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;
///
/// The number of Blur passes performed.
/// This effects ALL objects rendered
///
[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;
///
/// Effects how far off centre each Blur sample becomes
///
[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;
///
/// Index into the m_BlurTextureSizes
///
[Range(0,4)] [SerializeField] private int m_BlurTextureSize = 3;
///
/// Texture size of the blur textures
///
private int[] m_BlurTextureSizes = new int[5] { 128, 256, 512, 1024, 2048 };
[Header("Outlines Occluders")]
///
/// Material used to render the occluders
///
[Tooltip("Material used to render the occluders")]
[SerializeField] Material m_OutlinesOccludersMat;
///
/// Used to set the objects that will be part of the outlines occluders
///
[Tooltip("Used to set the objects that will be part of the outlines occluders")]
[SerializeField] LayerMask m_OccludersMask;
///
/// Initializes this feature's resources.
///
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;
}
///
/// Injects the outline ScriptableRenderPass into the renderer.
///
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 m_Renderers;
private Material m_SolidUnlitMaterial;
private Material m_BlurMaterial;
///
/// The uniform Blur texture size, calculated from the current screen size
///
private int m_BlurRes;
///
/// Effects how far off centre each Blur sample becomes
///
private float m_BlurRad = 1.0f;
///
/// The number of Blur passes performed.
/// This effects ALL objects rendered
///
private int m_BlurPasses = 1;
///
/// Used in DrawObjectsXYZ. We use this in conjunction with GetSharedMaterials.
/// Avoids GC alloc from .sharedMaterials
///
private readonly List m_SharedMaterials = new List();
///
/// Used to Get and Store the each Outline instances Color
///
private Color m_OutlineColour = new Color(1,1,1,1);
///
/// Occluders shader tags list
///
private List m_ShaderTagsList = new List();
///
/// Filter settings for occluders rendering
///
private FilteringSettings m_FilteringSettings;
///
/// Material used to render the occluders
///
private Material m_OccludersOverrideMaterial;
#if UNITY_EDITOR
private readonly HashSet m_EditorLoggedNullMaterialOutlines = new HashSet();
private readonly HashSet m_EditorLoggedNullMaterialRenderers = new HashSet();
#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 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);
}
///
/// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
///
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);
}
///
/// Draw outlines occluders
///
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);
}
///
/// Draw all objects using their default material/s
///
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);
}
}
}
}
///
/// Draw all objects using the special Solid Unlit shader
///
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);
}
}
}
}
///
/// Creates the Blur mask RT. Blur the Outline objects
///
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);
}
}
///
/// Configure Temporary RTs for XR
/// Relies on ENABLE_VR
///
/// SRF CommandBuffer
/// True if RTs were setup using XRSettings, Otherwise False.
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;
}
///
/// Configure Temporary RTs for SRF.
///
/// SRF CommandBuffer
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);
}
}
}