Files
Cielonos/Assets/PotaToon/Runtime/Scripts/CharacterScreenSpaceShadowPass.cs
SoulliesOfficial f7af60351b 阶段性完成
2025-12-08 05:27:53 -05:00

160 lines
6.4 KiB
C#

using System;
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 PotaToon
{
public class CharacterScreenSpaceShadowPass : ScriptableRenderPass
{
private Material m_Material;
private RTHandle m_RTHandle;
private RTHandle m_ContactShadowRTHandle;
private ProfilingSampler m_ProfilingSampler;
private bool m_NeedCharShadowUpdate;
public CharacterScreenSpaceShadowPass(string featureName)
{
m_ProfilingSampler = new ProfilingSampler(featureName);
renderPassEvent = RenderPassEvent.BeforeRenderingOpaques;
var material = Resources.Load<Material>("PotaToonSSShadow");
if (material != null)
m_Material = CoreUtils.CreateEngineMaterial(material.shader);
}
public void Setup(bool needCharShadowUpdate)
{
m_NeedCharShadowUpdate = needCharShadowUpdate;
}
public void Dispose()
{
m_RTHandle?.Release();
CoreUtils.Destroy(m_Material);
}
#if UNITY_6000_0_OR_NEWER
[Obsolete]
#endif
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
if (m_Material == null)
return;
var desc = renderingData.cameraData.cameraTargetDescriptor;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
desc.graphicsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R8G8_UNorm, FormatUsage.Blend)
? GraphicsFormat.R8G8_UNorm
: GraphicsFormat.B8G8R8A8_UNorm;
RenderingUtils.ReAllocateIfNeeded(ref m_RTHandle, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_ScreenSpaceCharShadowmapTexture");
cmd.SetGlobalTexture(ShaderIDs._ScreenSpaceCharShadowmapTexture, m_RTHandle.nameID);
desc.depthStencilFormat = GraphicsFormat.None;
desc.graphicsFormat = GraphicsFormat.R8_UNorm;
RenderingUtils.ReAllocateIfNeeded(ref m_ContactShadowRTHandle, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_CharContactShadowTexture");
cmd.SetGlobalTexture(ShaderIDs._CharContactShadowTexture, m_ContactShadowRTHandle.nameID);
ConfigureTarget(m_RTHandle);
ConfigureClear(ClearFlag.None, Color.black);
}
#if UNITY_6000_0_OR_NEWER
[Obsolete]
#endif
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_Material == null)
return;
var cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
if (m_NeedCharShadowUpdate)
Blitter.BlitTexture(cmd, m_RTHandle, Vector2.one, m_Material, 0);
#if UNITY_2021_3
var customRTHandleProperties = new RTHandleProperties();
customRTHandleProperties.rtHandleScale = Vector4.one;
m_RTHandle.SetCustomHandleProperties(customRTHandleProperties);
#endif
Blitter.BlitCameraTexture(cmd, m_RTHandle, m_ContactShadowRTHandle, m_Material, 1);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
#if UNITY_6000_0_OR_NEWER
#region RenderGraph
private class PassData
{
internal TextureHandle target;
internal Material material;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
if (m_Material == null)
return;
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
var desc = cameraData.cameraTargetDescriptor;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
desc.graphicsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R8G8_UNorm, GraphicsFormatUsage.Blend)
? GraphicsFormat.R8G8_UNorm
: GraphicsFormat.B8G8R8A8_UNorm;
TextureHandle color = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_ScreenSpaceCharShadowmapTexture", true);
if (m_NeedCharShadowUpdate)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
passData.target = color;
passData.material = m_Material;
builder.SetRenderAttachment(color, 0, AccessFlags.Write);
builder.AllowGlobalStateModification(true);
if (color.IsValid())
builder.SetGlobalTextureAfterPass(color, ShaderIDs._ScreenSpaceCharShadowmapTexture);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
Blitter.BlitTexture(context.cmd, data.target, Vector2.one, data.material, 0);
});
}
}
desc.depthStencilFormat = GraphicsFormat.None;
desc.graphicsFormat = GraphicsFormat.R8_UNorm;
TextureHandle contactShadowColor = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_CharContactShadowTexture", true);
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
passData.target = contactShadowColor;
passData.material = m_Material;
builder.AllowPassCulling(false);
builder.SetRenderAttachment(contactShadowColor, 0, AccessFlags.Write);
if (color.IsValid())
builder.UseTexture(color);
if (contactShadowColor.IsValid())
builder.SetGlobalTextureAfterPass(contactShadowColor, ShaderIDs._CharContactShadowTexture);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
Blitter.BlitTexture(context.cmd, data.target, Vector2.one, data.material, 1);
});
}
}
#endregion
#endif
}
}