render stencil portals (transparent)
This commit is contained in:
55
Assets/Portal/Runtime/FullScreenDepth.cs
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55
Assets/Portal/Runtime/FullScreenDepth.cs
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@@ -0,0 +1,55 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace EscapeRoomEngine.Portal.Runtime
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{
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public class FullScreenDepth : ScriptableRendererFeature
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{
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private class RenderPass : ScriptableRenderPass
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{
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private RenderStateBlock _renderStateBlock;
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private readonly LayerMask _layer;
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public RenderPass(LayerMask layer, RenderPassEvent renderPassEvent)
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{
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_layer = layer;
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this.renderPassEvent = renderPassEvent;
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_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
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var drawingSettings =
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CreateDrawingSettings(
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new List<ShaderTagId>
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{
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new("SRPDefaultUnlit"), new("UniversalForward"), new("UniversalForwardOnly")
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},
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ref renderingData, sortingCriteria);
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var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _layer);
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref _renderStateBlock);
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}
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}
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private RenderPass _renderPass;
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public LayerMask layer;
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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public override void Create()
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{
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_renderPass = new RenderPass(layer, renderPassEvent);
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(_renderPass);
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}
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}
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}
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3
Assets/Portal/Runtime/FullScreenDepth.cs.meta
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3
Assets/Portal/Runtime/FullScreenDepth.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 7ace2de170db48acb344b9e43cb6524e
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timeCreated: 1682972259
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@@ -26,9 +26,10 @@ namespace EscapeRoomEngine.Portal.Runtime
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/// </summary>
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public float minNearClipPlane = 0.0001f;
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/// <summary>
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/// The mesh where the portal will be drawn.
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/// The meshes where the portal will draw its stencil and depth.
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/// </summary>
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[BoxGroup("Internal")] public MeshRenderer screen;
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[BoxGroup("Internal")] [SerializeField]
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private MeshRenderer screen;
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/// <summary>
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/// The transform marking the edge of the portal plane.
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/// </summary>
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@@ -32,7 +32,7 @@ namespace EscapeRoomEngine.Portal.Runtime
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_layers = layers;
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_passType = passType;
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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renderPassEvent = passType == PassType.Opaque ? RenderPassEvent.AfterRenderingOpaques : RenderPassEvent.BeforeRenderingTransparents;
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_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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// set stencil
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@@ -107,7 +107,7 @@ namespace EscapeRoomEngine.Portal.Runtime
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(_opaquePass);
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// renderer.EnqueuePass(_transparentPass); TODO: enable
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renderer.EnqueuePass(_transparentPass);
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}
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}
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}
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@@ -7,17 +7,19 @@ namespace EscapeRoomEngine.Portal.Runtime
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{
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public class RenderPortals : ScriptableRendererFeature
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{
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private class PortalRenderPass : ScriptableRenderPass
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private class RenderPass : ScriptableRenderPass
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{
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private RenderStateBlock _renderStateBlock;
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private readonly LayerMask _layers;
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private readonly LayerMask _layer;
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private readonly Material _overwriteMaterial;
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public PortalRenderPass(LayerMask layers)
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public RenderPass(LayerMask layer, Material overwriteMaterial, RenderPassEvent renderPassEvent)
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{
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_layers = layers;
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_layer = layer;
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_overwriteMaterial = overwriteMaterial;
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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this.renderPassEvent = renderPassEvent;
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_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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}
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@@ -31,24 +33,30 @@ namespace EscapeRoomEngine.Portal.Runtime
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new("SRPDefaultUnlit"), new("UniversalForward"), new("UniversalForwardOnly")
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},
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ref renderingData, sortingCriteria);
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if (_overwriteMaterial)
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{
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drawingSettings.overrideMaterial = _overwriteMaterial;
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}
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var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _layers);
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var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _layer);
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref _renderStateBlock);
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}
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}
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private PortalRenderPass _portalPass;
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private RenderPass _renderPass;
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public LayerMask layers;
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public LayerMask layer;
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public Material overwriteMaterial;
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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public override void Create()
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{
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_portalPass = new PortalRenderPass(layers);
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_renderPass = new RenderPass(layer, overwriteMaterial, renderPassEvent);
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(_portalPass);
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renderer.EnqueuePass(_renderPass);
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}
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}
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}
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