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