render stencil portals (transparent)
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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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