修改框架
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@@ -4,13 +4,11 @@ using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace MuHua
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{
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namespace MuHua {
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/// <summary>
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/// 轮廓渲染设置
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/// </summary>
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public class SRFOutlineSettings
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{
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public class SRFOutlineSettings {
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/// <summary> 辅助材质 </summary>
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public Material unlit;
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/// <summary> 轮廓材质 </summary>
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@@ -25,8 +23,7 @@ namespace MuHua
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/// <summary>
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/// 轮廓渲染通道
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/// </summary>
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public class SRFOutlinePass : ScriptableRenderPass
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{
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public class SRFOutlinePass : ScriptableRenderPass {
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public const string ProfilerTag = "Outline";
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/// <summary> 渲染设置 </summary>
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@@ -38,8 +35,7 @@ namespace MuHua
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public RTHandle outlineRTHandle;
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/// <summary> 渲染前设置 </summary>
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public void Setup(SRFOutlineSettings settings, in RenderingData renderingData)
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{
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public void Setup(SRFOutlineSettings settings, in RenderingData renderingData) {
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this.settings = settings;
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renderPassEvent = settings.renderPassEvent;
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RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
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@@ -48,8 +44,7 @@ namespace MuHua
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RenderingUtils.ReAllocateIfNeeded(ref tempRTHandle, descriptor, name: "TempRT");
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
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if (renderingData.cameraData.cameraType == CameraType.SceneView || renderingData.cameraData.cameraType == CameraType.Preview) return;
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CommandBuffer command = CommandBufferPool.Get(ProfilerTag);
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@@ -78,16 +73,13 @@ namespace MuHua
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outlineRTHandle?.Release();
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}
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public void DrawRenderer(CommandBuffer command, Material material)
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{
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for (int i = 0; i < settings.renderObjs.Length; i++)
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{
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public void DrawRenderer(CommandBuffer command, Material material) {
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for (int i = 0; i < settings.renderObjs.Length; i++) {
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Renderer renderer = settings.renderObjs[i];
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if (renderer == null) { continue; }
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// 遍历所有的子网格
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for (int subMeshIndex = 0; subMeshIndex < renderer.sharedMaterials.Length; subMeshIndex++)
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{
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for (int subMeshIndex = 0; subMeshIndex < renderer.sharedMaterials.Length; subMeshIndex++) {
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command.DrawRenderer(renderer, material, subMeshIndex, 0);
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}
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}
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