修复轮廓渲染特性BUG

This commit is contained in:
MuHua-123
2025-05-12 17:17:47 +08:00
parent d3b75a4e58
commit 264c0df234
2 changed files with 26 additions and 15 deletions
@@ -4,11 +4,13 @@ using UnityEngine;
using UnityEngine.Rendering; using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.Universal;
namespace MuHua { namespace MuHua
{
/// <summary> /// <summary>
/// 轮廓渲染设置 /// 轮廓渲染设置
/// </summary> /// </summary>
public class SRFOutlineSettings { public class SRFOutlineSettings
{
/// <summary> 辅助材质 </summary> /// <summary> 辅助材质 </summary>
public Material unlit; public Material unlit;
/// <summary> 轮廓材质 </summary> /// <summary> 轮廓材质 </summary>
@@ -23,7 +25,8 @@ namespace MuHua {
/// <summary> /// <summary>
/// 轮廓渲染通道 /// 轮廓渲染通道
/// </summary> /// </summary>
public class SRFOutlinePass : ScriptableRenderPass { public class SRFOutlinePass : ScriptableRenderPass
{
public const string ProfilerTag = "Outline"; public const string ProfilerTag = "Outline";
/// <summary> 渲染设置 </summary> /// <summary> 渲染设置 </summary>
@@ -35,7 +38,8 @@ namespace MuHua {
public RTHandle outlineRTHandle; public RTHandle outlineRTHandle;
/// <summary> 渲染前设置 </summary> /// <summary> 渲染前设置 </summary>
public void Setup(SRFOutlineSettings settings, in RenderingData renderingData) { public void Setup(SRFOutlineSettings settings, in RenderingData renderingData)
{
this.settings = settings; this.settings = settings;
renderPassEvent = settings.renderPassEvent; renderPassEvent = settings.renderPassEvent;
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor; RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
@@ -44,7 +48,8 @@ namespace MuHua {
RenderingUtils.ReAllocateIfNeeded(ref tempRTHandle, descriptor, name: "TempRT"); RenderingUtils.ReAllocateIfNeeded(ref tempRTHandle, descriptor, name: "TempRT");
} }
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (renderingData.cameraData.cameraType == CameraType.SceneView || renderingData.cameraData.cameraType == CameraType.Preview) return; if (renderingData.cameraData.cameraType == CameraType.SceneView || renderingData.cameraData.cameraType == CameraType.Preview) return;
CommandBuffer command = CommandBufferPool.Get(ProfilerTag); CommandBuffer command = CommandBufferPool.Get(ProfilerTag);
@@ -73,11 +78,18 @@ namespace MuHua {
outlineRTHandle?.Release(); outlineRTHandle?.Release();
} }
public void DrawRenderer(CommandBuffer command, Material material) { public void DrawRenderer(CommandBuffer command, Material material)
for (int i = 0; i < settings.renderObjs.Length; i++) { {
for (int i = 0; i < settings.renderObjs.Length; i++)
{
Renderer renderer = settings.renderObjs[i]; Renderer renderer = settings.renderObjs[i];
if (renderer == null) { continue; } if (renderer == null) { continue; }
command.DrawRenderer(renderer, material, 0, 0);
// 遍历所有的子网格
for (int subMeshIndex = 0; subMeshIndex < renderer.sharedMaterials.Length; subMeshIndex++)
{
command.DrawRenderer(renderer, material, subMeshIndex, 0);
}
} }
} }
@@ -9,7 +9,6 @@ namespace MuHua {
/// 渲染轮廓功能 /// 渲染轮廓功能
/// </summary> /// </summary>
public class SRFOutline : ScriptableRendererFeature { public class SRFOutline : ScriptableRendererFeature {
[Tooltip("轮廓大小")] public float size = 5;
[Tooltip("辅助材质")] public Material unlit; [Tooltip("辅助材质")] public Material unlit;
[Tooltip("轮廓材质")] public Material outline; [Tooltip("轮廓材质")] public Material outline;
[Tooltip("混合材质")] public Material blend; [Tooltip("混合材质")] public Material blend;
@@ -17,7 +16,7 @@ namespace MuHua {
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
/// <summary> 渲染对象 </summary> /// <summary> 渲染对象 </summary>
public static List<Renderer> RenderObjs = new List<Renderer>(); [HideInInspector] public List<Renderer> RenderObjs = new List<Renderer>();
/// <summary> 是否有效 </summary> /// <summary> 是否有效 </summary>
public bool IsValid => unlit != null && outline != null && blend != null; public bool IsValid => unlit != null && outline != null && blend != null;
@@ -48,21 +47,21 @@ namespace MuHua {
} }
/// <summary> 添加到渲染队列 </summary> /// <summary> 添加到渲染队列 </summary>
public static void Add(Renderer renderer, bool isClear) { public void Add(Renderer renderer, bool isClear) {
if (isClear) { Clear(); } if (isClear) { Clear(); }
if (RenderObjs.Contains(renderer)) { RenderObjs.Add(renderer); } if (!RenderObjs.Contains(renderer)) { RenderObjs.Add(renderer); }
} }
/// <summary> 添加到渲染队列 </summary> /// <summary> 添加到渲染队列 </summary>
public static void Add(Renderer[] renderers, bool isClear) { public void Add(Renderer[] renderers, bool isClear) {
if (isClear) { Clear(); } if (isClear) { Clear(); }
RenderObjs.AddRange(renderers); RenderObjs.AddRange(renderers);
} }
/// <summary> 移出渲染队列 </summary> /// <summary> 移出渲染队列 </summary>
public static void Remove(Renderer renderer) { public void Remove(Renderer renderer) {
if (RenderObjs.Contains(renderer)) { RenderObjs.Remove(renderer); } if (RenderObjs.Contains(renderer)) { RenderObjs.Remove(renderer); }
} }
/// <summary> 清空队列 </summary> /// <summary> 清空队列 </summary>
public static void Clear() { public void Clear() {
RenderObjs?.Clear(); RenderObjs?.Clear();
RenderObjs = new List<Renderer>(); RenderObjs = new List<Renderer>();
} }