Files
MuHua-Core/Packages/URPExtend/Runtime/RenderPass/SRFOutlinePass.cs
T
2025-05-23 10:02:02 +08:00

89 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace MuHua {
/// <summary>
/// 轮廓渲染设置
/// </summary>
public class SRFOutlineSettings {
/// <summary> 辅助材质 </summary>
public Material unlit;
/// <summary> 轮廓材质 </summary>
public Material outline;
/// <summary> 混合材质 </summary>
public Material blend;
/// <summary> 渲染对象 </summary>
public Renderer[] renderObjs = new Renderer[0];
/// <summary> 渲染事件 </summary>
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
}
/// <summary>
/// 轮廓渲染通道
/// </summary>
public class SRFOutlinePass : ScriptableRenderPass {
public const string ProfilerTag = "Outline";
/// <summary> 渲染设置 </summary>
public SRFOutlineSettings settings;
/// <summary> 临时纹理 </summary>
public RTHandle tempRTHandle;
/// <summary> 轮廓纹理 </summary>
public RTHandle outlineRTHandle;
/// <summary> 渲染前设置 </summary>
public void Setup(SRFOutlineSettings settings, in RenderingData renderingData) {
this.settings = settings;
renderPassEvent = settings.renderPassEvent;
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
descriptor.depthBufferBits = (int)DepthBits.None;
RenderingUtils.ReAllocateIfNeeded(ref outlineRTHandle, descriptor, name: "OutlineRT");
RenderingUtils.ReAllocateIfNeeded(ref tempRTHandle, descriptor, name: "TempRT");
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
if (renderingData.cameraData.cameraType == CameraType.SceneView || renderingData.cameraData.cameraType == CameraType.Preview) return;
CommandBuffer command = CommandBufferPool.Get(ProfilerTag);
// 设置渲染目标为tempRTHandle
CoreUtils.SetRenderTarget(command, tempRTHandle);
// 清除纹理内容
CoreUtils.ClearRenderTarget(command, ClearFlag.All, Color.clear);
// 绘制渲染物体
DrawRenderer(command, settings.unlit);
// 设置tempRTHandle为outline的主纹理
settings.outline.SetTexture("_MainTex", tempRTHandle);
// 渲染出轮廓
Blitter.BlitTexture(command, tempRTHandle, outlineRTHandle, settings.outline, 0);
// 设置outlineRTHandle为blend的主纹理
settings.blend.SetTexture("_MainTex", outlineRTHandle);
// 把缓冲区的内容渲染到renderingData
Blit(command, ref renderingData, settings.blend, 0);
// 执行缓冲区
context.ExecuteCommandBuffer(command);
// 释放
CommandBufferPool.Release(command);
tempRTHandle.Release();
outlineRTHandle?.Release();
}
public void DrawRenderer(CommandBuffer command, Material material) {
for (int i = 0; i < settings.renderObjs.Length; i++) {
Renderer renderer = settings.renderObjs[i];
if (renderer == null) { continue; }
// 遍历所有的子网格
for (int subMeshIndex = 0; subMeshIndex < renderer.sharedMaterials.Length; subMeshIndex++) {
command.DrawRenderer(renderer, material, subMeshIndex, 0);
}
}
}
}
}