using System; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; #if UNITY_6000_0_OR_NEWER using UnityEngine.Rendering.RenderGraphModule; #endif namespace NiloToon.NiloToonURP { public class NiloToonExtraThickOutlinePass : ScriptableRenderPass { #if !UNITY_6000_4_OR_NEWER // This method is called before executing the render pass. // It can be used to configure render targets and their clear state. Also to create temporary render target textures. // When empty this render pass will render to the active camera render target. // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. // The render pipeline will ensure target setup and clearing happens in a performant manner. #if UNITY_6000_0_OR_NEWER [Obsolete] #endif public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { // do nothing } // Here you can implement the rendering logic. // Use ScriptableRenderContext to issue drawing commands or execute command buffers // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. #if UNITY_6000_0_OR_NEWER [Obsolete] #endif public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { // Never draw in Preview Camera camera = renderingData.cameraData.camera; if (camera.cameraType == CameraType.Preview) return; renderStencilRelatedPasses(context, renderingData); } #endif // Cleanup any allocated resources that were created during the execution of this render pass. public override void OnCameraCleanup(CommandBuffer cmd) { // do nothing } ////////////////////////////////////////////////////////////////////////////////////////////////////////////// // for rendering "LightMode"="ToonOutline" Pass (Classic outline) ////////////////////////////////////////////////////////////////////////////////////////////////////////////// static readonly ShaderTagId NiloToonCharacterAreaStencilBufferFill_LightModeShaderTagId = new ShaderTagId("NiloToonCharacterAreaStencilBufferFill"); static readonly ShaderTagId NiloToonExtraThickOutline_LightModeShaderTagId = new ShaderTagId("NiloToonExtraThickOutline"); static readonly ShaderTagId NiloToonCharacterAreaColorFill_LightModeShaderTagId = new ShaderTagId("NiloToonCharacterAreaColorFill"); NiloToonRendererFeatureSettings allSettings; ProfilingSampler m_ProfilingSamplerStencilFill; ProfilingSampler m_ProfilingSamplerExtraThickOutline; ProfilingSampler m_ProfilingSamplerColorFill; // constructor(will not construct on every frame) public NiloToonExtraThickOutlinePass(NiloToonRendererFeatureSettings allSettings) { this.allSettings = allSettings; m_ProfilingSamplerStencilFill = new ProfilingSampler("NiloToonCharacterAreaStencilBufferFill"); m_ProfilingSamplerExtraThickOutline = new ProfilingSampler("NiloToonExtraThickOutline"); m_ProfilingSamplerColorFill = new ProfilingSampler("NiloToonCharacterAreaColorFill"); } // NOTE: [how to use ProfilingSampler to correctly] /* // [write as class member] ProfilingSampler m_ProfilingSampler; // [call once in constructor] m_ProfilingSampler = new ProfilingSampler("NiloToonToonOutlinePass"); // [call in execute] // NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name"). // Currently there's an issue which results in mismatched markers. CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSampler)) { context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref _filteringSettings); cmd.SetGlobalTexture("_CameraNormalRT", _normalRT.Identifier()); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); */ private void renderStencilRelatedPasses(ScriptableRenderContext context, RenderingData renderingData) { // Note: // RenderQueueRange.Transparent should not be considered, since alpha can be 0~1, but stencil draw bit is 0/1 only // Imagine a character with mostly transparent cloths where many pixels using 0~0.5 alpha for alpha blending, it will destroy all stencil-related rendering if we use RenderQueueRange.all // optimization, check for all Nilo char, only render pass if needed bool needColorFill = false; bool needExtraThickOutline = false; var characters = NiloToonAllInOneRendererFeature.characterList; // early exit if list is null or empty if (characters == null || characters.Count == 0) return; // Use an index-based loop to avoid foreach allocations for (int i = 0, count = characters.Count; i < count; i++) { var c = characters[i]; if (c == null) continue; // Skip inactive or non-hierarchy objects quickly if (!c.isActiveAndEnabled || !c.gameObject.activeInHierarchy) continue; // Check rendering flags if (!needColorFill && c.shouldRenderCharacterAreaColorFill) needColorFill = true; if (!needExtraThickOutline && c.shouldRenderExtraThickOutline) needExtraThickOutline = true; // Stop checking once both are required if (needColorFill && needExtraThickOutline) break; } // No need to run any pass if neither is required if (!needColorFill && !needExtraThickOutline) return; renderPass_NiloToonCharacterAreaStencilBufferFill(context, renderingData); if(needExtraThickOutline) renderPass_NiloToonExtraThickOutline(context, renderingData); if(needColorFill) renderPass_NiloToonCharacterAreaColorFill(context, renderingData); } private void renderPass_NiloToonCharacterAreaColorFill(ScriptableRenderContext context, RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSamplerColorFill)) { /* Note : should always ExecuteCommandBuffer at least once before using ScriptableRenderContext functions (e.g. DrawRenderers) even if you don't queue any commands! This makes sure the frame debugger displays everything under the correct title. */ // https://www.cyanilux.com/tutorials/custom-renderer-features/?fbclid=IwAR27j2f3VVo0IIYDa32Dh76G9KPYzwb8j1J5LllpSnLXJiGf_UHrQ_lDtKg context.ExecuteCommandBuffer(cmd); cmd.Clear(); // Then draw the #4 Pass(NiloToonCharacterAreaColorFill) of NiloToon_Character shader { DrawingSettings characterAreaColorFillDrawingSettings = CreateDrawingSettings(NiloToonCharacterAreaColorFill_LightModeShaderTagId, ref renderingData, SortingCriteria.CommonTransparent); FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.opaque); context.DrawRenderers(renderingData.cullResults, ref characterAreaColorFillDrawingSettings, ref filteringSettings); } } // must write these line after using{} finished, to ensure profiler and frame debugger display correctness context.ExecuteCommandBuffer(cmd); cmd.Clear(); CommandBufferPool.Release(cmd); } private void renderPass_NiloToonExtraThickOutline(ScriptableRenderContext context, RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSamplerExtraThickOutline)) { /* Note : should always ExecuteCommandBuffer at least once before using ScriptableRenderContext functions (e.g. DrawRenderers) even if you don't queue any commands! This makes sure the frame debugger displays everything under the correct title. */ // https://www.cyanilux.com/tutorials/custom-renderer-features/?fbclid=IwAR27j2f3VVo0IIYDa32Dh76G9KPYzwb8j1J5LllpSnLXJiGf_UHrQ_lDtKg context.ExecuteCommandBuffer(cmd); cmd.Clear(); // Then draw the #3 Pass(NiloToonExtraThickOutline) of NiloToon_Character shader { DrawingSettings extraThickOutlineDrawingSettings = CreateDrawingSettings(NiloToonExtraThickOutline_LightModeShaderTagId, ref renderingData, SortingCriteria.CommonTransparent); FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.opaque); context.DrawRenderers(renderingData.cullResults, ref extraThickOutlineDrawingSettings, ref filteringSettings); } } // must write these line after using{} finished, to ensure profiler and frame debugger display correctness context.ExecuteCommandBuffer(cmd); cmd.Clear(); CommandBufferPool.Release(cmd); } private void renderPass_NiloToonCharacterAreaStencilBufferFill(ScriptableRenderContext context, RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSamplerStencilFill)) { /* Note : should always ExecuteCommandBuffer at least once before using ScriptableRenderContext functions (e.g. DrawRenderers) even if you don't queue any commands! This makes sure the frame debugger displays everything under the correct title. */ // https://www.cyanilux.com/tutorials/custom-renderer-features/?fbclid=IwAR27j2f3VVo0IIYDa32Dh76G9KPYzwb8j1J5LllpSnLXJiGf_UHrQ_lDtKg context.ExecuteCommandBuffer(cmd); cmd.Clear(); // First draw the #2 Pass(NiloToonCharacterAreaStencilBufferFill) of NiloToon_Character shader { DrawingSettings characterAreaStencilFillDrawingSettings = CreateDrawingSettings(NiloToonCharacterAreaStencilBufferFill_LightModeShaderTagId, ref renderingData, SortingCriteria.CommonOpaque); FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.opaque); context.DrawRenderers(renderingData.cullResults, ref characterAreaStencilFillDrawingSettings, ref filteringSettings); } } // must write these line after using{} finished, to ensure profiler and frame debugger display correctness context.ExecuteCommandBuffer(cmd); cmd.Clear(); CommandBufferPool.Release(cmd); } ///////////////////////////////////////////////////////////////////// // RG support ///////////////////////////////////////////////////////////////////// #if UNITY_6000_0_OR_NEWER private class PassData { // Create a field to store the list of objects to draw public RendererListHandle rendererListHandle; } public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext) { // Never draw in Preview UniversalCameraData cameraData = frameContext.Get(); Camera camera = cameraData.camera; if (camera.cameraType == CameraType.Preview) return; // Note: // RenderQueueRange.Transparent should not be considered, since alpha can be 0~1, but stencil draw bit is 0/1 only // Imagine a character with mostly transparent cloths where many pixels using 0~0.5 alpha for alpha blending, it will destroy all stencil-related rendering if we use RenderQueueRange.all // optimization, check for all Nilo char, only render pass if needed bool needColorFill = false; bool needExtraThickOutline = false; var characters = NiloToonAllInOneRendererFeature.characterList; // early exit if list is null or empty if (characters == null || characters.Count == 0) return; // Use an index-based loop to avoid foreach allocations for (int i = 0, count = characters.Count; i < count; i++) { var c = characters[i]; if (c == null) continue; // Skip inactive or non-hierarchy objects quickly if (!c.isActiveAndEnabled || !c.gameObject.activeInHierarchy) continue; // Check rendering flags if (!needColorFill && c.shouldRenderCharacterAreaColorFill) needColorFill = true; if (!needExtraThickOutline && c.shouldRenderExtraThickOutline) needExtraThickOutline = true; // Stop checking once both are required if (needColorFill && needExtraThickOutline) break; } // No need to run any pass if neither is required if (!needColorFill && !needExtraThickOutline) return; DrawToActiveColorBufferByLightMode( renderGraph, frameContext, "NiloToonCharacterAreaStencilBufferFill", NiloToonCharacterAreaStencilBufferFill_LightModeShaderTagId, SortingCriteria.CommonOpaque, RenderQueueRange.opaque); if(needExtraThickOutline) DrawToActiveColorBufferByLightMode( renderGraph, frameContext, "NiloToonExtraThickOutline", NiloToonExtraThickOutline_LightModeShaderTagId, SortingCriteria.CommonTransparent, RenderQueueRange.opaque); if(needColorFill) DrawToActiveColorBufferByLightMode( renderGraph, frameContext, "NiloToonCharacterAreaColorFill", NiloToonCharacterAreaColorFill_LightModeShaderTagId, SortingCriteria.CommonTransparent, RenderQueueRange.opaque); } void DrawToActiveColorBufferByLightMode(RenderGraph renderGraph, ContextContainer frameContext, string passName, ShaderTagId lightMode, SortingCriteria sortFlags, RenderQueueRange renderQueueRange) { using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData)) { // Get the data needed to create the list of objects to draw UniversalRenderingData renderingData = frameContext.Get(); UniversalCameraData cameraData = frameContext.Get(); UniversalLightData lightData = frameContext.Get(); UniversalResourceData resourceData = frameContext.Get(); FilteringSettings filterSettings = new FilteringSettings(renderQueueRange, ~0); // Redraw only objects that have their LightMode tag set to 'NiloToonCharacterAreaStencilBufferFill' DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(lightMode, renderingData, cameraData, lightData, sortFlags); // Create the list of objects to draw var rendererListParameters = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings); // Convert the list to a list handle that the render graph system can use passData.rendererListHandle = renderGraph.CreateRendererList(rendererListParameters); // Set the render target as the color and depth textures of the active camera texture builder.UseRendererList(passData.rendererListHandle); builder.SetRenderAttachment(resourceData.activeColorTexture, 0); builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write); builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context)); } } static void ExecutePass(PassData data, RasterGraphContext context) { // Draw the objects in the list context.cmd.DrawRendererList(data.rendererListHandle); } #endif } }