render stencil portals (transparent)

This commit is contained in:
2023-03-08 15:39:58 +01:00
parent 02bb0727b7
commit 4be8380a40
14 changed files with 475 additions and 60 deletions

View File

@@ -0,0 +1,55 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace EscapeRoomEngine.Portal.Runtime
{
public class FullScreenDepth : ScriptableRendererFeature
{
private class RenderPass : ScriptableRenderPass
{
private RenderStateBlock _renderStateBlock;
private readonly LayerMask _layer;
public RenderPass(LayerMask layer, RenderPassEvent renderPassEvent)
{
_layer = layer;
this.renderPassEvent = renderPassEvent;
_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
var drawingSettings =
CreateDrawingSettings(
new List<ShaderTagId>
{
new("SRPDefaultUnlit"), new("UniversalForward"), new("UniversalForwardOnly")
},
ref renderingData, sortingCriteria);
var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _layer);
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref _renderStateBlock);
}
}
private RenderPass _renderPass;
public LayerMask layer;
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
public override void Create()
{
_renderPass = new RenderPass(layer, renderPassEvent);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(_renderPass);
}
}
}