Fixed the bug from shader gui drawer : [Worker0] Failed to create MaterialEnum, enum UnityEditor.Rendering.HighDefinition.TransparentCullMode not found;

Fixed the bug that outline does not rendering when material type is set to transparent;
Fixed the bug that hair shadow buffer does not rendering the object that material type is set to transparent;
This commit is contained in:
Misaki
2024-11-19 00:26:28 +09:00
parent 1b47306585
commit 52469649de
12 changed files with 10 additions and 198 deletions

View File

@@ -59,7 +59,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
{
renderQueueRange = GetRenderQueueRange(renderQueueType),
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
sortingCriteria = sortingCriteria,
excludeObjectMotionVectors = false,
stateBlock = stateBlock,

View File

@@ -33,11 +33,8 @@ public class UTSOutlinePass : DrawRenderersCustomPass
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(outlineTag, ctx.cullingResults, ctx.hdCamera.camera)
{
rendererConfiguration = renderConfig,
renderQueueRange = GetRenderQueueRange(renderQueueType),
sortingCriteria = sortingCriteria,
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
excludeObjectMotionVectors = false,
overrideMaterial = overrideMaterial,
overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
stateBlock = stateBlock,
renderingLayerMask = renderingLayerMask,
};

View File

@@ -41,27 +41,27 @@ namespace Unity.Toonshader
[RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses()
{
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueAndSky, _outlinePass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
}
public static void UnregisterGlobalCustomPass()
{
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
_hairShadowPass.Release();
}
public static void NotifyRendererSettingChanged()
{
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
_hairShadowPass.renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer;
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_outlinePass.renderingLayerMask = _renderSetting.outlineSetting.renderingLayer;
}
}
}