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