRenderTexID = Shader.PropertyToID(k_BlurTex);
private readonly int m_TempRenderTexID = Shader.PropertyToID(k_TempTex);
#endregion
private Camera m_Camera;
private IList<Outline2> m_Renderers;
private Material m_SolidUnlitMaterial;
private Material m_BlurMaterial;
/// <summary>
/// The uniform Blur texture size, calculated from the current screen size
/// </summary>
private int m_BlurRes;
/// <summary>
/// Effects how far off centre each Blur sample becomes
/// </summary>
private float m_BlurRad = 1.0f;
/// <summary>
/// The number of Blur passes performed.
/// This effects ALL objects rendered
/// </summary>
private int m_BlurPasses = 1;
/// <summary>
/// Used in DrawObjectsXYZ. We use this in conjunction with GetSharedMaterials.
/// Avoids GC alloc from .sharedMaterials
/// </summary>
private readonly List<Material> m_SharedMaterials = new List<Material>();
/// <summary>
/// Used to Get and Store the each Outline instances Color
/// </summary>
private Color m_OutlineColour = new Color(1,1,1,1);
/// <summary>
/// Occluders shader tags list
/// </summary>
private List<ShaderTagId> m_ShaderTagsList = new List<ShaderTagId>();
/// <summary>
/// Filter settings for occluders rendering
/// </summary>
private FilteringSettings m_FilteringSettings;
/// <summary>
/// Material used to render the occluders
/// </summary>
private Material m_OccludersOverrideMaterial;
#if UNITY_EDITOR
private readonly HashSet<Outline2> m_EditorLoggedNullMaterialOutlines = new HashSet<Outline2>();
private readonly HashSet<Renderer> m_EditorLoggedNullMaterialRenderers = new HashSet<Renderer>();
#endif
public OutlineScriptableRenderPass(Material solidUnlitMaterial, Material blurMaterial, Material occludersOverrideMaterial, LayerMask occludersMask)
{
m_BlurMaterial = blurMaterial;
m_SolidUnlitMaterial = solidUnlitMaterial;
m_OccludersOverrideMaterial = occludersOverrideMaterial;
// Initialise occluders related properties
m_ShaderTagsList.Add(new ShaderTagId("SRPDefaultUnlit"));
m_ShaderTagsList.Add(new ShaderTagId("UniversalForward"));
m_ShaderTagsList.Add(new ShaderTagId("UniversalForwardOnly"));
m_ShaderTagsList.Add(new ShaderTagId("ForwardLit"));
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, occludersMask);
}
public void Setup(RenderPassEvent whenToRender, Camera camera, IList<Outline2> renderers, int blurPasses,
float blurRadius, int blurTextureSize)
{
renderPassEvent = whenToRender;
m_Renderers = renderers;
m_Camera = camera;
m_BlurPasses = blurPasses;
m_BlurRad = blurRadius;
m_BlurRes = blurTextureSize;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
//
// Attempt to make RTs for XR, otherwise use Default Settings
//
if (!ConfigureTemporaryRenderTexturesForXR(in cmd)) ConfigureTemporaryRenderTextures(in cmd);
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
ConfigureTarget(m_SolidDrawObjects);
ConfigureClear(ClearFlag.All, Color.clear);
}
/// <summary>
/// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
/// </summary>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
//
// Always make sure we reset, this is the begining of a new Outline process
//
OutlineCollection.NumberOfObjectsRendered = 0;
var cmd = CommandBufferPool.Get(k_ProfilerIdent);
cmd.Clear();
//
// First render objects using their default materials
//
DrawObjectsDefault(cmd);
//
// OutlineCollection.NumberOfObjectsRendered is incremented
// inside DrawObjectsDefault. If it's 0 we rendered nothing.
//
if (OutlineCollection.NumberOfObjectsRendered > 0)
{
DrawOccluders(context, ref renderingData);
DrawObjectsSolid(cmd);
cmd.SetGlobalFloat(m_BlurResolution, m_BlurRes);
cmd.SetGlobalFloat(m_BlurRadius, m_BlurRad);
DrawBlur(in cmd);
context.ExecuteCommandBuffer(cmd);
}
cmd.Clear();
CommandBufferPool.Release(cmd);
}
/// <summary>
/// Draw outlines occluders
/// </summary>
private void DrawOccluders(ScriptableRenderContext context, ref RenderingData renderingData)
{
// Draw the occluders into m_SolidDrawObjects
// This pass will fill in the depth buffer so that the outlines could get occluded by the soldiers or other occluders as needed
DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagsList, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
drawingSettings.overrideMaterial = m_OccludersOverrideMaterial;
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings);
}
/// <summary>
/// Draw all objects using their default material/s
/// </summary>
private void DrawObjectsDefault(in CommandBuffer commandBuffer)
{
CoreUtils.SetRenderTarget(commandBuffer, m_DefaultDrawObjects, ClearFlag.All, Color.clear);
commandBuffer.ClearRenderTarget(true, true, Color.clear);
for (int i = 0, counti = m_Renderers.Count; i < counti; ++i)
{
var outline = m_Renderers[i];
//
// Don't waste time drawing objects which are currently invisible
//
if (outline.Alpha <= 0) continue;
++OutlineCollection.NumberOfObjectsRendered;
var outlineRenderers = outline.Renderers;
for (int j = 0; j < outlineRenderers.Length; j++)
{
var renderer = outlineRenderers[j];
if (renderer == null) continue;
m_SharedMaterials.Clear();
renderer.GetSharedMaterials(m_SharedMaterials);
if (m_SharedMaterials.Count > 0)
{
for (int m = 0, countm = m_SharedMaterials.Count; m < countm; ++m)
{
if (m_SharedMaterials[m] == null)
{
#if UNITY_EDITOR
if (!m_EditorLoggedNullMaterialOutlines.Contains(outline))
{
Debug.LogErrorFormat(outline, "Outline {0} has a renderer {1} with null material", outline.name, renderer.name);
m_EditorLoggedNullMaterialOutlines.Add(outline);
}
if (!m_EditorLoggedNullMaterialRenderers.Contains(renderer))
{
Debug.LogErrorFormat(outline, "Outline {0} has a renderer {1} with null material", outline.name, renderer.name);
m_EditorLoggedNullMaterialRenderers.Add(renderer);
}
#endif
continue;
}
commandBuffer.DrawRenderer(renderer, m_SharedMaterials[m], m, 0);
}
}
else
{
commandBuffer.DrawRenderer(renderer, renderer.material);
}
}
}
}
/// <summary>
/// Draw all objects using the special Solid Unlit shader
/// </summary>
private void DrawObjectsSolid(in CommandBuffer commandBuffer)
{
CoreUtils.SetRenderTarget(commandBuffer, m_SolidDrawObjects, ClearFlag.None, Color.clear);
//commandBuffer.ClearRenderTarget(true, true, Color.clear);
for (int i = 0, counti = m_Renderers.Count; i < counti; ++i)
{
var outline = m_Renderers[i];
if (outline.Alpha <= 0) continue;
outline.GetColour(out m_OutlineColour);
commandBuffer.SetGlobalColor(m_ColourID, m_OutlineColour);
commandBuffer.SetGlobalFloat(m_AlphaID, outline.Alpha);
var outlineRenderers = outline.Renderers;
for (int j = 0; j < outlineRenderers.Length; ++j)
{
var renderer = outlineRenderers[j];
if (renderer == null) continue;
m_SharedMaterials.Clear();
renderer.GetSharedMaterials(m_SharedMaterials);
if (m_SharedMaterials.Count > 0)
{
for (int m = 0, countm = m_SharedMaterials.Count; m < countm; ++m)
{
commandBuffer.DrawRenderer(renderer, m_SolidUnlitMaterial, m, 0);
}
}
else
{
commandBuffer.DrawRenderer(renderer, m_SolidUnlitMaterial);
}
}
}
}
/// <summary>
/// Creates the Blur mask RT. Blur the Outline objects
/// </summary>
private void DrawBlur(in CommandBuffer commandBuffer)
{
commandBuffer.Blit(m_SolidDrawObjects, m_BlurPassRenderTexID);
for (int i = 0, counti = m_BlurPasses; i < counti; ++i)
{
commandBuffer.SetGlobalFloat(m_BlurDirectionX, 0);
commandBuffer.SetGlobalFloat(m_BlurDirectionY, 1);
commandBuffer.SetGlobalTexture(k_MainText, m_BlurPassRenderTexID);
commandBuffer.Blit(m_BlurPassRenderTexID, m_TempRenderTexID,
m_BlurMaterial, 0);
commandBuffer.SetGlobalFloat(m_BlurDirectionX, 1);
commandBuffer.SetGlobalFloat(m_BlurDirectionY, 0);
commandBuffer.SetGlobalTexture(k_MainText, m_TempRenderTexID);
commandBuffer.Blit(m_TempRenderTexID, m_BlurPassRenderTexID,
m_BlurMaterial, 0);
}
}
/// <summary>
/// Configure Temporary RTs for XR
/// Relies on ENABLE_VR
/// </summary>
/// <param name="cmd">SRF CommandBuffer</param>
/// <returns>True if RTs were setup using XRSettings, Otherwise False.</returns>
private bool ConfigureTemporaryRenderTexturesForXR(in CommandBuffer cmd)
{
#if ENABLE_VR
if (!XRSettings.enabled) return false;
var renderTextureDescriptor = XRSettings.eyeTextureDesc;
cmd.GetTemporaryRT(m_DefaultDrawObjects, renderTextureDescriptor, FilterMode.Bilinear);
cmd.GetTemporaryRT(m_SolidDrawObjects, renderTextureDescriptor, FilterMode.Bilinear);
renderTextureDescriptor.depthBufferBits = 0;
renderTextureDescriptor.width = renderTextureDescriptor.height = m_BlurRes;
cmd.GetTemporaryRT(m_BlurPassRenderTexID, renderTextureDescriptor, FilterMode.Bilinear);
cmd.GetTemporaryRT(m_TempRenderTexID, renderTextureDescriptor, FilterMode.Bilinear);
return true;
#endif
return false;
}
/// <summary>
/// Configure Temporary RTs for SRF.
/// </summary>
/// <param name="cmd">SRF CommandBuffer</param>
private void ConfigureTemporaryRenderTextures(in CommandBuffer cmd)
{
var width = m_Camera.scaledPixelWidth;
var height = m_Camera.scaledPixelHeight;
var aa = Mathf.Max(1, QualitySettings.antiAliasing);
//
// We can't really down sample the Solid Render. This is the render of the
//
cmd.GetTemporaryRT(m_DefaultDrawObjects, width, height, 24, FilterMode.Bilinear,
RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, aa);
cmd.GetTemporaryRT(m_SolidDrawObjects, width >> 1, height >> 1, 24,
FilterMode.Bilinear, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default,aa);
cmd.GetTemporaryRT(m_BlurPassRenderTexID, m_BlurRes, m_BlurRes, 0, FilterMode.Bilinear);
cmd.GetTemporaryRT(m_TempRenderTexID, m_BlurRes, m_BlurRes, 0, FilterMode.Bilinear);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8114b26188dce7043a962383e5b26228
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d0e655ad25360a540b63cad86a6c256d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,95 @@
Shader "Outline/Blur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
//https://github.com/mattdesl/lwjgl-basics/blob/master/test/mdesl/test/shadertut/ShaderLesson5.java
SubShader
{
Cull Off ZWrite Off ZTest Always
// Combined
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
half4 _MainTex_ST;
uniform float _BlurResolution;
uniform float _BlurRadius;
uniform float _BlurDirectionX;
uniform float _BlurDirectionY;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//_BlurRadius = 2.5f;
//our original texcoord for this fragment
fixed2 tc = UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST);
//float r = lerp(_BlurResolution.y, _BlurResolution.x, step(_BlurDirection.x, 1.0f));
//the amount to blur, i.e. how far off center to sample from
//1.0 -> blur by one pixel
//2.0 -> blur by two pixels, etc.
float blur = _BlurRadius/_BlurResolution;
//the _BlurDirectionection of our blur
//(1.0, 0.0) -> x-axis blur
//(0.0, 1.0) -> y-axis blur
float hstep = _BlurDirectionX;
float vstep = _BlurDirectionY;
//apply blurring, using a 9-tap filter with predefined gaussian weights
fixed4 sum = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0540540541;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.1216216216;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.1945945946;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x, tc.y)) * 0.2270270270;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.1945945946;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.1216216216;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
sum += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, fixed2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
return sum;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: f88f058dc01de7343af2ff63b364efd1
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,106 @@
Shader "Outline/Compose"
{
Properties
{
_MainTex ("Texture", any) = "white" {}
_EdgeTex ("Edge Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float2 _MainTex_TexelSize;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_DefaultDrawObjects);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_BlurTex);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_TempTex);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_EdgeTex);
uniform float EdgeValue;
uniform float OffsetRedX;
uniform float OffsetGreenX;
uniform float OffsetBlueX;
uniform float OffsetRedY;
uniform float OffsetGreenY;
uniform float OffsetBlueY;
uniform float Brightness;
uniform float Contrast;
uniform float GlobalAlpha;
half4 _MainTex_ST;
half4 _EdgeTex_ST;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv0 = TRANSFORM_TEX(v.uv, _MainTex);
o.uv1 = TRANSFORM_TEX(v.uv, _MainTex);
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv1.y = 1 - o.uv1.y;
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
EdgeValue = 1.0f;
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
//
// Sample the world RT (render so far without our outline objects)
//
fixed4 world = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,
UnityStereoScreenSpaceUVAdjust(i.uv0, _MainTex_ST));
//
// Sample our outline texture
//
fixed4 outline = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_BlurTex,
UnityStereoScreenSpaceUVAdjust(i.uv1, _MainTex_ST));
//
// Sample the solid render of the game object to be outlined
//
fixed4 gameObject = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_DefaultDrawObjects,
UnityStereoScreenSpaceUVAdjust(i.uv1, _MainTex_ST));
world.xyz = world + EdgeValue * (outline * (1.0 - gameObject.a));
return world;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 27d8ba6291e352149af60962aa391bf9
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,41 @@
Shader "Outline/DepthOnly"
{
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
ColorMask 0
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(0.0, 0.0, 0.0, 0.0);
}
ENDCG
}
}
}

View File

@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: e6b291dfa48d17347b6a1a85acb509c0
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,74 @@
Shader "Outline/SolidUnlit"
{
SubShader
{
Tags { "RenderType" = "TransparentCutout" }
ZWrite Off
ZTest LEqual
Lighting Off
// Set up alpha blending
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 projPos : TEXCOORD0;
float2 convertedNormal : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.projPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
//o.viewNormal = COMPUTE_VIEW_NORMAL;
// work out camera position to vert position
float3 normalDir = UnityObjectToWorldNormal(v.normal);
float3 viewDir = normalize(WorldSpaceViewDir(v.vertex));
float3 upDir = float3(0.0, 1.0, 0.0);
float3 rightDir = normalize(cross(viewDir, upDir));
upDir = cross(rightDir, viewDir);
o.convertedNormal.x = dot(rightDir, normalDir);
o.convertedNormal.y = dot(upDir, normalDir);
return o;
}
float4 _Color;
float _Alpha;
fixed4 frag(v2f i) : COLOR0
{
fixed4 output = _Color;
output.a = output.a * _Alpha;
clip((output.a - 0));
return output;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: e7aa60114ab92b94cbe33203434b8fa7
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,176 @@
using Golems.RenderFeatures;
using UnityEngine;
using UnityEngine.Rendering;
using Golems.Attributes;
using RogueUtils.Data;
using UnityEngine.Rendering.Universal;
using static Golems.ScriptableRenderPassHelper;
namespace Golems
{
public class ScreenFadeFeature : SourceToDestinationBlitRenderFeature
{
[Header("Screen fade things")]
//
// This is the fade colour used to fade the screen.
// It is up to whatever is setting this to correctly set the alpha.
//
[SerializeField]
private ColorVariable m_TargetFadeColour = default;
public bool IsEnabled
{
get
{
return m_IsEnabled;;
}
set
{
m_IsEnabled = value;
}
}
[SerializeField]
private bool m_IsEnabled = false;
private ScreenFadePass m_Pass = default;
public override void Create()
{
m_Pass = new ScreenFadePass(m_TargetFadeColour);
DoCreate();
}
private void DebugSetEnabledState(bool state)
{
m_IsEnabled = state;
}
private bool DebugGetEnabledState()
{
return m_IsEnabled;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (IsSourceAndDestinationSame() && !m_IsEnabled)
{
//
// Can skip this pass as the source and destination are the same and the fade
// is not enabled.
//
return;
}
m_Pass.Setup(m_IsEnabled, m_WhenToInsert, renderer.cameraColorTarget,
m_SourceTextureSourceType, m_SourceNamedTemporaryNameHash,
m_DestinationTextureSourceType, m_DestinationNamedTemporaryNameHash,
m_TempCopyNamedTemporaryNameHash);
renderer.EnqueuePass(m_Pass);
}
}
public class ScreenFadePass : SourceToDestinationBlitRenderPass
{
private const string k_ProfilerIdent = "ScreenFadePass";
private const string k_ScreenFaderCompositeShader = "Hidden/ScreenFaderComposite";
private const string k_FadeColour = "_FadeColour";
private static readonly int k_FadeColourId = Shader.PropertyToID(k_FadeColour);
private Material m_ScreenFaderCompositeMaterial = default;
private readonly Color m_FadeColour;
private bool m_IsEnabled;
public ScreenFadePass(ColorVariable colourVariable)
{
CreateMaterial(k_ScreenFaderCompositeShader, out m_ScreenFaderCompositeMaterial);
m_FadeColour = Color.white;
}
public void Setup(bool isEnabled, RenderPassEvent whenToRender, RenderTargetIdentifier cameraColourTargetIdentifier,
RenderFeatures.TextureSourceType sourceSourceType, int tempSourceTextureHash,
RenderFeatures.TextureSourceType destinationSourceType, int tempDestinationTextureHash,
int sameSourceDestTextureHash)
{
m_IsEnabled = isEnabled;
DoSetup(whenToRender, cameraColourTargetIdentifier,
sourceSourceType, tempSourceTextureHash,
destinationSourceType, tempDestinationTextureHash,
sameSourceDestTextureHash);
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
DoOnCameraSetup(cmd, ref renderingData);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
#if UNITY_EDITOR
if (m_ScreenFaderCompositeMaterial == null)
{
//
// In Editor the material will get destroyed on scene change
//
CreateMaterial(k_ScreenFaderCompositeShader, out m_ScreenFaderCompositeMaterial);
if (m_ScreenFaderCompositeMaterial == null)
{
return;
}
}
#endif
if (!m_GoodToExecute)
{
return;
}
//
// Set up all the shader parameters here!
//
var fadeColour = m_FadeColour;
bool doCopyOnly = fadeColour.a == 0.0f || !m_IsEnabled;
if (doCopyOnly)
{
//
// Nothing to blend
//
if (!m_SourceAndDestinationSame)
{
//
// Copy the source to the destination
//
var copyCmd = CommandBufferPool.Get(k_ProfilerIdent);
copyCmd.Blit(m_SourceTargetIdentifier, m_DestinationTargetIdentifier);
context.ExecuteCommandBuffer(copyCmd);
CommandBufferPool.Release(copyCmd);
}
return;
}
m_ScreenFaderCompositeMaterial.SetColor(k_FadeColourId, fadeColour);
var cmd = CommandBufferPool.Get(k_ProfilerIdent);
if (m_SourceAndDestinationSame)
{
// Blit the Camera into the screen copy texture using the the fader shader
cmd.Blit(m_SourceTargetIdentifier, m_TempCopyTargetIdentifier, m_ScreenFaderCompositeMaterial);
// blit back into the camera texture
cmd.Blit(m_TempCopyTargetIdentifier, m_DestinationTargetIdentifier);
}
else
{
cmd.Blit(m_SourceTargetIdentifier, m_DestinationTargetIdentifier, m_ScreenFaderCompositeMaterial);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2cfbbb311db9e36408a12b505ac48f16
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,323 @@
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.XR;
namespace Golems.RenderFeatures
{
/// <summary>
/// A base class for RenderFeatures that take a source and do some operation on it and put
/// the result into some destination.
/// This base class provides settings for the source and destination textures via
/// RenderFeatures.TextureSourceType, allowing the named temporary texture name to be given
/// if need (named textures are provided by TemporaryCameraCopyTextureRenderFeature).
/// Can also set a named textures as a temporary copy texture if the source and destination
/// are the same.
/// </summary>
public abstract class SourceToDestinationBlitRenderFeature : ScriptableRendererFeature
{
/// <summary>
/// The texture source type of the source of the pass.
/// Camera colour or named temporary texture.
/// </summary>
[Header("Source and Destination")]
[SerializeField]
protected RenderFeatures.TextureSourceType m_SourceTextureSourceType = RenderFeatures.TextureSourceType.CameraColour;
/// <summary>
/// If the source is a named texture then this is its name.
/// </summary>
[SerializeField]
private string m_SourceNamedTemporaryName;
protected int m_SourceNamedTemporaryNameHash;
/// <summary>
/// The texture source type of the destination of the pass.
/// Camera colour or named temporary texture.
/// </summary>
[SerializeField]
protected RenderFeatures.TextureSourceType m_DestinationTextureSourceType = RenderFeatures.TextureSourceType.CameraColour;
/// <summary>
/// If the destination is a named texture then this is its name.
/// </summary>
[SerializeField]
private string m_DestinationNamedTemporaryName;
protected int m_DestinationNamedTemporaryNameHash;
/// <summary>
/// If the source and destination are the same then this named texture can be used as
/// the temporary copy location.
/// If not set then a the pass will create its own temporary texture.
/// </summary>
[SerializeField]
private string m_TempCopyNamedTemporaryName;
protected int m_TempCopyNamedTemporaryNameHash;
/// <summary>
/// When to insert the pass
/// </summary>
[Header("What stage")]
[SerializeField]
protected RenderPassEvent m_WhenToInsert = RenderPassEvent.BeforeRenderingPostProcessing;
/// <summary>
/// Gets the hashes of the named texture names.
///
/// NOTE: this should be called in the Create() of sub-classes.
/// </summary>
protected void DoCreate()
{
SetTextureNameHashes();
}
/// <summary>
/// Determine if the source and destination are the same.
/// </summary>
/// <returns></returns>
protected bool IsSourceAndDestinationSame()
{
if (m_SourceTextureSourceType == TextureSourceType.CameraColour &&
m_DestinationTextureSourceType == TextureSourceType.CameraColour)
{
return true;
}
if (m_SourceTextureSourceType == TextureSourceType.NameTemporary &&
m_DestinationTextureSourceType == TextureSourceType.NameTemporary)
{
//
// Both using a named temporary texture, are they the same
//
return m_SourceNamedTemporaryNameHash == m_DestinationNamedTemporaryNameHash;
}
return false;
}
/// <summary>
/// Set the texture name hashes from the current name values.
/// </summary>
protected void SetTextureNameHashes()
{
m_SourceNamedTemporaryNameHash =
TemporaryCameraCopyTextureRenderFeature.GetNameHash(m_SourceNamedTemporaryName);
m_DestinationNamedTemporaryNameHash =
TemporaryCameraCopyTextureRenderFeature.GetNameHash(m_DestinationNamedTemporaryName);
m_TempCopyNamedTemporaryNameHash =
TemporaryCameraCopyTextureRenderFeature.GetNameHash(m_TempCopyNamedTemporaryName);
}
#if UNITY_EDITOR
private bool m_EditorTextureHashesFoldout;
protected virtual void EditorOnInspectorGUIAfterBase()
{
EditorGUILayout.LabelField("Info", EditorStyles.boldLabel);
var origIndent = EditorGUI.indentLevel;
EditorGUI.indentLevel += 1;
m_EditorTextureHashesFoldout = EditorGUILayout.Foldout(m_EditorTextureHashesFoldout, "Texture hashes");
if (m_EditorTextureHashesFoldout)
{
EditorGUI.BeginDisabledGroup(true);
EditorGUI.indentLevel += 1;
EditorTextureNameAndHash("Source", m_SourceNamedTemporaryName, m_SourceNamedTemporaryNameHash);
EditorTextureNameAndHash("Destination", m_DestinationNamedTemporaryName,
m_DestinationNamedTemporaryNameHash);
EditorTextureNameAndHash("Source", m_SourceNamedTemporaryName, m_SourceNamedTemporaryNameHash);
EditorGUI.EndDisabledGroup();
}
EditorGUI.indentLevel = origIndent;
EditorGUILayout.LabelField("Controls", EditorStyles.boldLabel);
//
// NOTE:
// This button is not actually needed as the Create() of the render feature is called
// if the exposed settings are changed.
//
if (GUILayout.Button("Update temp texture hashes"))
{
SetTextureNameHashes();
}
}
private static void EditorTextureNameAndHash(string label, string namedTemporaryName, int namedTemporaryNameHash)
{
EditorGUILayout.TextField(label);
EditorGUI.indentLevel += 1;
if (!string.IsNullOrEmpty(namedTemporaryName))
{
EditorGUILayout.IntField(namedTemporaryName, namedTemporaryNameHash);
}
else
{
EditorGUILayout.IntField("null name", namedTemporaryNameHash);
}
EditorGUI.indentLevel -= 1;
}
[CustomEditor(typeof(SourceToDestinationBlitRenderFeature), true)]
private class SourceToDestinationBlitRenderFeatureEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
var me = target as SourceToDestinationBlitRenderFeature;
if (me != null)
{
me.EditorOnInspectorGUIAfterBase();
}
}
}
#endif
}
/// <summary>
/// The RenderPass for things that take a source, do some operation on it and put the
/// result in some destination.
///
/// NOTE:
/// If the source and destination are different then the execute must at least copy the
/// source to the destination (as long as m_GoodToExecute is true) otherwise later
/// passes may not see the correct texture contents.
/// </summary>
public abstract class SourceToDestinationBlitRenderPass : ScriptableRenderPass
{
/// <summary>
/// If this pass needs to create a temporary texture (when the source and destination
/// are the same) then is id is used.
/// </summary>
protected readonly int m_ScreenCopyID = Shader.PropertyToID("_ScreenCopy");
protected RenderFeatures.TextureSourceType m_SourceTextureSourceType;
protected int m_SourceNamedTemporaryNameHash;
protected RenderFeatures.TextureSourceType m_DestinationTextureSourceType;
protected int m_DestinationNamedTemporaryNameHash;
protected int m_SameSourceDestNamedTemporaryNameHash;
protected bool m_SourceAndDestinationSame;
/// <summary>
/// If this is true then Execute() can happen, if false something went wrong in the pass setup
/// so the Execute() should do nothing.
/// </summary>
protected bool m_GoodToExecute;
protected RenderTargetIdentifier m_CameraColourTargetIdentifier;
protected RenderTargetIdentifier m_SourceTargetIdentifier;
protected RenderTargetIdentifier m_DestinationTargetIdentifier;
protected RenderTargetIdentifier m_TempCopyTargetIdentifier;
/// <summary>
/// Sets up the named textures and/or the camera colour texture and determines if the
/// source and destination are the same.
///
/// NOTE:
/// Call this from whatever setup type method the sub-class implements.
/// </summary>
protected void DoSetup(RenderPassEvent whenToRender, RenderTargetIdentifier cameraColourTargetIdentifier,
RenderFeatures.TextureSourceType sourceSourceType, int tempSourceTextureHash,
RenderFeatures.TextureSourceType destinationSourceType, int tempDestinationTextureHash,
int sameSourceDestTextureHash)
{
renderPassEvent = whenToRender;
m_CameraColourTargetIdentifier = cameraColourTargetIdentifier;
m_SourceTextureSourceType = sourceSourceType;
m_SourceNamedTemporaryNameHash = tempSourceTextureHash;
m_DestinationTextureSourceType = destinationSourceType;
m_DestinationNamedTemporaryNameHash = tempDestinationTextureHash;
m_SameSourceDestNamedTemporaryNameHash = sameSourceDestTextureHash;
m_SourceAndDestinationSame = false;
if (m_SourceTextureSourceType == TextureSourceType.CameraColour &&
m_DestinationTextureSourceType == TextureSourceType.CameraColour)
{
m_SourceAndDestinationSame = true;
}
else if (m_SourceTextureSourceType == TextureSourceType.NameTemporary &&
m_DestinationTextureSourceType == TextureSourceType.NameTemporary)
{
//
// Both using a named temporary texture, are they the same
//
m_SourceAndDestinationSame = (m_SourceNamedTemporaryNameHash == m_DestinationNamedTemporaryNameHash);
}
}
/// <summary>
/// Gets the named textures and works out if all textures are available meaning that
/// execution of the pass can go ahead.
/// This create the local temporary copy texture if that is required.
/// This sets up the RenderTargetIdentifiers the Execute() can then use.
/// </summary>
protected void DoOnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
m_GoodToExecute = false;
if (m_SourceTextureSourceType == TextureSourceType.CameraColour)
{
m_SourceTargetIdentifier = m_CameraColourTargetIdentifier;
}
else if (!TemporaryCameraCopyTextureRenderFeature.TryGetTempTextureIdentifier(m_SourceNamedTemporaryNameHash, out m_SourceTargetIdentifier))
{
return;
}
if (m_DestinationTextureSourceType == TextureSourceType.CameraColour)
{
m_DestinationTargetIdentifier = m_CameraColourTargetIdentifier;
}
else if (!TemporaryCameraCopyTextureRenderFeature.TryGetTempTextureIdentifier(m_DestinationNamedTemporaryNameHash, out m_DestinationTargetIdentifier))
{
return;
}
if (m_SourceAndDestinationSame)
{
//
// need some texture to use as a copy
//
if (m_SameSourceDestNamedTemporaryNameHash != TemporaryCameraCopyTextureRenderFeature.k_InvalidNameHash)
{
if (!TemporaryCameraCopyTextureRenderFeature.TryGetTempTextureIdentifier(m_SameSourceDestNamedTemporaryNameHash, out m_TempCopyTargetIdentifier))
{
return;
}
}
else
{
//
// Use our own temporary texture
//
#if ENABLE_VR
var renderTextureDescriptor = XRSettings.enabled ? XRSettings.eyeTextureDesc : renderingData.cameraData.cameraTargetDescriptor;
#else
var renderTextureDescriptor = renderingData.cameraData.cameraTargetDescriptor;
#endif
cmd.GetTemporaryRT(m_ScreenCopyID, renderTextureDescriptor);
m_TempCopyTargetIdentifier = new RenderTargetIdentifier(m_ScreenCopyID);
}
}
m_GoodToExecute = true;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 40029c1675b242128cce0aca3279af9e
timeCreated: 1645724187

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b806ceb5145941258d9c69f267bcdd00
timeCreated: 1645691203

View File

@@ -0,0 +1,310 @@
using System;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.XR;
namespace Golems
{
/// <summary>
/// Creates a bunch of named RenderTexture for the camera that can then be used by other
/// render passes.
/// The textures can be used, for example, as a temporary texture when operating on the
/// camera colour texture and then copying it back - saving the pass having to create
/// its own texture. Another example is that the textures can be used to pass result between
/// passes - since these temporary textures will be around from the time they are created to
/// the end of the render pipeline.
///
/// Other passes should access the textures via the static interface this class
/// provides.
///
/// NOTE: names are converted to integer hashes to save doing string operations every frame.
/// </summary>
public class TemporaryCameraCopyTextureRenderFeature : ScriptableRendererFeature
{
[SerializeField]
private RenderPassEvent m_WhenToAdd = RenderPassEvent.BeforeRendering;
[SerializeField]
private List<string> m_TextureNames;
private TemporaryCameraTextureRenderPass m_Pass;
private readonly Dictionary<int, RenderTargetIdentifier> m_NameHashToTargetIdentifierMap =
new Dictionary<int, RenderTargetIdentifier>();
private readonly List<NameHashShaderIdPair> m_NameHashesAndIds = new List<NameHashShaderIdPair>();
public struct NameHashShaderIdPair
{
public int m_NameHash;
public int m_ShaderId;
}
public override void Create()
{
if (s_HasInstance && s_Instance != null)
{
return;
}
s_HasInstance = true;
s_Instance = this;
//
// Create the name hashes
//
m_NameHashesAndIds.Clear();
for (int i = 0; i < m_TextureNames.Count; i++)
{
m_NameHashesAndIds.Add( new NameHashShaderIdPair()
{
m_NameHash = GetNameHash(m_TextureNames[i]),
m_ShaderId = Shader.PropertyToID(m_TextureNames[i]),
});
}
m_Pass = new TemporaryCameraTextureRenderPass();
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (m_Pass == null)
{
return;
}
#if ENABLE_VR
var isXR = XRSettings.enabled;
m_Pass.Setup(m_WhenToAdd, isXR, m_NameHashesAndIds, SetupTempTargetIdentifier, ClearTempTargetIdentifiers);
#else
m_Pass.Setup(m_WhenToAdd, false, m_NameHashesAndIds, SetupTempTargetIdentifier, ClearTempTargetIdentifiers);
#endif
renderer.EnqueuePass(m_Pass);
}
protected override void Dispose(bool disposing)
{
if (s_Instance == this)
{
s_HasInstance = false;
s_Instance = null;
}
base.Dispose(disposing);
}
private bool InternalTryGetTempTextureIdentifier(int nameHash, out RenderTargetIdentifier outTargetIdentifier)
{
return m_NameHashToTargetIdentifierMap.TryGetValue(nameHash, out outTargetIdentifier);
}
private void InternalClearTempTargetIdentifiers()
{
m_NameHashToTargetIdentifierMap.Clear();
}
private void InternalSetupTempTargetIdentifier(int nameHash, RenderTargetIdentifier identifier)
{
m_NameHashToTargetIdentifierMap[nameHash] = identifier;
}
//
//
// Static interface
//
//
public const int k_InvalidNameHash = -1;
private static bool s_HasInstance;
private static TemporaryCameraCopyTextureRenderFeature s_Instance;
/// <summary>
/// Used by passes to ask for a named texture by its name hash.
/// NOTE: hashes are used to avoid having a dictionary keyed by strings.
/// </summary>
/// <param name="nameHash"></param>
/// <param name="outTargetIdentifier"></param>
/// <returns>true if the texture is available, false otherwise</returns>
public static bool TryGetTempTextureIdentifier(int nameHash, out RenderTargetIdentifier outTargetIdentifier)
{
if (!s_HasInstance)
{
outTargetIdentifier = default;
return false;
}
return s_Instance.InternalTryGetTempTextureIdentifier(nameHash, out outTargetIdentifier);
}
/// <summary>
/// Given a name, this returns the hash of that name.
/// </summary>
public static int GetNameHash(string name)
{
if (string.IsNullOrEmpty(name))
{
return k_InvalidNameHash;
}
return name.GetHashCode();
}
private static void SetupTempTargetIdentifier(int nameHash, RenderTargetIdentifier identifier)
{
if (!s_HasInstance)
{
return;
}
s_Instance.InternalSetupTempTargetIdentifier(nameHash, identifier);
}
private static void ClearTempTargetIdentifiers()
{
if (!s_HasInstance)
{
return;
}
s_Instance.InternalClearTempTargetIdentifiers();
}
#if UNITY_EDITOR
private bool m_EditorNameHashToTargetIdentifierMapFoldout;
private bool m_EditorNameHashesAndIdsFoldout;
protected virtual void EditorOnInspectorGUIAfterBase()
{
EditorGUILayout.LabelField("Info", EditorStyles.boldLabel);
var origIndent = EditorGUI.indentLevel;
EditorGUI.indentLevel += 1;
#if false
//
// NOTE:
// m_NameHashToTargetIdentifierMap gets cleared every frame so no useful info
//
m_EditorNameHashToTargetIdentifierMapFoldout = EditorGUILayout.Foldout(m_EditorNameHashToTargetIdentifierMapFoldout, "Name hash to identifier map");
if (m_EditorNameHashToTargetIdentifierMapFoldout)
{
foreach (var nameHashIdentifier in m_NameHashToTargetIdentifierMap)
{
EditorGUILayout.LabelField(
$"Name hash: {nameHashIdentifier.Key}, identifier {nameHashIdentifier.Value}");
}
}
#endif
m_EditorNameHashesAndIdsFoldout = EditorGUILayout.Foldout(m_EditorNameHashesAndIdsFoldout, "Name hash to shader id map");
if (m_EditorNameHashesAndIdsFoldout)
{
foreach (var nameHashIds in m_NameHashesAndIds)
{
EditorGUILayout.LabelField(
$"Name hash: {nameHashIds.m_NameHash}, identifier {nameHashIds.m_ShaderId}");
}
}
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Instance", s_Instance, typeof(TemporaryCameraCopyTextureRenderFeature), false);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel = origIndent;
EditorGUILayout.LabelField("Controls", EditorStyles.boldLabel);
}
private static void EditorTextureNameAndHash(string label, string namedTemporaryName, int namedTemporaryNameHash)
{
EditorGUILayout.TextField(label);
EditorGUI.indentLevel += 1;
if (!string.IsNullOrEmpty(namedTemporaryName))
{
EditorGUILayout.IntField(namedTemporaryName, namedTemporaryNameHash);
}
else
{
EditorGUILayout.IntField("null name", namedTemporaryNameHash);
}
EditorGUI.indentLevel -= 1;
}
[CustomEditor(typeof(TemporaryCameraCopyTextureRenderFeature))]
private class TemporaryCameraCopyTextureRenderFeatureEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
var me = target as TemporaryCameraCopyTextureRenderFeature;
if (me != null)
{
me.EditorOnInspectorGUIAfterBase();
}
}
}
#endif
}
/// <summary>
/// This is the pass that creates the named textures.
/// </summary>
public class TemporaryCameraTextureRenderPass : ScriptableRenderPass
{
private bool m_IsXR;
private List<TemporaryCameraCopyTextureRenderFeature.NameHashShaderIdPair> m_NameHashesAndIds;
private Action<int, RenderTargetIdentifier> m_SetIdentifierAction;
private Action m_ClearIdentifiersAction;
public void Setup(RenderPassEvent whenToRender, bool isXR,
List<TemporaryCameraCopyTextureRenderFeature.NameHashShaderIdPair> nameHashesAndIds, Action<int, RenderTargetIdentifier> setIdentifierAction,
Action clearIdentifiersAction)
{
renderPassEvent = whenToRender;
m_IsXR = isXR;
m_NameHashesAndIds = nameHashesAndIds;
m_SetIdentifierAction = setIdentifierAction;
m_ClearIdentifiersAction = clearIdentifiersAction;
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
//
// Create the temporary textures
//
#if UNITY_SWITCH
var renderTextureDescriptor = renderingData.cameraData.cameraTargetDescriptor;
var width = 1280;
var height = 720;
#elif ENABLE_VR
var renderTextureDescriptor = m_IsXR ? XRSettings.eyeTextureDesc : renderingData.cameraData.cameraTargetDescriptor;
#else
var renderTextureDescriptor = renderingData.cameraData.cameraTargetDescriptor;
#endif
for (int i = 0; i < m_NameHashesAndIds.Count; i++)
{
#if UNITY_SWITCH
cmd.GetTemporaryRT(m_NameHashesAndIds[i].m_ShaderId, width,height,renderTextureDescriptor.depthBufferBits,FilterMode.Bilinear,renderTextureDescriptor.colorFormat);
#else
cmd.GetTemporaryRT(m_NameHashesAndIds[i].m_ShaderId, renderTextureDescriptor);
#endif
m_SetIdentifierAction?.Invoke(m_NameHashesAndIds[i].m_NameHash, new RenderTargetIdentifier(m_NameHashesAndIds[i].m_ShaderId));
}
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
m_ClearIdentifiersAction?.Invoke();
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 45f2fc87cae84acca393898ba15c1861
timeCreated: 1645691226

View File

@@ -0,0 +1,20 @@
namespace Golems.RenderFeatures
{
/// <summary>
/// The source of a texture used in a RenderFeature.
/// NOTE:
/// These are serialised, DO NOT renumber or reorder as that will break what enum a serialised
/// value translates to.
/// </summary>
public enum TextureSourceType
{
/// <summary>
/// The Camera's colour texture.
/// </summary>
CameraColour,
/// <summary>
/// A named temporary texture from TemporaryCameraCopyTextureRenderFeature
/// </summary>
NameTemporary,
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0891c03b558945158d3d2819cdf26c4c
timeCreated: 1645718086