Files
com.misaki.hdrp-toon/Runtime/HDRP/UTS Renderer/UTSOutlinePass.cs
Misaki d47641e5e2 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;
2025-01-09 07:58:06 +09:00

36 lines
1.2 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
namespace Misaki.HdrpToon
{
[HideInInspector]
internal class UTSOutlinePass : DrawRenderersCustomPass
{
protected override void Execute(CustomPassContext ctx)
{
var utsRenderer = ctx.hdCamera.volumeStack.GetComponent<UTSRenderer>();
if (utsRenderer == null)
{
return;
}
if (!utsRenderer.enableOutline.value || !utsRenderer.state.value)
{
return;
}
Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
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,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
}
}
}