Updated namespace;

Added UTSPass;
Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
This commit is contained in:
Misaki
2025-01-08 22:19:04 +09:00
parent 23862b4380
commit a7a9ad16b5
33 changed files with 457 additions and 599 deletions

View File

@@ -0,0 +1,82 @@
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace Misaki.HdrpToon
{
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
#endif
public static class UTSRenderPassRegistrar
{
private static UTSRenderPassSettings _renderSetting;
private static UTSPass _utsPass;
private static UTSHairShadowPass _hairShadowPass;
private static UTSOutlinePass _outlinePass;
static UTSRenderPassRegistrar() => RegisterCustomPasses();
[RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses()
{
_renderSetting = UTSRenderPassSettings.GetOrCreateSettings();
if (_renderSetting == null)
{
return;
}
_utsPass = new UTSPass()
{
name = "UTS Pass",
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
_hairShadowPass = new()
{
name = "UTS Hair Shadow Map",
layerMask = _renderSetting.hairShadowSetting.shadowCasterLayer,
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
_outlinePass = new()
{
name = "UTS Outline",
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
CustomPassVolume.RegisterGlobalCustomPass(CustomPassInjectionPoint.BeforeRendering, _utsPass);
CustomPassVolume.RegisterGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
CustomPassVolume.RegisterGlobalCustomPass(CustomPassInjectionPoint.BeforePostProcess, _outlinePass);
NotifyRendererSettingChanged();
}
public static void UnregisterGlobalCustomPass()
{
CustomPassVolume.UnregisterGlobalCustomPass(_utsPass);
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
}
public static void NotifyRendererSettingChanged()
{
if (_hairShadowPass == null || _outlinePass == null)
{
return;
}
_hairShadowPass.layerMask = _renderSetting.hairShadowSetting.shadowCasterLayer;
_hairShadowPass.enabled = _renderSetting.hairShadowSetting.enable;
_hairShadowPass.CurrentShadowQuality = _renderSetting.hairShadowSetting.shadowQuality;
if (!_renderSetting.hairShadowSetting.enable)
{
_hairShadowPass.Release();
}
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
}
}
}