修改框架,增加渲染管线扩展包
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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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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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/// <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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public Material outline;
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/// <summary> 混合材质 </summary>
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public Material blend;
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/// <summary> 渲染对象 </summary>
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public Renderer[] renderObjs = new Renderer[0];
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/// <summary> 渲染事件 </summary>
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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}
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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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public const string ProfilerTag = "Outline";
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/// <summary> 渲染设置 </summary>
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public SRFOutlineSettings settings;
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/// <summary> 临时纹理 </summary>
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public RTHandle tempRTHandle;
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/// <summary> 轮廓纹理 </summary>
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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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this.settings = settings;
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renderPassEvent = settings.renderPassEvent;
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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 outlineRTHandle, descriptor, name: "OutlineRT");
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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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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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// 设置渲染目标为tempRTHandle
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CoreUtils.SetRenderTarget(command, tempRTHandle);
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// 清除纹理内容
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CoreUtils.ClearRenderTarget(command, ClearFlag.All, Color.clear);
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// 绘制渲染物体
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DrawRenderer(command, settings.unlit);
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// 设置tempRTHandle为outline的主纹理
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settings.outline.SetTexture("_MainTex", tempRTHandle);
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// 渲染出轮廓
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Blitter.BlitTexture(command, tempRTHandle, outlineRTHandle, settings.outline, 0);
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// 设置outlineRTHandle为blend的主纹理
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settings.blend.SetTexture("_MainTex", outlineRTHandle);
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// 把缓冲区的内容渲染到renderingData
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Blit(command, ref renderingData, settings.blend, 0);
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// 执行缓冲区
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context.ExecuteCommandBuffer(command);
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// 释放
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CommandBufferPool.Release(command);
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tempRTHandle.Release();
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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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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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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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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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