user 010beaea75 Chore: NiloToonURP 업데이트 및 배경 썸네일 갱신
- NiloToonURP 외부 에셋 업데이트
- 배경 씬 썸네일 16:9 해상도로 갱신
- 렌더 파이프라인 설정 업데이트
- 외부 셰이더 그래프 업데이트 (LEDScreen, PIDI Planar Reflections)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 01:28:02 +09:00

122 lines
4.9 KiB
C#

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
{
/// <summary>
/// Draw the skybox into the given color buffer using the given depth buffer for depth testing.
///
/// This pass renders the standard Unity skybox.
/// </summary>
public class NiloToonDrawSkyboxPass : ScriptableRenderPass
{
public NiloToonDrawSkyboxPass(RenderPassEvent evt)
{
base.profilingSampler = new ProfilingSampler(nameof(NiloToonDrawSkyboxPass));
renderPassEvent = evt;
}
#if !UNITY_6000_4_OR_NEWER
#if UNITY_6000_0_OR_NEWER
[Obsolete]
#endif
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CameraData cameraData = renderingData.cameraData;
Camera camera = cameraData.camera;
#if ENABLE_VR && ENABLE_XR_MODULE
// XRTODO: Remove this code once Skybox pass is moved to SRP land.
if (cameraData.xr.enabled)
{
// Setup Legacy XR buffer states
if (cameraData.xr.singlePassEnabled)
{
// Setup legacy skybox stereo buffer
camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, cameraData.GetProjectionMatrix(0));
camera.SetStereoViewMatrix(Camera.StereoscopicEye.Left, cameraData.GetViewMatrix(0));
camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, cameraData.GetProjectionMatrix(1));
camera.SetStereoViewMatrix(Camera.StereoscopicEye.Right, cameraData.GetViewMatrix(1));
CommandBuffer cmd = CommandBufferPool.Get();
// Use legacy stereo instancing mode to have legacy XR code path configured
cmd.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
// Calling into built-in skybox pass - use old API for compatibility
#if UNITY_2022_1_OR_NEWER
var skyboxRendererList = context.CreateSkyboxRendererList(camera);
cmd.DrawRendererList(skyboxRendererList);
#else
context.DrawSkybox(camera);
#endif
// Disable Legacy XR path
cmd.SetSinglePassStereo(SinglePassStereoMode.None);
context.ExecuteCommandBuffer(cmd);
// We do not need to submit here due to special handling of stereo matrices in core.
// context.Submit();
CommandBufferPool.Release(cmd);
camera.ResetStereoProjectionMatrices();
camera.ResetStereoViewMatrices();
}
else
{
camera.projectionMatrix = cameraData.GetProjectionMatrix(0);
camera.worldToCameraMatrix = cameraData.GetViewMatrix(0);
#if UNITY_2022_1_OR_NEWER
var skyboxRendererList = context.CreateSkyboxRendererList(camera);
CommandBuffer cmd = CommandBufferPool.Get();
cmd.DrawRendererList(skyboxRendererList);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
#else
context.DrawSkybox(camera);
#endif
// XRTODO: remove this call because it creates issues with nested profiling scopes
// See examples in UniversalRenderPipeline.RenderSingleCamera() and in ScriptableRenderer.Execute()
context.Submit(); // Submit and execute the skybox pass before resetting the matrices
camera.ResetProjectionMatrix();
camera.ResetWorldToCameraMatrix();
}
}
else
#endif
{
#if UNITY_2022_1_OR_NEWER
var skyboxRendererList = context.CreateSkyboxRendererList(camera);
CommandBuffer cmd = CommandBufferPool.Get();
cmd.DrawRendererList(skyboxRendererList);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
#else
context.DrawSkybox(camera);
#endif
}
}
#endif
#if UNITY_6000_0_OR_NEWER
/// <summary>
/// Empty RG implementation - does nothing but satisfies RG requirements
/// </summary>
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
// Empty implementation - RG pass does nothing
// This satisfies the RG system but doesn't actually render anything
}
#endif
}
}