using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace HighlightPlus { public class HighlightPlusRenderPassFeature : ScriptableRendererFeature { class HighlightPass : ScriptableRenderPass { // far objects render first class DistanceComparer : IComparer { public Vector3 camPos; public int Compare(HighlightEffect e1, HighlightEffect e2) { Vector3 e1Pos = e1.transform.position; float dx1 = e1Pos.x - camPos.x; float dy1 = e1Pos.y - camPos.y; float dz1 = e1Pos.z - camPos.z; float distE1 = dx1 * dx1 + dy1 * dy1 + dz1 * dz1 + e1.sortingOffset; Vector3 e2Pos = e2.transform.position; float dx2 = e2Pos.x - camPos.x; float dy2 = e2Pos.y - camPos.y; float dz2 = e2Pos.z - camPos.z; float distE2 = dx2 * dx2 + dy2 * dy2 + dz2 * dz2 + e2.sortingOffset; if (distE1 > distE2) return -1; if (distE1 < distE2) return 1; return 0; } } public bool usesCameraOverlay; ScriptableRenderer renderer; RenderTextureDescriptor cameraTextureDescriptor; DistanceComparer effectDistanceComparer; bool clearStencil; FullScreenBlitMethod fullScreenBlitMethod = FullScreenBlit; int frameCount; public void Setup(HighlightPlusRenderPassFeature passFeature, ScriptableRenderer renderer) { this.renderPassEvent = passFeature.renderPassEvent; this.clearStencil = passFeature.clearStencil; this.renderer = renderer; if (effectDistanceComparer == null) { effectDistanceComparer = new DistanceComparer(); } HighlightEffect.isVREnabled = UnityEngine.XR.XRSettings.enabled && Application.isPlaying; } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { this.cameraTextureDescriptor = cameraTextureDescriptor; #if UNITY_2021_2_OR_NEWER ConfigureInput(ScriptableRenderPassInput.Depth); #endif } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { int count = HighlightEffect.effects.Count; if (count == 0) return; Camera cam = renderingData.cameraData.camera; int camLayer = 1 << cam.gameObject.layer; CameraType camType = cam.cameraType; #if UNITY_2022_1_OR_NEWER RTHandle cameraColorTarget = renderer.cameraColorTargetHandle; RTHandle cameraDepthTarget = renderer.cameraDepthTargetHandle; #else RenderTargetIdentifier cameraColorTarget = renderer.cameraColorTarget; RenderTargetIdentifier cameraDepthTarget = renderer.cameraDepthTarget; #endif #if !UNITY_2021_2_OR_NEWER // In Unity 2021.2, when MSAA > 1, cameraDepthTarget is no longer cameraColorTarget if (!usesCameraOverlay && (cameraTextureDescriptor.msaaSamples > 1 || cam.cameraType == CameraType.SceneView)) { cameraDepthTarget = cameraColorTarget; } #endif if (!HighlightEffect.customSorting && ((frameCount++) % 10 == 0 || !Application.isPlaying)) { effectDistanceComparer.camPos = cam.transform.position; HighlightEffect.effects.Sort(effectDistanceComparer); } bool clearStencil = this.clearStencil; for (int k = 0; k < count; k++) { HighlightEffect effect = HighlightEffect.effects[k]; if (!(effect.ignoreObjectVisibility || effect.isVisible)) continue; if (!effect.isActiveAndEnabled) continue; if (camType == CameraType.Reflection && !effect.reflectionProbes) continue; if ((effect.camerasLayerMask & camLayer) == 0) continue; CommandBuffer cb = effect.GetCommandBuffer(cam, cameraColorTarget, cameraDepthTarget, fullScreenBlitMethod, clearStencil); if (cb != null) { context.ExecuteCommandBuffer(cb); clearStencil = false; } } } static Mesh _fullScreenMesh; static Mesh fullscreenMesh { get { if (_fullScreenMesh != null) { return _fullScreenMesh; } float num = 1f; float num2 = 0f; Mesh val = new Mesh(); _fullScreenMesh = val; _fullScreenMesh.SetVertices(new List { new Vector3 (-1f, -1f, 0f), new Vector3 (-1f, 1f, 0f), new Vector3 (1f, -1f, 0f), new Vector3 (1f, 1f, 0f) }); _fullScreenMesh.SetUVs(0, new List { new Vector2 (0f, num2), new Vector2 (0f, num), new Vector2 (1f, num2), new Vector2 (1f, num) }); _fullScreenMesh.SetIndices(new int[6] { 0, 1, 2, 2, 1, 3 }, (MeshTopology)0, 0, false); _fullScreenMesh.UploadMeshData(true); return _fullScreenMesh; } } static Matrix4x4 matrix4x4Identity = Matrix4x4.identity; static void FullScreenBlit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int passIndex) { destination = new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1); cmd.SetRenderTarget(destination); cmd.SetGlobalTexture(ShaderParams.MainTex, source); cmd.SetGlobalFloat(ShaderParams.AspectRatio, HighlightEffect.isVREnabled ? 0.5f : 1); cmd.DrawMesh(fullscreenMesh, matrix4x4Identity, material, 0, passIndex); } public override void FrameCleanup(CommandBuffer cmd) { } } HighlightPass renderPass; public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents; [Tooltip("Clears stencil buffer before rendering highlight effects. This option can solve compatibility issues with shaders that also use stencil buffers.")] public bool clearStencil; /// /// Makes the effects visible in Edit mode. /// [Tooltip("If enabled, effects will be visible also in Edit mode (when not in Play mode).")] public bool previewInEditMode = true; /// /// Makes the effects visible in Edit mode. /// [Tooltip("If enabled, effects will be visible also in Preview camera (preview camera shown when a camera is selected in Editor).")] public bool showInPreviewCamera = true; public static bool installed; public static bool showingInEditMode; const string PREVIEW_CAMERA_NAME = "Preview Camera"; void OnDisable() { installed = false; } public override void Create() { renderPass = new HighlightPass(); } // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { showingInEditMode = previewInEditMode; Camera cam = renderingData.cameraData.camera; #if UNITY_EDITOR if (!previewInEditMode && !Application.isPlaying) { return; } if (cam.cameraType == CameraType.Preview) { return; } if (!showInPreviewCamera && PREVIEW_CAMERA_NAME.Equals(cam.name)) { return; } #endif #if UNITY_2019_4_OR_NEWER if (renderingData.cameraData.renderType == CameraRenderType.Base) { renderPass.usesCameraOverlay = cam.GetUniversalAdditionalCameraData().cameraStack.Count > 0; } #endif renderPass.Setup(this, renderer); renderer.EnqueuePass(renderPass); installed = true; } } }