70 lines
2.4 KiB
C#
70 lines
2.4 KiB
C#
using System.IO;
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering.HighDefinition;
|
|
|
|
namespace Unity.Toonshader
|
|
{
|
|
#if UNITY_EDITOR
|
|
[UnityEditor.InitializeOnLoad]
|
|
#endif
|
|
public static class RegisterUTSRenderPass
|
|
{
|
|
private static readonly UTSRenderPassSetting _renderSetting;
|
|
|
|
private static readonly UTSOutlinePass _outlinePass;
|
|
private static readonly UTSHairShadowPass _hairShadowPass;
|
|
|
|
static RegisterUTSRenderPass()
|
|
{
|
|
var assetPath = Path.GetFileNameWithoutExtension(UTSRenderPassSetting.RENDERER_SETTING_ASSET_PATH);
|
|
_renderSetting = Resources.Load<UTSRenderPassSetting>(assetPath);
|
|
|
|
if (_renderSetting == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_outlinePass = new()
|
|
{
|
|
name = "UTS Outline",
|
|
layerMask = _renderSetting.outlineSetting.layerMask
|
|
};
|
|
|
|
_hairShadowPass = new()
|
|
{
|
|
name = "UTS Hair Shadow Map",
|
|
layerMask = _renderSetting.hairShadowSetting.casterLayerMask,
|
|
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.layerMask = _renderSetting.outlineSetting.layerMask;
|
|
|
|
_hairShadowPass.SetEnable(_renderSetting.hairShadowSetting.enable);
|
|
_hairShadowPass.layerMask = _renderSetting.hairShadowSetting.casterLayerMask;
|
|
}
|
|
}
|
|
} |