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