562 lines
28 KiB
C#

//#define URP_10_0_0_OR_NEWER
//#define UNITY_2021_2_OR_NEWER
#pragma warning disable CS0618
#pragma warning disable CS0672
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
#if UNITY_6000_0_OR_NEWER
using UnityEngine.Rendering.RenderGraphModule;
#endif
namespace ScreenSpaceCavityCurvature.Universal
{
public class SSCCRendererFeature : ScriptableRendererFeature
{
private class SSCCRenderPass : ScriptableRenderPass
{
void CheckParameters()
{
#if !URP_10_0_0_OR_NEWER
if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera_URP_VER_TOO_LOW)
{
sscc.normalsSource.value = SSCC.PerPixelNormals.ReconstructedFromDepth;
Debug.LogWarning("URP version too low for Camera based normals, only available in URP 10+ (Unity 2020+).");
}
if (sscc.output.value == SSCC.OutputEffectTo._SSCCTexture)
{
sscc.output.value = SSCC.OutputEffectTo.Screen;
Debug.LogWarning("URP version too low for texture output mode, only available in URP 10+ (Unity 2020+).");
}
#endif
}
SSCC.OutputEffectTo Output => (sscc != null && sscc.debugMode.value != SSCC.DebugMode.Disabled) ? SSCC.OutputEffectTo.Screen : (sscc != null ? sscc.output.value : SSCC.OutputEffectTo.Screen);
public SSCC sscc;
public bool useNiloToonCharacterMask;
public bool debugCharacterMask;
static class Pass
{
public const int Copy = 0;
public const int GenerateCavity = 1;
public const int HorizontalBlur = 2;
public const int VerticalBlur = 3;
public const int Final = 4;
}
static class ShaderProperties
{
public static int mainTex = Shader.PropertyToID("_MainTex");
public static int cavityTex = Shader.PropertyToID("_CavityTex");
public static int cavityTex1 = Shader.PropertyToID("_CavityTex1");
public static int tempTex = Shader.PropertyToID("_TempTex");
public static int uvTransform = Shader.PropertyToID("_UVTransform");
public static int inputTexelSize = Shader.PropertyToID("_Input_TexelSize");
public static int cavityTexTexelSize = Shader.PropertyToID("_CavityTex_TexelSize");
public static int worldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix");
public static int effectIntensity = Shader.PropertyToID("_EffectIntensity");
public static int distanceFade = Shader.PropertyToID("_DistanceFade");
public static int curvaturePixelRadius = Shader.PropertyToID("_CurvaturePixelRadius");
public static int curvatureRidge = Shader.PropertyToID("_CurvatureBrights");
public static int curvatureValley = Shader.PropertyToID("_CurvatureDarks");
public static int cavityWorldRadius = Shader.PropertyToID("_CavityWorldRadius");
public static int cavityRidge = Shader.PropertyToID("_CavityBrights");
public static int cavityValley = Shader.PropertyToID("_CavityDarks");
public static int globalSSCCTexture = Shader.PropertyToID("_SSCCTexture");
}
Material mat { get; set; }
RenderTargetIdentifier source { get; set; }
CameraData cameraData { get; set; }
RenderTextureDescriptor sourceDesc { get; set; }
public void Setup(Shader shader, ScriptableRenderer renderer, RenderingData renderingData)
{
if (mat == null) mat = CoreUtils.CreateEngineMaterial(shader);
FetchVolumeComponent();
if (sscc != null && sscc.IsActive())
{
if (Output == SSCC.OutputEffectTo.Screen)
{
renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
}
else
{
#if UNITY_6000_0_OR_NEWER
// AfterRenderingPrePasses is the earliest point where depth/normals
// from the prepass are available. Using BeforeRenderingOpaques causes
// the Render Graph to defer the pass until after opaques when it sees
// the dependency on cameraDepthTexture.
renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;
#else
renderPassEvent = RenderPassEvent.BeforeRenderingOpaques;
#endif
}
}
#if !URP_10_0_0_OR_NEWER
source = renderer.cameraColorTarget;
cameraData = renderingData.cameraData;
#endif
}
#if URP_10_0_0_OR_NEWER
#if UNITY_2022_1_OR_NEWER
static RTHandle noneRTHandle = RTHandles.Alloc(BuiltinRenderTextureType.None);
#endif
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
#if UNITY_2022_1_OR_NEWER
source = renderingData.cameraData.renderer.cameraColorTargetHandle;
#else
source = renderingData.cameraData.renderer.cameraColorTarget;
#endif
cameraData = renderingData.cameraData;
FetchVolumeComponent();
var passInput = ScriptableRenderPassInput.Depth;
if (sscc != null && sscc.normalsSource.value == SSCC.PerPixelNormals.Camera)
passInput |= ScriptableRenderPassInput.Normal;
ConfigureInput(passInput);
#if UNITY_2021_2_OR_NEWER
ConfigureColorStoreAction(RenderBufferStoreAction.DontCare);
#endif
if (Output == SSCC.OutputEffectTo._SSCCTexture)
#if UNITY_2022_1_OR_NEWER
ConfigureTarget(noneRTHandle);
#else
ConfigureTarget(BuiltinRenderTextureType.None);
#endif
}
#endif
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
if (mat == null) return;
FetchVolumeComponent();
if (sscc == null || !sscc.IsActive()) return;
cameraTextureDescriptor.msaaSamples = 1;
cameraTextureDescriptor.depthBufferBits = 0;
sourceDesc = cameraTextureDescriptor;
CheckParameters();
UpdateMaterialProperties(cameraData.camera, sourceDesc.width, sourceDesc.height);
UpdateShaderKeywords(cameraData.camera);
if (Output == SSCC.OutputEffectTo._SSCCTexture)
#if UNITY_2022_1_OR_NEWER
ConfigureTarget(noneRTHandle);
#else
ConfigureTarget(BuiltinRenderTextureType.None);
#endif
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (mat == null)
{
Debug.LogError("SSCC material has not been correctly initialized...");
return;
}
if (sscc == null || !sscc.IsActive()) return;
var cmd = CommandBufferPool.Get("SSCC");
int div = sscc.cavityResolution.value == SSCC.CavityResolution.Full ? 1 : sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled ? 2 : 2;
cmd.GetTemporaryRT(ShaderProperties.cavityTex, sourceDesc.width / div, sourceDesc.height / div, 0, FilterMode.Bilinear, GraphicsFormat.R32G32B32A32_SFloat);
cmd.GetTemporaryRT(ShaderProperties.cavityTex1, sourceDesc.width / div, sourceDesc.height / div, 0, FilterMode.Bilinear, GraphicsFormat.R32G32B32A32_SFloat);
Render(ShaderProperties.cavityTex, cmd, mat, Pass.GenerateCavity);
if (sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled)
{
RenderWith(ShaderProperties.cavityTex, ShaderProperties.cavityTex1, cmd, mat, Pass.HorizontalBlur);
RenderWith(ShaderProperties.cavityTex1, ShaderProperties.cavityTex, cmd, mat, Pass.VerticalBlur);
}
if (Output == SSCC.OutputEffectTo._SSCCTexture)
{
cmd.ReleaseTemporaryRT(ShaderProperties.globalSSCCTexture);
cmd.GetTemporaryRT(ShaderProperties.globalSSCCTexture, sourceDesc.width, sourceDesc.height, 0, FilterMode.Bilinear, GraphicsFormat.R16G16B16A16_SFloat);
cmd.SetGlobalTexture(ShaderProperties.globalSSCCTexture, new RenderTargetIdentifier(ShaderProperties.globalSSCCTexture));
Render(ShaderProperties.globalSSCCTexture, cmd, mat, Pass.Final);
}
else
{
cmd.GetTemporaryRT(ShaderProperties.tempTex, sourceDesc);
RenderWith(source, ShaderProperties.tempTex, cmd, mat, Pass.Copy);
RenderWith(ShaderProperties.tempTex, source, cmd, mat, Pass.Final);
cmd.ReleaseTemporaryRT(ShaderProperties.tempTex);
}
cmd.ReleaseTemporaryRT(ShaderProperties.cavityTex);
cmd.ReleaseTemporaryRT(ShaderProperties.cavityTex1);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
#if UNITY_6000_0_OR_NEWER
private class CavityPassData { public Material mat; public Mesh mesh; public TextureHandle cavityTex; }
private class CopyPassData { public Material mat; public Mesh mesh; public TextureHandle source; public TextureHandle destination; }
private class BlurPassData { public Material mat; public Mesh mesh; public TextureHandle source; public TextureHandle destination; }
private class FinalPassData { public Material mat; public Mesh mesh; public TextureHandle mainTex; public TextureHandle cavityTex; public TextureHandle destination; }
private class FinalToTexturePassData { public Material mat; public Mesh mesh; public TextureHandle cavityTex; public TextureHandle destination; }
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
if (mat == null)
{
Debug.LogError("SSCC material has not been correctly initialized...");
return;
}
FetchVolumeComponent();
if (sscc == null || !sscc.IsActive()) return;
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData universalCameraData = frameData.Get<UniversalCameraData>();
CheckParameters();
RenderTextureDescriptor desc = universalCameraData.cameraTargetDescriptor;
desc.msaaSamples = 1;
desc.depthBufferBits = 0;
UpdateMaterialProperties(universalCameraData.camera, desc.width, desc.height);
UpdateShaderKeywords(universalCameraData.camera);
int div = sscc.cavityResolution.value == SSCC.CavityResolution.Full ? 1 : 2;
RenderTextureDescriptor cavityDesc = new RenderTextureDescriptor(Mathf.Max(1, desc.width / div), Mathf.Max(1, desc.height / div), GraphicsFormat.R32G32B32A32_SFloat, 0) { msaaSamples = 1 };
TextureHandle cavityTex = UniversalRenderer.CreateRenderGraphTexture(renderGraph, cavityDesc, "_SSCCCavityTex", false, FilterMode.Bilinear);
Mesh passMesh = fullscreenMesh;
using (IUnsafeRenderGraphBuilder builder = renderGraph.AddUnsafePass<CavityPassData>("SSCC Generate Cavity", out CavityPassData passData))
{
passData.mat = mat;
passData.mesh = passMesh;
passData.cavityTex = cavityTex;
builder.UseTexture(cavityTex, AccessFlags.Write);
if (resourceData.cameraDepthTexture.IsValid())
builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read);
if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera && resourceData.cameraNormalsTexture.IsValid())
builder.UseTexture(resourceData.cameraNormalsTexture, AccessFlags.Read);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (CavityPassData data, UnsafeGraphContext ctx) =>
{
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(ctx.cmd);
cmd.SetRenderTarget(data.cavityTex, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(data.mesh, Matrix4x4.identity, data.mat, 0, Pass.GenerateCavity);
});
}
if (sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled)
{
TextureHandle cavityTex1 = UniversalRenderer.CreateRenderGraphTexture(renderGraph, cavityDesc, "_SSCCCavityTex1", false, FilterMode.Bilinear);
using (IUnsafeRenderGraphBuilder builder = renderGraph.AddUnsafePass<BlurPassData>("SSCC Horizontal Blur", out BlurPassData passData))
{
passData.mat = mat;
passData.mesh = passMesh;
passData.source = cavityTex;
passData.destination = cavityTex1;
builder.UseTexture(cavityTex, AccessFlags.Read);
builder.UseTexture(cavityTex1, AccessFlags.Write);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (BlurPassData data, UnsafeGraphContext ctx) =>
{
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(ctx.cmd);
cmd.SetGlobalTexture(ShaderProperties.mainTex, data.source);
cmd.SetRenderTarget(data.destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(data.mesh, Matrix4x4.identity, data.mat, 0, Pass.HorizontalBlur);
});
}
using (IUnsafeRenderGraphBuilder builder = renderGraph.AddUnsafePass<BlurPassData>("SSCC Vertical Blur", out BlurPassData passData))
{
passData.mat = mat;
passData.mesh = passMesh;
passData.source = cavityTex1;
passData.destination = cavityTex;
builder.UseTexture(cavityTex1, AccessFlags.Read);
builder.UseTexture(cavityTex, AccessFlags.Write);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (BlurPassData data, UnsafeGraphContext ctx) =>
{
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(ctx.cmd);
cmd.SetGlobalTexture(ShaderProperties.mainTex, data.source);
cmd.SetRenderTarget(data.destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(data.mesh, Matrix4x4.identity, data.mat, 0, Pass.VerticalBlur);
});
}
}
if (Output == SSCC.OutputEffectTo._SSCCTexture)
{
RenderTextureDescriptor ssccTexDesc = new RenderTextureDescriptor(desc.width, desc.height, GraphicsFormat.R16G16B16A16_SFloat, 0) { msaaSamples = 1 };
TextureHandle ssccTex = UniversalRenderer.CreateRenderGraphTexture(renderGraph, ssccTexDesc, "_SSCCTexture", false, FilterMode.Bilinear);
using (IUnsafeRenderGraphBuilder builder = renderGraph.AddUnsafePass<FinalToTexturePassData>("SSCC Final (Texture)", out FinalToTexturePassData passData))
{
passData.mat = mat;
passData.mesh = passMesh;
passData.cavityTex = cavityTex;
passData.destination = ssccTex;
builder.UseTexture(cavityTex, AccessFlags.Read);
builder.UseTexture(ssccTex, AccessFlags.Write);
if (resourceData.cameraDepthTexture.IsValid())
builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read);
if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera && resourceData.cameraNormalsTexture.IsValid())
builder.UseTexture(resourceData.cameraNormalsTexture, AccessFlags.Read);
builder.AllowGlobalStateModification(true);
// Instruct the Render Graph engine to persist and attach this Texture property beyond the graph
builder.SetGlobalTextureAfterPass(ssccTex, ShaderProperties.globalSSCCTexture);
builder.SetRenderFunc(static (FinalToTexturePassData data, UnsafeGraphContext ctx) =>
{
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(ctx.cmd);
cmd.SetGlobalTexture(ShaderProperties.cavityTex, data.cavityTex);
cmd.SetRenderTarget(data.destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(data.mesh, Matrix4x4.identity, data.mat, 0, Pass.Final);
});
}
}
else
{
TextureHandle cameraColor = resourceData.activeColorTexture;
TextureHandle tempTex = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_SSCCTemp", false, FilterMode.Bilinear);
using (IUnsafeRenderGraphBuilder builder = renderGraph.AddUnsafePass<CopyPassData>("SSCC Copy", out CopyPassData passData))
{
passData.mat = mat;
passData.mesh = passMesh;
passData.source = cameraColor;
passData.destination = tempTex;
builder.UseTexture(cameraColor, AccessFlags.Read);
builder.UseTexture(tempTex, AccessFlags.Write);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (CopyPassData data, UnsafeGraphContext ctx) =>
{
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(ctx.cmd);
cmd.SetGlobalTexture(ShaderProperties.mainTex, data.source);
cmd.SetRenderTarget(data.destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(data.mesh, Matrix4x4.identity, data.mat, 0, Pass.Copy);
});
}
using (IUnsafeRenderGraphBuilder builder = renderGraph.AddUnsafePass<FinalPassData>("SSCC Final", out FinalPassData passData))
{
passData.mat = mat;
passData.mesh = passMesh;
passData.mainTex = tempTex;
passData.cavityTex = cavityTex;
passData.destination = cameraColor;
builder.UseTexture(tempTex, AccessFlags.Read);
builder.UseTexture(cavityTex, AccessFlags.Read);
builder.UseTexture(cameraColor, AccessFlags.Write);
if (resourceData.cameraDepthTexture.IsValid())
builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read);
if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera && resourceData.cameraNormalsTexture.IsValid())
builder.UseTexture(resourceData.cameraNormalsTexture, AccessFlags.Read);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (FinalPassData data, UnsafeGraphContext ctx) =>
{
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(ctx.cmd);
cmd.SetGlobalTexture(ShaderProperties.mainTex, data.mainTex);
cmd.SetGlobalTexture(ShaderProperties.cavityTex, data.cavityTex);
cmd.SetRenderTarget(data.destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(data.mesh, Matrix4x4.identity, data.mat, 0, Pass.Final);
});
}
}
}
#endif
public void Cleanup()
{
CoreUtils.Destroy(mat);
}
private void FetchVolumeComponent()
{
if (sscc == null)
sscc = VolumeManager.instance.stack.GetComponent<SSCC>();
}
void UpdateMaterialProperties(Camera camera, int sourceWidth, int sourceHeight)
{
mat.SetVector(ShaderProperties.inputTexelSize, new Vector4(1f / sourceWidth, 1f / sourceHeight, sourceWidth, sourceHeight));
int div = sscc.cavityResolution.value == SSCC.CavityResolution.Full ? 1 : sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled ? 2 : 2;
mat.SetVector(ShaderProperties.cavityTexTexelSize, new Vector4(1f / (sourceWidth / div), 1f / (sourceHeight / div), sourceWidth / div, sourceHeight / div));
mat.SetMatrix(ShaderProperties.worldToCameraMatrix, camera.worldToCameraMatrix);
mat.SetFloat(ShaderProperties.effectIntensity, sscc.effectIntensity.value);
mat.SetFloat(ShaderProperties.distanceFade, sscc.distanceFade.value);
mat.SetFloat(ShaderProperties.curvaturePixelRadius, new float[] { 0f, 0.5f, 1f, 1.5f, 2.5f }[sscc.curvaturePixelRadius.value]);
mat.SetFloat(ShaderProperties.curvatureRidge, sscc.curvatureBrights.value == 0f ? 999f : (5f - sscc.curvatureBrights.value));
mat.SetFloat(ShaderProperties.curvatureValley, sscc.curvatureDarks.value == 0f ? 999f : (5f - sscc.curvatureDarks.value));
mat.SetFloat(ShaderProperties.cavityWorldRadius, sscc.cavityRadius.value);
mat.SetFloat(ShaderProperties.cavityRidge, sscc.cavityBrights.value * 2f);
mat.SetFloat(ShaderProperties.cavityValley, sscc.cavityDarks.value * 2f);
}
void UpdateShaderKeywords(Camera camera)
{
mat.shaderKeywords = new string[]
{
camera.orthographic ? "ORTHOGRAPHIC_PROJECTION" : "__",
sscc.debugMode.value == SSCC.DebugMode.EffectOnly ? "DEBUG_EFFECT" : sscc.debugMode.value == SSCC.DebugMode.ViewNormals ? "DEBUG_NORMALS" : "__",
sscc.normalsSource.value == SSCC.PerPixelNormals.ReconstructedFromDepth ? "NORMALS_RECONSTRUCT" : "__",
sscc.cavitySamples.value == SSCC.CavitySamples.Low6 ? "CAVITY_SAMPLES_6" : sscc.cavitySamples.value == SSCC.CavitySamples.Medium8 ? "CAVITY_SAMPLES_8" : sscc.cavitySamples.value == SSCC.CavitySamples.High12 ? "CAVITY_SAMPLES_12" : sscc.cavitySamples.value == SSCC.CavitySamples.VeryHigh20 ? "CAVITY_SAMPLES_20" : "",
sscc.saturateCavity.value ? "SATURATE_CAVITY" : "__",
Output == SSCC.OutputEffectTo._SSCCTexture ? "OUTPUT_TO_TEXTURE" : "__",
sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled ? "UPSCALE_CAVITY" : "__",
useNiloToonCharacterMask ? "CHARACTER_MASKING" : "__",
(useNiloToonCharacterMask && debugCharacterMask) ? "DEBUG_CHARACTER_MASK" : "__"
};
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
static Mesh s_FullscreenMesh = null;
static Mesh fullscreenMesh
{
get
{
if (s_FullscreenMesh != null) return s_FullscreenMesh;
float topV = 1.0f;
float bottomV = 0.0f;
s_FullscreenMesh = new Mesh { name = "Fullscreen Quad" };
s_FullscreenMesh.SetVertices(new List<Vector3>
{
new Vector3(-1.0f, -1.0f, 0.0f),
new Vector3(-1.0f, 1.0f, 0.0f),
new Vector3(1.0f, -1.0f, 0.0f),
new Vector3(1.0f, 1.0f, 0.0f)
});
s_FullscreenMesh.SetUVs(0, new List<Vector2>
{
new Vector2(0.0f, bottomV),
new Vector2(0.0f, topV),
new Vector2(1.0f, bottomV),
new Vector2(1.0f, topV)
});
s_FullscreenMesh.SetIndices(new[] { 0, 1, 2, 2, 1, 3 }, MeshTopology.Triangles, 0, false);
s_FullscreenMesh.UploadMeshData(true);
return s_FullscreenMesh;
}
}
public void RenderWith(RenderTargetIdentifier source, RenderTargetIdentifier destination, CommandBuffer cmd, Material material, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
public void Render(RenderTargetIdentifier destination, CommandBuffer cmd, Material material, int passIndex = 0)
{
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
}
[SerializeField]
[Space(15)][Header("You can now add SSCC to your Post Process Volume\nin your scene to finetune SSCC's parameters further.")]
Shader shader;
[Tooltip("NiloToon 캐릭터 영역(_NiloToonPrepassBufferTex.g) 에 SSCC 효과를 적용하지 않음. NiloToonAllInOneRendererFeature 의 forceRenderPrepassBuffer 가 켜져 있어야 매 프레임 동작")]
public bool useNiloToonCharacterMask = true;
[Tooltip("디버그: 마스크를 그레이스케일 화면으로 직접 출력. 캐릭터=검정, 배경=흰색. 모두 흰색이면 prepass 텍스처 미등록 / 화면 변화 없으면 키워드 비활성")]
public bool debugCharacterMask = false;
private SSCCRenderPass renderPass;
public override void Create()
{
if (!isActive)
{
renderPass?.Cleanup();
renderPass = null;
return;
}
name = "SSCC";
renderPass = new SSCCRenderPass();
}
void OnDisable()
{
renderPass?.Cleanup();
}
#if URP_10_0_0_OR_NEWER
protected override void Dispose(bool disposing)
{
renderPass?.Cleanup();
renderPass = null;
}
#endif
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
shader = Shader.Find("Hidden/Universal Render Pipeline/SSCC");
if (shader == null)
{
Debug.LogWarning("SSCC shader was not found. Please ensure it compiles correctly");
return;
}
if (renderingData.cameraData.postProcessEnabled)
{
renderPass.useNiloToonCharacterMask = useNiloToonCharacterMask;
renderPass.debugCharacterMask = debugCharacterMask;
renderPass.Setup(shader, renderer, renderingData);
renderer.EnqueuePass(renderPass);
}
}
}
}