ADD : 구슬요님 배경 세팅 및 업로드

This commit is contained in:
user 2026-03-19 02:24:18 +09:00
parent ea154679fc
commit 8dde743442
422 changed files with 36393 additions and 274 deletions

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@ -75,7 +75,8 @@ namespace ScreenSpaceCavityCurvature.Universal
RenderTargetIdentifier source { get; set; } RenderTargetIdentifier source { get; set; }
CameraData cameraData { get; set; } CameraData cameraData { get; set; }
RenderTextureDescriptor sourceDesc { get; set; } RenderTextureDescriptor sourceDesc { get; set; }
public SSCCRendererFeature feature { get; set; }
public void Setup(Shader shader, ScriptableRenderer renderer, RenderingData renderingData) public void Setup(Shader shader, ScriptableRenderer renderer, RenderingData renderingData)
{ {
if (mat == null) mat = CoreUtils.CreateEngineMaterial(shader); if (mat == null) mat = CoreUtils.CreateEngineMaterial(shader);
@ -85,7 +86,7 @@ namespace ScreenSpaceCavityCurvature.Universal
cameraData = renderingData.cameraData; cameraData = renderingData.cameraData;
FetchVolumeComponent(); FetchVolumeComponent();
renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques; renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? feature.screenOutputPassEvent : RenderPassEvent.BeforeRenderingOpaques;
#endif #endif
} }
@ -114,7 +115,7 @@ namespace ScreenSpaceCavityCurvature.Universal
ConfigureColorStoreAction(RenderBufferStoreAction.DontCare); ConfigureColorStoreAction(RenderBufferStoreAction.DontCare);
#endif #endif
renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques; renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? feature.screenOutputPassEvent : RenderPassEvent.BeforeRenderingOpaques;
if (Output == SSCC.OutputEffectTo._SSCCTexture) if (Output == SSCC.OutputEffectTo._SSCCTexture)
#if UNITY_2022_1_OR_NEWER #if UNITY_2022_1_OR_NEWER
@ -471,6 +472,11 @@ namespace ScreenSpaceCavityCurvature.Universal
[Space(15)] [Space(15)]
[Header("You can now add SSCC to your Post Process Volume.")] [Header("You can now add SSCC to your Post Process Volume.")]
Shader shader; Shader shader;
[SerializeField]
[Tooltip("When to apply SSCC effect on screen. Use AfterRenderingPostProcessing to avoid conflicts with NiloToon UberPostProcess.")]
RenderPassEvent screenOutputPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
private SSCCRenderPass renderPass; private SSCCRenderPass renderPass;
public override void Create() public override void Create()
@ -485,6 +491,7 @@ namespace ScreenSpaceCavityCurvature.Universal
name = "SSCC"; name = "SSCC";
renderPass = new SSCCRenderPass(); renderPass = new SSCCRenderPass();
renderPass.feature = this;
} }
void OnDisable() void OnDisable()

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