Files
Northbound/Assets/FlatKit/[Render Pipeline] URP/RenderFeatures/Outline/FlatKitOutline.cs
2026-01-25 11:27:33 +09:00

284 lines
12 KiB
C#

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