Beautify addon
This commit is contained in:
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace EdgeFusion {
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// -------------------------------------------------------------------------------------------
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// PORT NOTES (Unity 2022.3 LTS / URP 14 - classic ScriptableRenderPass API)
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// -------------------------------------------------------------------------------------------
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// The original (Unity 6 / URP 17) implementation is built entirely on the Render Graph API
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// (RecordRenderGraph / TextureHandle / RasterGraphContext). URP 14 does not have Render Graph,
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// so this version uses the classic Execute(ScriptableRenderContext, ref RenderingData) API with
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// manually managed RTHandles, matching the same pass structure and shader contract 1:1:
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// 1) ObjectID pass -> objectID RT (+ its own depth RT if the camera uses MSAA)
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// 2) Special-group pass -> customGroup RT (only if a special group is configured)
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// 3) Fill ObjectID pass -> objectIDFilled RT (only if needed, same condition as original)
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// 4) Blend pass -> compare RT (if comparing) or camera color
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// 5) Compare pass -> camera color (if comparing)
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// 6) Debug pass -> camera color (if a debug mode is active and not comparing)
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// 7) Copy-back -> not needed here, see note at the bottom of Execute()
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//
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// Differences from the Unity 6 version worth knowing about:
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// - RTHandles are allocated once and reused/reallocated on demand (RenderingUtils.ReAllocateIfNeeded)
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// instead of being requested fresh from the render graph every frame.
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// - `Object.FindObjectsByType` (used in the original for id-exclusion lookup) does not exist in
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// 2022.3; this file uses the classic `Object.FindObjectsOfType<Volume>()` instead.
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// - The classic renderer exposes `ScriptableRenderer.cameraColorTargetHandle` /
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// `cameraDepthTargetHandle` directly; there is no `UniversalResourceData`/`UniversalCameraData`
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// frame-data container to reroute.
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// - Camera-stack detection uses the same UniversalAdditionalCameraData.cameraStack check as the
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// original, kept here for parity/documentation even though the classic renderer doesn't need an
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// explicit copy-back step (see the note at the end of Execute()).
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//
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// This file has been ported by careful, line-by-line reading of the Unity 6 implementation and the
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// URP 14 classic API; it has not been compiled/run inside the Editor. Please test in your 2022.3
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// project (single camera, stacked cameras, MSAA on/off, and XR if you use it) before shipping.
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// -------------------------------------------------------------------------------------------
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public class EdgeFusionRenderPass : ScriptableRenderPass {
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// Shader names
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const string OBJECT_ID_SHADER_PATH = "Kronnect/EdgeFusion/ObjectID";
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const string FUSION_SHADER_PATH = "Hidden/Kronnect/EdgeFusion/EdgeFusion";
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const string FUSION_FILL_SHADER_PATH = "Hidden/Kronnect/EdgeFusion/EdgeFusionFill";
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// Texture names
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const string OBJECT_ID_TEXTURE_NAME = "EdgeFusion_ObjectID";
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const string OBJECT_ID_FILLED_TEXTURE_NAME = "EdgeFusion_ObjectID_Filled";
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const string OBJECT_ID_DEPTH_TEXTURE_NAME = "EdgeFusion_ObjectID_Depth";
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const string CUSTOM_GROUP_TEXTURE_NAME = "EdgeFusion_CustomGroups";
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const string CAMERA_COLOR_TEXTURE_NAME = "EdgeFusion_CameraColor";
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const string COMPARE_TEXTURE_NAME = "EdgeFusion_CompareTex";
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// Profiling / pass name
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const string PROFILING_NAME = "Edge Fusion";
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static readonly ProfilingSampler profilingSampler = new ProfilingSampler(PROFILING_NAME);
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EdgeFusionRenderFeature feature;
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Material objectIDMaterial;
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Material fusionMaterial;
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Material fusionFillMaterial;
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readonly List<ShaderTagId> shaderTags;
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GraphicsFormat objectIdTextureFormat;
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Texture3D noiseTex;
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static readonly float[] exclusionMask = new float[32];
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static readonly uint[] exclusionMaskBits = new uint[32];
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static Volume cachedExclusionVolume;
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static EdgeFusion cachedEdgeFusion;
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// RTHandles reused/reallocated across frames
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RTHandle objectIDHandle;
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RTHandle objectIDFilledHandle;
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RTHandle objectIDDepthHandle;
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RTHandle customGroupHandle;
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RTHandle compareHandle;
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RTHandle cameraColorCopyHandle; // holds the pre-effect camera color (blend source & compare source)
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static bool CanStoreMaskValue (uint value) {
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return (uint)(float)value == value;
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}
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public EdgeFusionRenderPass (EdgeFusionRenderFeature feature) {
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this.feature = feature;
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shaderTags = new List<ShaderTagId> {
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new ShaderTagId("SRPDefaultUnlit"),
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new ShaderTagId("UniversalForward"),
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new ShaderTagId("UniversalForwardOnly"),
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new ShaderTagId("LightweightForward")
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};
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var rg32Format = GraphicsFormat.R32G32_SFloat;
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bool canUseRG32Format = SystemInfo.IsFormatSupported(rg32Format, FormatUsage.Render);
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objectIdTextureFormat = canUseRG32Format ? rg32Format : GraphicsFormat.R32G32B32A32_SFloat;
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InitializeMaterials();
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}
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public void UpdateInputRequirement (EdgeFusion settings) {
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ConfigureInput(ScriptableRenderPassInput.Depth);
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}
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void InitializeMaterials () {
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if (objectIDMaterial == null) {
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var shader = Shader.Find(OBJECT_ID_SHADER_PATH);
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if (shader != null) objectIDMaterial = CoreUtils.CreateEngineMaterial(shader);
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if (objectIDMaterial != null) objectIDMaterial.enableInstancing = true;
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}
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if (fusionMaterial == null) {
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var shader = Shader.Find(FUSION_SHADER_PATH);
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if (shader != null) fusionMaterial = CoreUtils.CreateEngineMaterial(shader);
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}
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if (fusionFillMaterial == null) {
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var shader = Shader.Find(FUSION_FILL_SHADER_PATH);
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if (shader != null) fusionFillMaterial = CoreUtils.CreateEngineMaterial(shader);
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}
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noiseTex = Resources.Load<Texture3D>("EdgeFusion/Textures/NoiseTex3D");
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}
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void UpdateMaterialProperties (EdgeFusion settings, bool taa, float effectiveMaxBlendDistance, bool cameraUsesMsaa, bool specialGroupActive) {
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float mappedNoiseContrast = Mathf.Lerp(0.5f, 0.01f, settings.noiseContrast.value);
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Vector4 blendData1 = new Vector4(
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settings.intensity.value, // x: GlobalIntensity
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effectiveMaxBlendDistance, // y: MaxBlendDistance
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settings.normalThreshold.value, // z: NormalThreshold
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mappedNoiseContrast // w: NoiseContrast
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);
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Vector4 blendData2 = new Vector4(
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settings.maxScreenRadius.value, // x: MaxScreenRadius
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settings.shadowProtection.value, // y: ShadowProtection
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settings.noiseIntensity.value, // z: NoiseIntensity
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settings.noiseScale.value // w: NoiseScale
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);
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float radiusScale = Mathf.Max(1f, settings.radius.value / 0.89f);
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fusionMaterial.SetVector(ShaderParams.BlendData1, blendData1);
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fusionMaterial.SetVector(ShaderParams.BlendData2, blendData2);
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fusionMaterial.SetFloat(ShaderParams.DefaultRadiusWorld, settings.radius.value);
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fusionMaterial.SetFloat(ShaderParams.RadiusScale, radiusScale);
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fusionMaterial.SetFloat(ShaderParams.DistanceCompensation, settings.distanceCompensation.value);
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fusionMaterial.SetInt(ShaderParams.SampleCount, settings.sampleCount.value);
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fusionMaterial.SetInt(ShaderParams.BinarySearchSteps, settings.binarySearchSteps.value);
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fusionMaterial.SetInt(ShaderParams.EarlyExitHits, settings.earlyExitHits.value);
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if (settings.antiFlicker.value) {
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fusionMaterial.EnableKeyword(ShaderParams.SKW_ANTI_FLICKER);
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}
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else {
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fusionMaterial.DisableKeyword(ShaderParams.SKW_ANTI_FLICKER);
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}
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fusionMaterial.SetTexture(ShaderParams.NoiseTex3D, noiseTex);
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fusionFillMaterial.SetVector(ShaderParams.BlendData1, blendData1);
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fusionFillMaterial.SetVector(ShaderParams.BlendData2, blendData2);
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fusionFillMaterial.SetFloat(ShaderParams.DefaultRadiusWorld, settings.radius.value);
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fusionFillMaterial.SetFloat(ShaderParams.RadiusScale, radiusScale);
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fusionFillMaterial.SetFloat(ShaderParams.DistanceCompensation, settings.distanceCompensation.value);
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float msaaFixPower = settings.msaaEdgeFixPower.value;
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if (cameraUsesMsaa && msaaFixPower > 0f) {
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fusionMaterial.EnableKeyword(ShaderParams.SKW_MSAA_EDGE_FIX);
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fusionMaterial.SetFloat(ShaderParams.MsaaFixPower, msaaFixPower);
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}
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else {
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fusionMaterial.DisableKeyword(ShaderParams.SKW_MSAA_EDGE_FIX);
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}
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// ObjectID material setup
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objectIDMaterial.SetFloat(ShaderParams.MaxBlendDistance, effectiveMaxBlendDistance);
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objectIDMaterial.SetFloat(ShaderParams.DefaultRadiusWorld, settings.radius.value);
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objectIDMaterial.SetFloat(ShaderParams.RadiusScale, radiusScale);
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objectIDMaterial.SetFloat(ShaderParams.DistanceCompensation, settings.distanceCompensation.value);
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objectIDMaterial.SetVector(ShaderParams.BlendData2, blendData2);
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objectIDMaterial.SetInt(ShaderParams.ZWrite, cameraUsesMsaa ? 1 : 0);
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objectIDMaterial.SetInt(ShaderParams.ZTest, cameraUsesMsaa ? (int)CompareFunction.LessEqual : (int)CompareFunction.Equal);
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objectIDMaterial.SetFloat(ShaderParams.DisallowIntraFusion, settings.intraObjectFusionPerObject.value ? 1f : 0f);
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if (cameraUsesMsaa) {
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objectIDMaterial.EnableKeyword(ShaderParams.SKW_MSAA_ON);
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}
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else {
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objectIDMaterial.DisableKeyword(ShaderParams.SKW_MSAA_ON);
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}
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DebugMode debugMode = settings.debugMode.value;
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if (debugMode == DebugMode.SpecialGroup && !specialGroupActive) debugMode = DebugMode.None;
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fusionMaterial.SetInt(ShaderParams.DebugMode, (int)debugMode);
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fusionMaterial.SetFloat(ShaderParams.DepthDebugMultiplier, settings.depthDebugMultiplier.value);
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bool normalsDebug = debugMode == DebugMode.Normals;
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if (normalsDebug) {
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objectIDMaterial.EnableKeyword(ShaderParams.SKW_DEBUG_BLEND_NORMALS);
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fusionFillMaterial.EnableKeyword(ShaderParams.SKW_DEBUG_BLEND_NORMALS);
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}
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else {
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objectIDMaterial.DisableKeyword(ShaderParams.SKW_DEBUG_BLEND_NORMALS);
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fusionFillMaterial.DisableKeyword(ShaderParams.SKW_DEBUG_BLEND_NORMALS);
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}
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// Jitter keyword toggle
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if (settings.jitter.value) {
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fusionMaterial.EnableKeyword(ShaderParams.SKW_ENABLE_JITTER);
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fusionMaterial.SetFloat(ShaderParams.JitterFrame, taa ? Time.frameCount : 0);
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}
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else {
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fusionMaterial.DisableKeyword(ShaderParams.SKW_ENABLE_JITTER);
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}
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fusionMaterial.DisableKeyword(ShaderParams.SKW_INTRA_OBJECT_FUSION);
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fusionMaterial.DisableKeyword(ShaderParams.SKW_CONCAVE_ONLY);
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objectIDMaterial.DisableKeyword(ShaderParams.SKW_INTRA_OBJECT_FUSION);
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objectIDMaterial.DisableKeyword(ShaderParams.SKW_CONCAVE_ONLY);
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fusionFillMaterial.DisableKeyword(ShaderParams.SKW_INTRA_OBJECT_FUSION);
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fusionFillMaterial.DisableKeyword(ShaderParams.SKW_CONCAVE_ONLY);
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bool intraObjectFusionPerObject = settings.intraObjectFusionPerObject.value;
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if (settings.enableIntraObjectFusion.value) {
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if (settings.concavityTest.value) {
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fusionMaterial.EnableKeyword(ShaderParams.SKW_CONCAVE_ONLY);
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objectIDMaterial.EnableKeyword(ShaderParams.SKW_CONCAVE_ONLY);
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if (!intraObjectFusionPerObject) {
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fusionFillMaterial.EnableKeyword(ShaderParams.SKW_CONCAVE_ONLY);
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}
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}
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else {
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fusionMaterial.EnableKeyword(ShaderParams.SKW_INTRA_OBJECT_FUSION);
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objectIDMaterial.EnableKeyword(ShaderParams.SKW_INTRA_OBJECT_FUSION);
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if (!intraObjectFusionPerObject) {
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fusionFillMaterial.EnableKeyword(ShaderParams.SKW_INTRA_OBJECT_FUSION);
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}
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}
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}
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if (settings.noiseIntensity.value > 0.0f) {
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fusionMaterial.EnableKeyword(ShaderParams.SKW_NOISE);
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}
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else {
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fusionMaterial.DisableKeyword(ShaderParams.SKW_NOISE);
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}
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if (specialGroupActive) {
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fusionFillMaterial.EnableKeyword(ShaderParams.SKW_SPECIAL_GROUP);
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}
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else {
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fusionFillMaterial.DisableKeyword(ShaderParams.SKW_SPECIAL_GROUP);
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}
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var exclusionPairs = GetActiveExclusionPairs();
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if (exclusionPairs != null && exclusionPairs.Length > 0) {
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System.Array.Clear(exclusionMask, 0, 32);
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System.Array.Clear(exclusionMaskBits, 0, 32);
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bool hasEnabledPairs = false;
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int exclusionPairCount = exclusionPairs.Length;
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for (int i = 0; i < exclusionPairCount; i++) {
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var pair = exclusionPairs[i];
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if (!pair.enabled) continue;
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hasEnabledPairs = true;
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int a = Mathf.Clamp(pair.idA, 1, 32) - 1;
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int b = Mathf.Clamp(pair.idB, 1, 32) - 1;
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uint bitForA = 1u << b;
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uint bitForB = 1u << a;
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if (a == b) {
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uint candidate = exclusionMaskBits[a] | bitForA;
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if (CanStoreMaskValue(candidate)) {
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exclusionMaskBits[a] = candidate;
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}
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continue;
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}
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uint candidateA = exclusionMaskBits[a] | bitForA;
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uint candidateB = exclusionMaskBits[b] | bitForB;
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bool canA = CanStoreMaskValue(candidateA);
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bool canB = CanStoreMaskValue(candidateB);
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if (canA && (!canB || candidateA <= candidateB)) {
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exclusionMaskBits[a] = candidateA;
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}
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else if (canB) {
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exclusionMaskBits[b] = candidateB;
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}
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}
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if (hasEnabledPairs) {
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for (int i = 0; i < 32; i++) {
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uint maskValue = exclusionMaskBits[i];
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exclusionMask[i] = maskValue;
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}
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fusionMaterial.EnableKeyword(ShaderParams.SKW_ID_EXCLUSION);
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fusionMaterial.SetFloatArray(ShaderParams.ExclusionMask, exclusionMask);
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}
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else {
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fusionMaterial.DisableKeyword(ShaderParams.SKW_ID_EXCLUSION);
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}
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}
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else {
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fusionMaterial.DisableKeyword(ShaderParams.SKW_ID_EXCLUSION);
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}
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}
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// -----------------------------------------------------------------------------------
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// Classic execution
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// -----------------------------------------------------------------------------------
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public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) {
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if (feature == null) return;
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var settings = VolumeManager.instance.stack.GetComponent<EdgeFusion>();
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if (settings == null || !settings.IsActive()) return;
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if (objectIDMaterial == null || fusionMaterial == null || fusionFillMaterial == null) {
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InitializeMaterials();
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if (objectIDMaterial == null || fusionMaterial == null || fusionFillMaterial == null) return;
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}
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ref var cameraData = ref renderingData.cameraData;
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if (EdgeFusionRenderFeature.IsDepthOnlyTarget(cameraData.cameraTargetDescriptor)) return;
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var renderer = cameraData.renderer;
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RTHandle cameraColorTargetHandle = renderer.cameraColorTargetHandle;
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RTHandle cameraDepthTargetHandle = renderer.cameraDepthTargetHandle;
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if (cameraColorTargetHandle == null) return;
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CommandBuffer cmd = CommandBufferPool.Get(PROFILING_NAME);
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using (new ProfilingScope(cmd, profilingSampler)) {
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bool cameraUsesMsaa = cameraData.cameraTargetDescriptor.msaaSamples > 1;
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bool taa = cameraData.antialiasing == AntialiasingMode.TemporalAntiAliasing && !cameraUsesMsaa;
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int cameraCullingMask = cameraData.camera.cullingMask;
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int effectiveBlendLayers = settings.blendLayers.value & cameraCullingMask;
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int effectiveDoubleSided = settings.doubleSidedLayers.value & cameraCullingMask;
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int effectiveSpecialGroup = settings.specialGroupLayers.value & cameraCullingMask;
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uint rlMaskSingle = settings.renderingLayerFilter.value;
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uint rlMaskDouble = settings.doubleSidedRenderingLayerFilter.value;
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uint rlMaskSpecial = settings.specialGroupRenderingLayerFilter.value;
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int ssMask = effectiveBlendLayers;
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int dsMask = effectiveDoubleSided;
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int specialMask = effectiveSpecialGroup;
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if ((dsMask & specialMask) != 0 && RenderingLayersOverlap(rlMaskSpecial, rlMaskDouble)) {
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dsMask &= ~specialMask;
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}
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if ((ssMask & specialMask) != 0 && RenderingLayersOverlap(rlMaskSpecial, rlMaskSingle)) {
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ssMask &= ~specialMask;
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}
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if ((ssMask & dsMask) != 0 && RenderingLayersOverlap(rlMaskDouble, rlMaskSingle)) {
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ssMask &= ~dsMask;
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}
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bool hasSingleSided = ssMask != 0 && rlMaskSingle != 0u;
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bool hasDoubleSided = dsMask != 0 && rlMaskDouble != 0u;
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bool hasSpecialGroup = specialMask != 0 && rlMaskSpecial != 0u;
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uint specialGroupCombined = hasSpecialGroup ? rlMaskSpecial : 0u;
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if (!hasSingleSided && !hasDoubleSided && !hasSpecialGroup) {
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CommandBufferPool.Release(cmd);
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return;
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}
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float effectiveMaxBlendDistance = settings.maxBlendDistance.value;
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if (cameraData.camera.orthographic) {
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effectiveMaxBlendDistance = 1e10f;
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}
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UpdateMaterialProperties(settings, taa, effectiveMaxBlendDistance, cameraUsesMsaa, hasSpecialGroup);
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var baseDesc = cameraData.cameraTargetDescriptor;
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// Kept for parity/documentation with the original camera-stack handling; the classic
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// renderer already shares cameraColorTargetHandle between base and overlay cameras, so no
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// extra copy-back is required (see the note at the bottom of this method).
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bool isStackedBase = cameraData.camera.TryGetComponent(out UniversalAdditionalCameraData additionalCameraData)
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&& additionalCameraData.cameraStack != null && additionalCameraData.cameraStack.Count > 0;
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// ---- Working copy of the pre-effect camera color (blend/compare source) ----
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var colorCopyDesc = baseDesc;
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colorCopyDesc.depthBufferBits = 0;
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colorCopyDesc.msaaSamples = 1;
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RenderingUtils.ReAllocateIfNeeded(ref cameraColorCopyHandle, colorCopyDesc, name: CAMERA_COLOR_TEXTURE_NAME);
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Blitter.BlitCameraTexture(cmd, cameraColorTargetHandle, cameraColorCopyHandle);
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RTHandle colorTarget = cameraColorTargetHandle;
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// ---- ObjectID texture ----
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var objIdDesc = baseDesc;
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bool forcedRGBA32F = settings.enableIntraObjectFusion.value || settings.debugMode.value == DebugMode.Normals;
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objIdDesc.graphicsFormat = forcedRGBA32F ? GraphicsFormat.R32G32B32A32_SFloat : objectIdTextureFormat;
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objIdDesc.depthBufferBits = 0;
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objIdDesc.msaaSamples = 1;
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RenderingUtils.ReAllocateIfNeeded(ref objectIDHandle, objIdDesc, name: OBJECT_ID_TEXTURE_NAME);
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Color clearColor = SystemInfo.usesReversedZBuffer ? Color.clear : new Color(0, 1, 0, 0);
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// ---- Special-group marker texture ----
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bool useCustomGroups = hasSpecialGroup;
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if (useCustomGroups) {
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var customDesc = objIdDesc;
|
||||
RenderingUtils.ReAllocateIfNeeded(ref customGroupHandle, customDesc, name: CUSTOM_GROUP_TEXTURE_NAME);
|
||||
}
|
||||
|
||||
// ---- Depth used while filling the ObjectID buffer ----
|
||||
RTHandle depthForObjectID;
|
||||
if (cameraUsesMsaa) {
|
||||
var objIdDepthDesc = baseDesc;
|
||||
objIdDepthDesc.msaaSamples = 1;
|
||||
objIdDepthDesc.graphicsFormat = GraphicsFormat.None;
|
||||
objIdDepthDesc.depthBufferBits = 24;
|
||||
RenderingUtils.ReAllocateIfNeeded(ref objectIDDepthHandle, objIdDepthDesc, name: OBJECT_ID_DEPTH_TEXTURE_NAME);
|
||||
depthForObjectID = objectIDDepthHandle;
|
||||
}
|
||||
else {
|
||||
// No MSAA: reuse camera depth directly (read/testable, matches original ZTest.Equal setup)
|
||||
depthForObjectID = cameraDepthTargetHandle != null ? cameraDepthTargetHandle : objectIDDepthHandle;
|
||||
}
|
||||
|
||||
// =========================== 1) ObjectID pass ===========================
|
||||
// Only clear depth when we own a dedicated depth buffer (MSAA path). In the non-MSAA
|
||||
// path depthForObjectID is the camera's shared depth target, already populated by the
|
||||
// opaque pass and needed as-is for the ZTest.Equal comparison below (and by later passes
|
||||
// that sample _CameraDepthTexture) - clearing it here would corrupt it for the rest of the frame.
|
||||
ClearFlag objectIdClearFlag = cameraUsesMsaa ? ClearFlag.All : ClearFlag.Color;
|
||||
CoreUtils.SetRenderTarget(cmd, objectIDHandle, depthForObjectID, objectIdClearFlag, clearColor);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
|
||||
var drawSettingsObjId = CreateDrawingSettings(shaderTags, ref renderingData, SortingCriteria.CommonOpaque);
|
||||
drawSettingsObjId.overrideMaterial = objectIDMaterial;
|
||||
drawSettingsObjId.overrideMaterialPassIndex = 0;
|
||||
drawSettingsObjId.perObjectData = PerObjectData.None;
|
||||
drawSettingsObjId.enableInstancing = true;
|
||||
|
||||
if (hasSingleSided) {
|
||||
cmd.SetGlobalInt(ShaderParams.Cull, (int)CullMode.Back);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
var filterSingle = new FilteringSettings(RenderQueueRange.opaque, ssMask, rlMaskSingle);
|
||||
context.DrawRenderers(renderingData.cullResults, ref drawSettingsObjId, ref filterSingle);
|
||||
}
|
||||
if (hasDoubleSided) {
|
||||
cmd.SetGlobalInt(ShaderParams.Cull, (int)CullMode.Off);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
var filterDouble = new FilteringSettings(RenderQueueRange.opaque, dsMask, rlMaskDouble);
|
||||
context.DrawRenderers(renderingData.cullResults, ref drawSettingsObjId, ref filterDouble);
|
||||
cmd.SetGlobalInt(ShaderParams.Cull, (int)CullMode.Back);
|
||||
}
|
||||
|
||||
// =========================== 2) Special-group pass ===========================
|
||||
if (useCustomGroups) {
|
||||
CoreUtils.SetRenderTarget(cmd, customGroupHandle, depthForObjectID, ClearFlag.Color, Color.black);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
|
||||
var drawSettingsSpecial = CreateDrawingSettings(shaderTags, ref renderingData, SortingCriteria.CommonOpaque);
|
||||
drawSettingsSpecial.overrideMaterial = null; // use original materials to preserve displacement
|
||||
drawSettingsSpecial.enableInstancing = true;
|
||||
|
||||
var filterCustom = new FilteringSettings(RenderQueueRange.opaque, specialMask, specialGroupCombined);
|
||||
context.DrawRenderers(renderingData.cullResults, ref drawSettingsSpecial, ref filterCustom);
|
||||
}
|
||||
|
||||
// =========================== 3) Fill ObjectID pass ===========================
|
||||
int layerUnion = ssMask | dsMask;
|
||||
bool layersExcluded = layerUnion != cameraCullingMask;
|
||||
bool renderingLayersExcluded = (rlMaskSingle != uint.MaxValue) || (rlMaskDouble != uint.MaxValue) || (rlMaskSpecial != uint.MaxValue);
|
||||
bool needsOthersFill = (layersExcluded || renderingLayersExcluded) && settings.blendWithOthers.value;
|
||||
|
||||
RTHandle objectIDForBlend = objectIDHandle;
|
||||
if (useCustomGroups || needsOthersFill) {
|
||||
fusionFillMaterial.SetFloat(ShaderParams.TerrainObjectId, settings.blendWithOthers.value ? 31f : 0f);
|
||||
|
||||
RenderingUtils.ReAllocateIfNeeded(ref objectIDFilledHandle, objIdDesc, name: OBJECT_ID_FILLED_TEXTURE_NAME);
|
||||
|
||||
cmd.SetGlobalTexture(ShaderParams.ObjectIDTexture, objectIDHandle);
|
||||
if (useCustomGroups) {
|
||||
cmd.SetGlobalTexture(ShaderParams.CustomGroupTexture, customGroupHandle);
|
||||
}
|
||||
CoreUtils.SetRenderTarget(cmd, objectIDFilledHandle, ClearFlag.None, Color.clear);
|
||||
CoreUtils.DrawFullScreen(cmd, fusionFillMaterial, null, ShaderParams.FillPassIndex);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
|
||||
objectIDForBlend = objectIDFilledHandle;
|
||||
}
|
||||
|
||||
// =========================== 4) Blend pass ===========================
|
||||
bool compareActive = settings.compareMode.value && settings.debugMode.value == DebugMode.None;
|
||||
if (compareActive) {
|
||||
RenderingUtils.ReAllocateIfNeeded(ref compareHandle, colorCopyDesc, name: COMPARE_TEXTURE_NAME);
|
||||
}
|
||||
|
||||
cmd.SetGlobalTexture(ShaderParams.SrcColorTexture, cameraColorCopyHandle);
|
||||
cmd.SetGlobalTexture(ShaderParams.ObjectIDTexture, objectIDForBlend);
|
||||
|
||||
RTHandle blendDestination = (compareActive && compareHandle != null) ? compareHandle : colorTarget;
|
||||
CoreUtils.SetRenderTarget(cmd, blendDestination, ClearFlag.None, Color.clear);
|
||||
CoreUtils.DrawFullScreen(cmd, fusionMaterial, null, (int)ShaderParams.Passes.Blend);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
|
||||
// =========================== 5) Compare pass ===========================
|
||||
if (compareActive && compareHandle != null) {
|
||||
float angle = settings.compareSameSide.value ? Mathf.PI * 0.5f : settings.compareLineAngle.value;
|
||||
Vector4 compareParamsValue = new Vector4(Mathf.Cos(angle), Mathf.Sin(angle), settings.compareSameSide.value ? settings.comparePanning.value : -10f, settings.compareLineWidth.value);
|
||||
Color lineColor = settings.compareLineColor.value;
|
||||
Vector4 compareLineColor = new Vector4(lineColor.r, lineColor.g, lineColor.b, lineColor.a);
|
||||
|
||||
cmd.SetGlobalTexture(ShaderParams.SrcColorTexture, cameraColorCopyHandle);
|
||||
cmd.SetGlobalTexture(ShaderParams.CompareTex, compareHandle);
|
||||
cmd.SetGlobalVector(ShaderParams.CompareParams, compareParamsValue);
|
||||
cmd.SetGlobalVector(ShaderParams.CompareLineColor, compareLineColor);
|
||||
|
||||
CoreUtils.SetRenderTarget(cmd, colorTarget, ClearFlag.None, Color.clear);
|
||||
CoreUtils.DrawFullScreen(cmd, fusionMaterial, null, (int)ShaderParams.Passes.Compare);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
}
|
||||
|
||||
// =========================== 6) Debug pass ===========================
|
||||
if (!compareActive && settings.debugMode.value != DebugMode.None) {
|
||||
cmd.SetGlobalTexture(ShaderParams.ObjectIDTexture, objectIDForBlend);
|
||||
CoreUtils.SetRenderTarget(cmd, colorTarget, ClearFlag.None, Color.clear);
|
||||
CoreUtils.DrawFullScreen(cmd, fusionMaterial, null, (int)ShaderParams.Passes.Debug);
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
}
|
||||
|
||||
// NOTE on camera stacking: the Unity 6 / Render Graph version has to reroute
|
||||
// resourceData.cameraColor to a fresh texture and then copy it back into the shared stack
|
||||
// color at the end, because render-graph resources are re-requested every frame. The
|
||||
// classic (2022.3) renderer already gives base and overlay cameras the SAME persistent
|
||||
// cameraColorTargetHandle, and every pass above wrote directly into `colorTarget`
|
||||
// (== cameraColorTargetHandle), so overlay cameras in the stack already see the result -
|
||||
// no extra copy-back blit is needed here. `isStackedBase` is kept above only for
|
||||
// documentation / in case you need to special-case stacked cameras later.
|
||||
_ = isStackedBase;
|
||||
}
|
||||
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
static bool RenderingLayersOverlap (uint maskA, uint maskB) {
|
||||
if (maskA == 0u || maskB == 0u) return false;
|
||||
if (maskA == uint.MaxValue || maskB == uint.MaxValue) return true;
|
||||
return (maskA & maskB) != 0u;
|
||||
}
|
||||
|
||||
static IdExclusionPair[] GetActiveExclusionPairs () {
|
||||
if (cachedExclusionVolume != null && cachedExclusionVolume.isActiveAndEnabled && cachedEdgeFusion != null) {
|
||||
return cachedEdgeFusion.idExclusionPairs;
|
||||
}
|
||||
cachedExclusionVolume = null;
|
||||
cachedEdgeFusion = null;
|
||||
|
||||
// Unity 2022.3: Object.FindObjectsByType does not exist yet - use the classic (obsolete but
|
||||
// functional) FindObjectsOfType instead of the Unity 6 FindObjectsByType overload.
|
||||
var volumes = Object.FindObjectsOfType<Volume>();
|
||||
int volumeCount = volumes.Length;
|
||||
for (int i = 0; i < volumeCount; i++) {
|
||||
var volume = volumes[i];
|
||||
if (volume == null || !volume.isActiveAndEnabled || volume.sharedProfile == null) continue;
|
||||
if (!volume.sharedProfile.TryGet<EdgeFusion>(out var ef)) continue;
|
||||
if (ef.idExclusionPairs != null) {
|
||||
cachedExclusionVolume = volume;
|
||||
cachedEdgeFusion = ef;
|
||||
return cachedEdgeFusion.idExclusionPairs;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void Cleanup () {
|
||||
CoreUtils.Destroy(objectIDMaterial);
|
||||
CoreUtils.Destroy(fusionMaterial);
|
||||
CoreUtils.Destroy(fusionFillMaterial);
|
||||
objectIDHandle?.Release();
|
||||
objectIDFilledHandle?.Release();
|
||||
objectIDDepthHandle?.Release();
|
||||
customGroupHandle?.Release();
|
||||
compareHandle?.Release();
|
||||
cameraColorCopyHandle?.Release();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user