Files
com.misaki.hdrp-toon/Runtime/HDRP/UTS Renderer/UTSRenderPass.cs

67 lines
2.3 KiB
C#

using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace Unity.Toonshader
{
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
#endif
public static class RegisterUTSRenderPass
{
private static readonly UTSRenderPassSettings _renderSetting;
private static readonly UTSOutlinePass _outlinePass;
private static readonly UTSHairShadowPass _hairShadowPass;
static RegisterUTSRenderPass()
{
_renderSetting = UTSRenderPassSettings.GetOrCreateSettings();
if (_renderSetting == null)
{
return;
}
_outlinePass = new()
{
name = "UTS Outline",
renderingLayerMask = _renderSetting.outlineSetting.renderingLayer
};
_hairShadowPass = new()
{
name = "UTS Hair Shadow Map",
renderingLayerMask = _renderSetting.hairShadowSetting.CasterRenderingLayer,
targetColorBuffer = CustomPass.TargetBuffer.None,
targetDepthBuffer = CustomPass.TargetBuffer.None,
};
RegisterCustomPasses();
}
[RuntimeInitializeOnLoadMethod]
public static void RegisterCustomPasses()
{
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueAndSky, _outlinePass);
CustomPassVolume.RegisterUniqueGlobalCustomPass(CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, _hairShadowPass);
_outlinePass.enabled = _renderSetting.outlineSetting.enable;
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
}
public static void UnregisterGlobalCustomPass()
{
CustomPassVolume.UnregisterGlobalCustomPass(_outlinePass);
CustomPassVolume.UnregisterGlobalCustomPass(_hairShadowPass);
_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;
}
}
}