Added HairBlending shader pass;
Added HairBlendingSetting in UTSRenderPassSetting; Added MaterialType to UTS; Added MaterialFeature scope to UTS material editor; Merged HairBlendingPass and HairShadowPass into UTSPass; Fixed the bug that character box light can not update rotation correctly according to bound light source;
This commit is contained in:
@@ -22,21 +22,12 @@ namespace Misaki.HdrpToon
|
||||
|
||||
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
|
||||
|
||||
var mask = RenderStateMask.Nothing;
|
||||
var stateBlock = new RenderStateBlock(mask)
|
||||
{
|
||||
depthState = new DepthState(depthWrite, depthCompareFunction),
|
||||
// We disable the stencil when the depth is overwritten but we don't write to it, to prevent writing to the stencil.
|
||||
stencilState = new StencilState(false),
|
||||
};
|
||||
|
||||
var renderConfig = HDUtils.GetRendererConfiguration(false, false);
|
||||
var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(UtsShaderPassName.outlinePassId, ctx.cullingResults, ctx.hdCamera.camera)
|
||||
{
|
||||
rendererConfiguration = renderConfig,
|
||||
renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
|
||||
excludeObjectMotionVectors = false,
|
||||
stateBlock = stateBlock,
|
||||
};
|
||||
|
||||
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
|
||||
|
||||
Reference in New Issue
Block a user