using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace MuHua {
///
/// 渲染轮廓功能
///
public class SRFOutline : ScriptableRendererFeature {
[Tooltip("轮廓大小")] public float size = 5;
[Tooltip("辅助材质")] public Material unlit;
[Tooltip("轮廓材质")] public Material outline;
[Tooltip("混合材质")] public Material blend;
/// 渲染Event
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
/// 渲染对象
public static List RenderObjs = new List();
/// 是否有效
public bool IsValid => unlit != null && outline != null && blend != null;
/// 渲染通道
private SRFOutlinePass outlinePass;
/// 渲染设置
private SRFOutlineSettings settings;
public override void Create() {
outlinePass = new SRFOutlinePass();
settings = new SRFOutlineSettings();
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
if (!IsValid) { return; }
RenderObjs.RemoveAll(obj => obj == null);
settings.unlit = unlit;
settings.outline = outline;
settings.blend = blend;
settings.renderObjs = RenderObjs.ToArray();
settings.renderPassEvent = renderPassEvent;
outlinePass.Setup(settings, renderingData);
renderer.EnqueuePass(outlinePass);
Dispose();
}
/// 添加到渲染队列
public static void Add(Renderer renderer, bool isClear) {
if (isClear) { Clear(); }
if (RenderObjs.Contains(renderer)) { RenderObjs.Add(renderer); }
}
/// 添加到渲染队列
public static void Add(Renderer[] renderers, bool isClear) {
if (isClear) { Clear(); }
RenderObjs.AddRange(renderers);
}
/// 移出渲染队列
public static void Remove(Renderer renderer) {
if (RenderObjs.Contains(renderer)) { RenderObjs.Remove(renderer); }
}
/// 清空队列
public static void Clear() {
RenderObjs?.Clear();
RenderObjs = new List();
}
}
}