Flatkit 추가 및 설정
This commit is contained in:
@@ -0,0 +1,284 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
#if UNITY_2022_3_OR_NEWER
|
||||
using ExternPropertyAttributes;
|
||||
|
||||
namespace FlatKit {
|
||||
public class FlatKitOutline : ScriptableRendererFeature {
|
||||
[Tooltip("To create new settings use 'Create > FlatKit > Outline Settings'.")]
|
||||
[Expandable]
|
||||
public OutlineSettings settings;
|
||||
|
||||
private Material _effectMaterial;
|
||||
private ScreenRenderPass _fullScreenPass;
|
||||
private bool _requiresColor;
|
||||
private bool _injectedBeforeTransparents;
|
||||
private ScriptableRenderPassInput _requirements = ScriptableRenderPassInput.Color;
|
||||
|
||||
private const string ShaderName = "Hidden/FlatKit/OutlineWrap";
|
||||
private static int edgeColor => Shader.PropertyToID("_EdgeColor");
|
||||
private static int thickness => Shader.PropertyToID("_Thickness");
|
||||
private static int depthThresholdMin => Shader.PropertyToID("_DepthThresholdMin");
|
||||
private static int depthThresholdMax => Shader.PropertyToID("_DepthThresholdMax");
|
||||
private static int normalThresholdMin => Shader.PropertyToID("_NormalThresholdMin");
|
||||
private static int normalThresholdMax => Shader.PropertyToID("_NormalThresholdMax");
|
||||
private static int colorThresholdMin => Shader.PropertyToID("_ColorThresholdMin");
|
||||
private static int colorThresholdMax => Shader.PropertyToID("_ColorThresholdMax");
|
||||
private static int fadeRangeStart => Shader.PropertyToID("_FadeRangeStart");
|
||||
private static int fadeRangeEnd => Shader.PropertyToID("_FadeRangeEnd");
|
||||
|
||||
/// <summary>
|
||||
/// Access the runtime effect material to override outline parameters at runtime
|
||||
/// without mutating the Settings asset.
|
||||
///
|
||||
/// Shader (2022.3+ path): "Hidden/FlatKit/OutlineWrap"
|
||||
///
|
||||
/// Common shader properties/keywords:
|
||||
/// - Floats: _Thickness, _DepthThresholdMin/_Max, _NormalThresholdMin/_Max, _ColorThresholdMin/_Max,
|
||||
/// _FadeRangeStart, _FadeRangeEnd
|
||||
/// - Colors: _EdgeColor
|
||||
/// - Keywords: OUTLINE_USE_DEPTH, OUTLINE_USE_NORMALS, OUTLINE_USE_COLOR,
|
||||
/// OUTLINE_ONLY, RESOLUTION_INVARIANT_THICKNESS, OUTLINE_FADE_OUT
|
||||
///
|
||||
/// Note: Inspector changes on the Settings asset may overwrite your values if applied later.
|
||||
/// </summary>
|
||||
public Material EffectMaterial => _effectMaterial;
|
||||
|
||||
public override void Create() {
|
||||
// Settings.
|
||||
{
|
||||
if (settings == null) return;
|
||||
settings.onSettingsChanged = null;
|
||||
settings.onReset = null;
|
||||
settings.onSettingsChanged += SetMaterialProperties;
|
||||
settings.onReset += SetMaterialProperties;
|
||||
}
|
||||
|
||||
// Material.
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
settings.effectMaterial = SubAssetMaterial.GetOrCreate(settings, ShaderName);
|
||||
if (settings.effectMaterial == null) return;
|
||||
#endif
|
||||
_effectMaterial = settings.effectMaterial;
|
||||
SetMaterialProperties();
|
||||
}
|
||||
|
||||
{
|
||||
_fullScreenPass = new ScreenRenderPass {
|
||||
renderPassEvent = settings.renderEvent,
|
||||
};
|
||||
|
||||
_requirements = ScriptableRenderPassInput.Color; // Needed for the full-screen blit.
|
||||
if (settings.useDepth) _requirements |= ScriptableRenderPassInput.Depth;
|
||||
if (settings.useNormals) _requirements |= ScriptableRenderPassInput.Normal;
|
||||
if (settings.fadeWithDistance) _requirements |= ScriptableRenderPassInput.Depth;
|
||||
ScriptableRenderPassInput modifiedRequirements = _requirements;
|
||||
|
||||
_requiresColor = (_requirements & ScriptableRenderPassInput.Color) != 0;
|
||||
_injectedBeforeTransparents = settings.renderEvent <= RenderPassEvent.BeforeRenderingTransparents;
|
||||
|
||||
if (_requiresColor && !_injectedBeforeTransparents) {
|
||||
modifiedRequirements ^= ScriptableRenderPassInput.Color;
|
||||
}
|
||||
|
||||
_fullScreenPass.ConfigureInput(modifiedRequirements);
|
||||
}
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
|
||||
if (settings == null || !settings.applyInSceneView && renderingData.cameraData.isSceneViewCamera) return;
|
||||
if (renderingData.cameraData.isPreviewCamera) return;
|
||||
if (_effectMaterial == null) return;
|
||||
|
||||
_fullScreenPass.Setup(_effectMaterial, _requiresColor, _injectedBeforeTransparents, "Flat Kit Outline",
|
||||
renderingData);
|
||||
renderer.EnqueuePass(_fullScreenPass);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool disposing) {
|
||||
_fullScreenPass?.Dispose();
|
||||
}
|
||||
|
||||
private void SetMaterialProperties() {
|
||||
if (_effectMaterial == null) return;
|
||||
|
||||
const string depthKeyword = "OUTLINE_USE_DEPTH";
|
||||
RendererFeatureUtils.SetKeyword(_effectMaterial, depthKeyword, settings.useDepth);
|
||||
|
||||
const string normalsKeyword = "OUTLINE_USE_NORMALS";
|
||||
RendererFeatureUtils.SetKeyword(_effectMaterial, normalsKeyword, settings.useNormals);
|
||||
|
||||
const string colorKeyword = "OUTLINE_USE_COLOR";
|
||||
RendererFeatureUtils.SetKeyword(_effectMaterial, colorKeyword, settings.useColor);
|
||||
|
||||
const string outlineOnlyKeyword = "OUTLINE_ONLY";
|
||||
RendererFeatureUtils.SetKeyword(_effectMaterial, outlineOnlyKeyword, settings.outlineOnly);
|
||||
|
||||
const string resolutionInvariantKeyword = "RESOLUTION_INVARIANT_THICKNESS";
|
||||
RendererFeatureUtils.SetKeyword(_effectMaterial, resolutionInvariantKeyword, settings.resolutionInvariant);
|
||||
|
||||
const string fadeWithDistanceKeyword = "OUTLINE_FADE_OUT";
|
||||
RendererFeatureUtils.SetKeyword(_effectMaterial, fadeWithDistanceKeyword, settings.fadeWithDistance);
|
||||
|
||||
_effectMaterial.SetColor(edgeColor, settings.edgeColor);
|
||||
_effectMaterial.SetFloat(thickness, settings.thickness);
|
||||
|
||||
_effectMaterial.SetFloat(depthThresholdMin, settings.minDepthThreshold);
|
||||
_effectMaterial.SetFloat(depthThresholdMax, settings.maxDepthThreshold);
|
||||
|
||||
_effectMaterial.SetFloat(normalThresholdMin, settings.minNormalsThreshold);
|
||||
_effectMaterial.SetFloat(normalThresholdMax, settings.maxNormalsThreshold);
|
||||
|
||||
_effectMaterial.SetFloat(colorThresholdMin, settings.minColorThreshold);
|
||||
_effectMaterial.SetFloat(colorThresholdMax, settings.maxColorThreshold);
|
||||
|
||||
_effectMaterial.SetFloat(fadeRangeStart, settings.fadeRangeStart);
|
||||
_effectMaterial.SetFloat(fadeRangeEnd, settings.fadeRangeEnd);
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
namespace FlatKit {
|
||||
public class FlatKitOutline : ScriptableRendererFeature {
|
||||
[Tooltip("To create new settings use 'Create > FlatKit > Outline Settings'.")]
|
||||
public OutlineSettings settings;
|
||||
|
||||
[SerializeField, HideInInspector]
|
||||
private Material _effectMaterial;
|
||||
|
||||
private BlitTexturePass _blitTexturePass;
|
||||
|
||||
private static readonly string OutlineShaderName = "Hidden/FlatKit/OutlineFilter";
|
||||
private static readonly int EdgeColor = Shader.PropertyToID("_EdgeColor");
|
||||
private static readonly int Thickness = Shader.PropertyToID("_Thickness");
|
||||
private static readonly int DepthThresholdMin = Shader.PropertyToID("_DepthThresholdMin");
|
||||
private static readonly int DepthThresholdMax = Shader.PropertyToID("_DepthThresholdMax");
|
||||
private static readonly int NormalThresholdMin = Shader.PropertyToID("_NormalThresholdMin");
|
||||
private static readonly int NormalThresholdMax = Shader.PropertyToID("_NormalThresholdMax");
|
||||
private static readonly int ColorThresholdMin = Shader.PropertyToID("_ColorThresholdMin");
|
||||
private static readonly int ColorThresholdMax = Shader.PropertyToID("_ColorThresholdMax");
|
||||
|
||||
/// <summary>
|
||||
/// Access the runtime effect material to override outline parameters at runtime
|
||||
/// without mutating the Settings asset.
|
||||
///
|
||||
/// Shader (legacy path): "Hidden/FlatKit/OutlineFilter"
|
||||
///
|
||||
/// Common shader properties/keywords:
|
||||
/// - Floats: _Thickness, _DepthThresholdMin/_Max, _NormalThresholdMin/_Max, _ColorThresholdMin/_Max
|
||||
/// - Colors: _EdgeColor
|
||||
/// - Keywords: OUTLINE_USE_DEPTH, OUTLINE_USE_NORMALS, OUTLINE_USE_COLOR,
|
||||
/// OUTLINE_ONLY, RESOLUTION_INVARIANT_THICKNESS
|
||||
///
|
||||
/// Note: Inspector changes on the Settings asset may overwrite your values if applied later.
|
||||
/// </summary>
|
||||
public Material EffectMaterial => _effectMaterial;
|
||||
|
||||
public override void Create() {
|
||||
#if UNITY_EDITOR
|
||||
if (_effectMaterial == null) {
|
||||
SubAssetMaterial.AlwaysInclude(BlitTexturePass.CopyEffectShaderName);
|
||||
SubAssetMaterial.AlwaysInclude(OutlineShaderName);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (settings == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!CreateMaterials()) {
|
||||
return;
|
||||
}
|
||||
|
||||
SetMaterialProperties();
|
||||
|
||||
_blitTexturePass ??=
|
||||
new BlitTexturePass(_effectMaterial, settings.useDepth, settings.useNormals, useColor: true);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool disposing) {
|
||||
_blitTexturePass.Dispose();
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
|
||||
#if UNITY_EDITOR
|
||||
if (renderingData.cameraData.isPreviewCamera) return;
|
||||
if (!settings.applyInSceneView && renderingData.cameraData.cameraType == CameraType.SceneView) return;
|
||||
#endif
|
||||
|
||||
SetMaterialProperties();
|
||||
|
||||
_blitTexturePass.Setup(renderingData);
|
||||
_blitTexturePass.renderPassEvent = settings.renderEvent;
|
||||
|
||||
renderer.EnqueuePass(_blitTexturePass);
|
||||
}
|
||||
|
||||
private bool CreateMaterials() {
|
||||
if (_effectMaterial == null) {
|
||||
var effectShader = Shader.Find(OutlineShaderName);
|
||||
var blitShader = Shader.Find(BlitTexturePass.CopyEffectShaderName);
|
||||
if (effectShader == null || blitShader == null) return false;
|
||||
_effectMaterial = UnityEngine.Rendering.CoreUtils.CreateEngineMaterial(effectShader);
|
||||
}
|
||||
|
||||
return _effectMaterial != null;
|
||||
}
|
||||
|
||||
private void SetMaterialProperties() {
|
||||
if (_effectMaterial == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
const string depthKeyword = "OUTLINE_USE_DEPTH";
|
||||
if (settings.useDepth) {
|
||||
_effectMaterial.EnableKeyword(depthKeyword);
|
||||
} else {
|
||||
_effectMaterial.DisableKeyword(depthKeyword);
|
||||
}
|
||||
|
||||
const string normalsKeyword = "OUTLINE_USE_NORMALS";
|
||||
if (settings.useNormals) {
|
||||
_effectMaterial.EnableKeyword(normalsKeyword);
|
||||
} else {
|
||||
_effectMaterial.DisableKeyword(normalsKeyword);
|
||||
}
|
||||
|
||||
const string colorKeyword = "OUTLINE_USE_COLOR";
|
||||
if (settings.useColor) {
|
||||
_effectMaterial.EnableKeyword(colorKeyword);
|
||||
} else {
|
||||
_effectMaterial.DisableKeyword(colorKeyword);
|
||||
}
|
||||
|
||||
const string outlineOnlyKeyword = "OUTLINE_ONLY";
|
||||
if (settings.outlineOnly) {
|
||||
_effectMaterial.EnableKeyword(outlineOnlyKeyword);
|
||||
} else {
|
||||
_effectMaterial.DisableKeyword(outlineOnlyKeyword);
|
||||
}
|
||||
|
||||
const string resolutionInvariantKeyword = "RESOLUTION_INVARIANT_THICKNESS";
|
||||
if (settings.resolutionInvariant) {
|
||||
_effectMaterial.EnableKeyword(resolutionInvariantKeyword);
|
||||
} else {
|
||||
_effectMaterial.DisableKeyword(resolutionInvariantKeyword);
|
||||
}
|
||||
|
||||
_effectMaterial.SetColor(EdgeColor, settings.edgeColor);
|
||||
_effectMaterial.SetFloat(Thickness, settings.thickness);
|
||||
|
||||
_effectMaterial.SetFloat(DepthThresholdMin, settings.minDepthThreshold);
|
||||
_effectMaterial.SetFloat(DepthThresholdMax, settings.maxDepthThreshold);
|
||||
|
||||
_effectMaterial.SetFloat(NormalThresholdMin, settings.minNormalsThreshold);
|
||||
_effectMaterial.SetFloat(NormalThresholdMax, settings.maxNormalsThreshold);
|
||||
|
||||
_effectMaterial.SetFloat(ColorThresholdMin, settings.minColorThreshold);
|
||||
_effectMaterial.SetFloat(ColorThresholdMax, settings.maxColorThreshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user