NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/PostProcess/PostOutline/PostOutlineRPF.cs

224 lines
8.6 KiB
C#

using Code.Scripts.Gameplay.Utils;
using Gameplay.Performance;
using PhxhSDK;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using Constants = Framework.Constants;
public class PostOutlineRPF : ScriptableRendererFeature
{
[System.Serializable]
public class Settings
{
//渲染发生的阶段,具体信息可以在枚举类RenderPassEvent中查看
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
}
class CustomRenderPass : ScriptableRenderPass
{
private Material _mat1;
private Material _mat1_1;
private Material _mat2;
private Material _mat3;
private int _SSOutlineTexureID;
private int _EdgeTexureID;
private bool _canEnable = false;
public CustomRenderPass(Settings setting)
{
}
public override void OnCameraSetup(CommandBuffer cmd,
ref RenderingData renderingData)
{
base.OnCameraSetup(cmd, ref renderingData);
_canEnable = false;
if (renderingData.cameraData.renderType != CameraRenderType.Base)
{
return;
}
if (OutlineManager.instance == null || !OutlineManager.instance.m_EnableOutline) return;
if (OutlineManager.instance.m_RenderList.Count == 0
&& OutlineManager.instance.m_RenderListEnemy.Count == 0) return;
if (!PerformanceManager.instance.data.enablePostOutline) return;
if (_mat1 == null)
{
_mat1 = Instantiate(AssetManager.Instance.LoadAsset<Material>(Constants.SHADER_OUTLINE_PATH1));
_mat1_1 = Instantiate(AssetManager.Instance.LoadAsset<Material>(Constants.SHADER_OUTLINE_PATH1_1));
_mat2 = Instantiate(AssetManager.Instance.LoadAsset<Material>(Constants.SHADER_OUTLINE_PATH2));
_mat3 = Instantiate(AssetManager.Instance.LoadAsset<Material>(Constants.SHADER_OUTLINE_PATH3));
// DebugUtil.LogError("shader name: " + _mat1.shader.name + " " + _mat2.shader.name + " " + _mat3.shader.name);
// DebugUtil.LogError("shader pass count:" + _mat1.shader.passCount + " " + _mat2.shader.passCount + " " + _mat3.shader.passCount);
// DebugUtil.LogError("shader support:" + _mat1.shader.isSupported + " " + _mat2.shader.isSupported + " " + _mat3.shader.isSupported);
_SSOutlineTexureID = Shader.PropertyToID("_SSOutlineTexure");
_EdgeTexureID = Shader.PropertyToID("_EdgeTex");
}
_canEnable = _mat1.shader.isSupported && _mat2.shader.isSupported && _mat3.shader.isSupported;
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
base.OnCameraCleanup(cmd);
if (!_canEnable) return;
}
public override void Execute(ScriptableRenderContext context,
ref RenderingData renderingData)
{
if (!_canEnable) return;
var cmd = CommandBufferPool.Get("Draw Outline");
_DrawPureColor(cmd, context, ref renderingData);
_DoEdgeDetect(cmd, context, ref renderingData);
_DoMerge(cmd, context, ref renderingData);
context.ExecuteCommandBuffer(cmd);
cmd.ReleaseTemporaryRT(_EdgeTexureID);
cmd.ReleaseTemporaryRT(_SSOutlineTexureID);
CommandBufferPool.Release(cmd);
}
private void _DrawPureColor(CommandBuffer cmd,
ScriptableRenderContext context,
ref RenderingData renderingData)
{
Plane[] frustumPlanes = GeometryUtility.CalculateFrustumPlanes(renderingData.cameraData.camera);
var desc = renderingData.cameraData.cameraTargetDescriptor;
//using (new ProfilingScope(cmd, new ProfilingSampler("Draw PureColor")))
{
// 绘制己方
_mat1.SetColor(PureColor, OutlineManager.instance.m_OutlineColor);
cmd.GetTemporaryRT(_SSOutlineTexureID, desc.width, desc.height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
cmd.SetRenderTarget(_SSOutlineTexureID);
cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
var renders = OutlineManager.instance.m_RenderList;
for (var i = 0; i < renders.Count; ++i)
{
var render = renders[i];
if (render == null)
{
renders.RemoveAt(i--);
continue;
}
if (!render.gameObject.activeInHierarchy)
{
continue;
}
// 判断是否在屏幕内
if (!GeometryUtility.TestPlanesAABB(frustumPlanes, render.bounds))
{
continue;
}
cmd.DrawRenderer(render, _mat1);
}
}
// using (new ProfilingScope(cmd, new ProfilingSampler("Draw PureColor")))
{
// 绘制敌方
_mat1_1.SetColor(PureColor, OutlineManager.instance.m_OutlineColorEnemy);
var renders = OutlineManager.instance.m_RenderListEnemy;
for (var i = 0; i < renders.Count; ++i)
{
var render = renders[i];
if (render == null)
{
renders.RemoveAt(i--);
continue;
}
if (!render.gameObject.activeInHierarchy)
{
continue;
}
// 判断是否在屏幕内
if (!GeometryUtility.TestPlanesAABB(frustumPlanes, render.bounds))
{
continue;
}
cmd.DrawRenderer(render, _mat1_1);
}
}
// context.ExecuteCommandBuffer(cmd);
// CommandBufferPool.Release(cmd);
}
private void _DoEdgeDetect(CommandBuffer cmd,
ScriptableRenderContext context,
ref RenderingData renderingData)
{
// var cmd = CommandBufferPool.Get("Draw Outline");
// using (new ProfilingScope(cmd, new ProfilingSampler("Final SSOutline")))
{
var desc = renderingData.cameraData.cameraTargetDescriptor;
cmd.GetTemporaryRT(_EdgeTexureID, desc.width, desc.height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
var screenWidth = desc.width;
var sampleDistance = OutlineManager.instance.m_SampleDistance;
var wrapDistance = sampleDistance / 1080 * screenWidth;
var scaleProgress = CameraManager.Instance.GetOutlineScale(wrapDistance);
_mat2.SetFloat(SampleDistance, scaleProgress);
_mat2.SetColor(OutlineColor, OutlineManager.instance.m_OutlineColor);
cmd.Blit(_SSOutlineTexureID, _EdgeTexureID, _mat2);
}
// context.ExecuteCommandBuffer(cmd);
// CommandBufferPool.Release(cmd);
}
private void _DoMerge(CommandBuffer cmd,
ScriptableRenderContext context,
ref RenderingData renderingData)
{
// using (new ProfilingScope(cmd, new ProfilingSampler("SSOutline Merge")))
{
// TODO: 使用新方法会报错
#pragma warning disable CS0618 // 类型或成员已过时
var source = renderingData.cameraData.renderer.cameraColorTarget;
#pragma warning restore CS0618 // 类型或成员已过时
cmd.SetGlobalTexture("_EdgeTex", _EdgeTexureID);
cmd.Blit(source, _SSOutlineTexureID, _mat3);
cmd.Blit(_SSOutlineTexureID, source, _mat3);
}
// context.ExecuteCommandBuffer(cmd);
}
}
public Settings settings;
private CustomRenderPass _pass;
private static readonly int SampleDistance = Shader.PropertyToID("_SampleDistance");
private static readonly int OutlineColor = Shader.PropertyToID("_OutlineColor");
private static readonly int PureColor = Shader.PropertyToID("_PureColor");
public override void AddRenderPasses(ScriptableRenderer renderer,
ref RenderingData renderingData)
{
renderer.EnqueuePass(_pass);
}
public override void Create()
{
_pass = new CustomRenderPass(settings);
_pass.renderPassEvent = settings.renderPassEvent;
}
}