初始化项目
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class OutlineRendererFeature : ScriptableRendererFeature {
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[Serializable]
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public class OutlineSettings {
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[Tooltip("渲染对象")] public float size = 5;
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[Tooltip("渲染对象")] public Material unlit;
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[Tooltip("轮廓材质")] public Material outline;
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[Tooltip("混合颜色")] public Material color;
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[Tooltip("渲染对象")] public List<Transform> RenderObjs = new List<Transform>();
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/// <summary> 是否有效设置 </summary>
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public bool isValid => unlit != null && outline != null && color != null;
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}
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/// <summary> 渲染设置 </summary>
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public OutlineSettings settings;
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/// <summary> 渲染Event </summary>
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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/// <summary> 渲染通道 </summary>
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private OutlineRendererPass OutlineBlendRenderPass;
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public override void Create() {
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OutlineBlendRenderPass = new OutlineRendererPass(settings);
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OutlineBlendRenderPass.renderPassEvent = renderPassEvent;
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
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OutlineBlendRenderPass.Setup(renderingData);
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renderer.EnqueuePass(OutlineBlendRenderPass);
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Dispose();
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}
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public class OutlineRendererPass : ScriptableRenderPass {
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public const string ProfilerTag = "OutlineBlend";
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/// <summary> 临时纹理 </summary>
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public RTHandle TempRTHandel;
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/// <summary> 轮廓纹理 </summary>
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public RTHandle OutlineRTHandel;
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/// <summary> 渲染设置 </summary>
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public OutlineSettings settings;
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/// <summary> 渲染通道 </summary>
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public OutlineRendererPass(OutlineSettings settings) {
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this.settings = settings;
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}
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/// <summary> 渲染前设置 </summary>
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public void Setup(in RenderingData renderingData) {
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if (!settings.isValid) { return; }
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settings.outline.SetFloat("_Size", settings.size);
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RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
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descriptor.depthBufferBits = (int)DepthBits.None;
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RenderingUtils.ReAllocateIfNeeded(ref OutlineRTHandel, descriptor, name: "OutlineRT");
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RenderingUtils.ReAllocateIfNeeded(ref TempRTHandel, descriptor, name: "TempRT");
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
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if (!settings.isValid) { return; }
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CommandBuffer command = CommandBufferPool.Get(ProfilerTag);
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//在临时纹理上渲染物体的轮廓
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CoreUtils.SetRenderTarget(command, TempRTHandel);
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DrawRenderer(command, settings.unlit);
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settings.outline.SetTexture("_MainTex", TempRTHandel);
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Blitter.BlitTexture(command, TempRTHandel, OutlineRTHandel, settings.outline, 0);
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//轮廓+颜色 混合到源上
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settings.color.SetTexture("_MainTex", OutlineRTHandel);
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Blit(command, ref renderingData, settings.color);
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context.ExecuteCommandBuffer(command);
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CommandBufferPool.Release(command);
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TempRTHandel.Release();
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OutlineRTHandel?.Release();
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}
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public void DrawRenderer(CommandBuffer command, Material material) {
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settings.RenderObjs.RemoveAll(obj => obj == null);
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for (int i = 0; i < settings.RenderObjs.Count; i++) {
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Transform obj = settings.RenderObjs[i];
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if (!obj.gameObject.activeInHierarchy) { continue; }
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DrawRenderer(obj, command, material);
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}
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}
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public void DrawRenderer(Transform obj, CommandBuffer command, Material material) {
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Renderer[] renderers = obj.GetComponentsInChildren<Renderer>();
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for (int i = 0; i < renderers.Length; i++) {
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command.DrawRenderer(renderers[i], material, 0, 0);
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}
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if (obj.TryGetComponent(out Renderer renderer)) {
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command.DrawRenderer(renderer, material, 0, 0);
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}
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}
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}
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}
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Reference in New Issue
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