Updated UTSRenderPass

This commit is contained in:
Misaki
2024-11-08 18:32:46 +09:00
parent d0554a73bb
commit da32fd952d
12 changed files with 106 additions and 83 deletions

View File

@@ -15,41 +15,36 @@ namespace Unity.Rendering.HighDefinition.Toon
[RequireComponent(typeof(Light))]
internal class BoxLightAdjustment : MonoBehaviour
{
// flags
bool m_initialized = false;
bool m_srpCallbackInitialized = false;
private bool _initialized = false;
private bool _srpCallbackInitialized = false;
[SerializeField]
GameObject[] m_GameObjects;
private GameObject[] _gameObjects;
[SerializeField]
Renderer[] m_Renderers;
private Renderer[] _renderers;
[SerializeField]
internal HDAdditionalLightData m_targetBoxLight;
internal HDAdditionalLightData targetBoxLight;
[SerializeField]
internal bool m_FollowGameObjectPosition = false;
internal bool followGameObjectPosition = false;
[SerializeField]
internal bool m_FollowGameObjectRotation = false;
internal bool followGameObjectRotation = false;
[SerializeField]
internal Vector3 m_PositionOffset;
internal Vector3 positionOffset;
[SerializeField]
internal Quaternion m_RotationOffset;
internal Quaternion rotationOffset;
#if UNITY_EDITOR
#pragma warning restore CS0414
bool m_isCompiling = false;
private bool _isCompiling = false;
#endif
void Reset()
private void Reset()
{
OnDisable();
OnEnable();
}
internal void OnValidate()
@@ -64,100 +59,95 @@ namespace Unity.Rendering.HighDefinition.Toon
}
// Start is called before the first frame update
void Start()
private void Start()
{
}
// Update is called once per frame
void Update()
private void Update()
{
Initialize();
#if UNITY_EDITOR
// handle script recompile
if (EditorApplication.isCompiling && !m_isCompiling)
if (EditorApplication.isCompiling && !_isCompiling)
{
// on compile begin
m_isCompiling = true;
_isCompiling = true;
// Release(); no need
return; //
}
else if (!EditorApplication.isCompiling && m_isCompiling)
else if (!EditorApplication.isCompiling && _isCompiling)
{
// on compile end
m_isCompiling = false;
_isCompiling = false;
}
#endif
if (m_Renderers == null)
if (_renderers == null)
{
return;
}
if (m_targetBoxLight == null)
if (targetBoxLight == null)
{
return;
}
// TODO: Set rendering layer mask when property changed.
for (var ii = 0; ii < m_Renderers.Length; ii++)
for (var ii = 0; ii < _renderers.Length; ii++)
{
m_Renderers[ii].renderingLayerMask &= 0xffffff00;
m_Renderers[ii].renderingLayerMask |= (uint)m_targetBoxLight.lightlayersMask;
_renderers[ii].renderingLayerMask &= 0xffffff00;
_renderers[ii].renderingLayerMask |= (uint)targetBoxLight.lightlayersMask;
}
if ( /* m_targetBoxLight != null && */ m_GameObjects != null && m_GameObjects.Length > 0 && m_GameObjects[0] != null)
if (_gameObjects != null && _gameObjects.Length > 0 && _gameObjects[0] != null)
{
if (m_FollowGameObjectPosition)
if (followGameObjectPosition)
{
m_targetBoxLight.transform.position = m_GameObjects[0].transform.position + m_PositionOffset;
targetBoxLight.transform.position = _gameObjects[0].transform.position + positionOffset;
}
if (m_FollowGameObjectRotation)
if (followGameObjectRotation)
{
m_targetBoxLight.transform.rotation = m_GameObjects[0].transform.rotation * m_RotationOffset;
targetBoxLight.transform.rotation = _gameObjects[0].transform.rotation * rotationOffset;
}
}
}
void EnableSrpCallbacks()
private void EnableSrpCallbacks()
{
if (!m_srpCallbackInitialized)
if (!_srpCallbackInitialized)
{
m_srpCallbackInitialized = true;
}
}
void DisableSrpCallbacks()
{
if (m_srpCallbackInitialized)
{
m_srpCallbackInitialized = false;
_srpCallbackInitialized = true;
}
}
void OnEnable()
private void DisableSrpCallbacks()
{
if (_srpCallbackInitialized)
{
_srpCallbackInitialized = false;
}
}
private void OnEnable()
{
Initialize();
EnableSrpCallbacks();
}
void OnDisable()
private void OnDisable()
{
DisableSrpCallbacks();
Release();
}
void UpdateObjectLightLayers()
private void UpdateObjectLightLayers()
{
Initialize();
}
internal static GameObject CreateBoxLight(GameObject[] gameObjects)
@@ -190,7 +180,7 @@ namespace Unity.Rendering.HighDefinition.Toon
#if UNITY_EDITOR
Undo.RecordObject(boxLightAdjustment, "target " + boxLightAdjustment.name);
#endif
boxLightAdjustment.m_targetBoxLight = hdLightData;
boxLightAdjustment.targetBoxLight = hdLightData;
#if UNITY_EDITOR
Undo.RecordObject(lightGameObject.transform, "Position " + lightGameObject.transform.name);
#endif
@@ -207,16 +197,16 @@ namespace Unity.Rendering.HighDefinition.Toon
hdLightData.gameObject.transform.rotation = goRot;
// must be put to gameObject model chain.
boxLightAdjustment.m_GameObjects = gameObjects;
boxLightAdjustment._gameObjects = gameObjects;
return lightGameObject;
}
void Initialize()
private void Initialize()
{
if (m_initialized)
if (_initialized)
{
return;
}
@@ -226,76 +216,77 @@ namespace Unity.Rendering.HighDefinition.Toon
if (EditorApplication.isCompiling)
return;
#endif
if (m_GameObjects == null)
if (_gameObjects == null)
{
return;
}
var objCount = m_GameObjects.Length;
var objCount = _gameObjects.Length;
var rendererCount = 0;
var rendererList = new List<Renderer>();
for (var ii = 0; ii < objCount; ii++)
{
if (m_GameObjects[ii] == null)
if (_gameObjects[ii] == null)
{
continue;
}
var renderer = m_GameObjects[ii].GetComponent<Renderer>();
var renderer = _gameObjects[ii].GetComponent<Renderer>();
if (renderer != null)
{
rendererCount++;
rendererList.Add(renderer);
}
var childGameObjects = m_GameObjects[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
var childGameObjects = _gameObjects[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
var childCount = childGameObjects.Length;
for (var jj = 0; jj < childCount; jj++)
{
if (m_GameObjects[ii] == childGameObjects[jj])
if (_gameObjects[ii] == childGameObjects[jj])
{
continue;
}
var modelToonEvAdjustment = childGameObjects[jj].GetComponent<BoxLightAdjustment>();
if (modelToonEvAdjustment != null)
{
break;
}
renderer = childGameObjects[jj].GetComponent<Renderer>();
if (renderer != null)
if (renderer == null)
{
rendererList.Add(renderer);
rendererCount++;
}
continue;
};
rendererList.Add(renderer);
rendererCount++;
}
if (rendererCount != 0)
{
m_Renderers = rendererList.ToArray();
_renderers = rendererList.ToArray();
}
}
if (m_targetBoxLight != null && objCount > 0)
if (targetBoxLight != null && objCount > 0)
{
m_PositionOffset = m_targetBoxLight.transform.position - m_GameObjects[0].transform.position;
m_RotationOffset = Quaternion.Inverse(m_GameObjects[0].transform.rotation) * m_targetBoxLight.transform.rotation;
positionOffset = targetBoxLight.transform.position - _gameObjects[0].transform.position;
rotationOffset = Quaternion.Inverse(_gameObjects[0].transform.rotation) * targetBoxLight.transform.rotation;
}
m_initialized = true;
_initialized = true;
}
void Release()
private void Release()
{
if (m_initialized)
if (_initialized)
{
m_Renderers = null;
_renderers = null;
}
m_initialized = false;
_initialized = false;
}
}
}
#endif // HDRP_IS_INSTALLED_FOR_UTS

View File

@@ -430,7 +430,6 @@ void Frag(PackedVaryingsToPS packedInput,
}
context.shadowValue = lerp(1, context.shadowValue, lightData.shadowDimmer);
customMainLight.shadowValue = context.shadowValue;
}
@@ -1000,4 +999,7 @@ void Frag(PackedVaryingsToPS packedInput,
outVTFeedback = builtinData.vtPackedFeedback;
#endif
//outColor.rgb = customMainLight.shadowValue;
}

View File

@@ -44,8 +44,8 @@ namespace Unity.Toonshader
[RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses()
{
CustomPassVolume.RegisterGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueAndSky, _outlinePass);
CustomPassVolume.RegisterGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueAndSky, _outlinePass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);