YanCheng_Metrology/Assets/Plugins/HighlightPlus/Pipelines/URP/HighlightPlusRenderPassFeat...

209 lines
8.5 KiB
C#

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<HighlightEffect> {
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<Vector3> {
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<Vector2> {
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;
/// <summary>
/// Makes the effects visible in Edit mode.
/// </summary>
[Tooltip("If enabled, effects will be visible also in Edit mode (when not in Play mode).")]
public bool previewInEditMode = true;
/// <summary>
/// Makes the effects visible in Edit mode.
/// </summary>
[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;
}
}
}