render stencil portals (opaque)
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@@ -4,7 +4,6 @@ using EscapeRoomEngine.Engine.Runtime.Modules;
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using NaughtyAttributes;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace EscapeRoomEngine.Portal.Runtime
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{
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@@ -23,9 +22,13 @@ namespace EscapeRoomEngine.Portal.Runtime
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/// </summary>
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public Portal linkedPortal;
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/// <summary>
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/// The camera that will draw the view for this portal.
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/// The minimum near clip plane distance to be used when calculating the oblique clip plane.
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/// </summary>
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[BoxGroup("Internal")] public PortalCamera portalCamera;
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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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/// </summary>
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[BoxGroup("Internal")] public 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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@@ -51,12 +54,10 @@ namespace EscapeRoomEngine.Portal.Runtime
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{
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case DoorEventType.Connected:
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linkedPortal = FromDoorState(Module.ConnectedDoorState);
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portalCamera.screen.gameObject.SetActive(true);
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portalCamera.enabled = true;
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screen.gameObject.SetActive(true);
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break;
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case DoorEventType.Locked:
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portalCamera.enabled = false;
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portalCamera.screen.gameObject.SetActive(false);
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screen.gameObject.SetActive(false);
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linkedPortal = null;
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break;
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}
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@@ -85,6 +86,31 @@ namespace EscapeRoomEngine.Portal.Runtime
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}
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}
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public Camera SetUpCamera(Camera playerCamera)
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{
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// place camera
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var m = portalTransform.localToWorldMatrix * HalfRotation *
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linkedPortal.portalTransform.worldToLocalMatrix * playerCamera.transform.localToWorldMatrix;
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playerCamera.transform.SetPositionAndRotation(m.GetPosition(), m.rotation);
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// set camera clip plane to portal (otherwise the wall behind the portal would be rendered)
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// calculating the clip plane: https://computergraphics.stackexchange.com/a/1506
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// clip plane normal
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var n = -portalTransform.forward;
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// clip plane in world space
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var portalPlane = new Plane(n, portalTransform.position);
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if (-portalPlane.GetDistanceToPoint(playerCamera.transform.position) >= minNearClipPlane)
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{
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// vector format clip plane in camera space
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var clipPlane = playerCamera.worldToCameraMatrix.inverse.transpose *
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new Vector4(n.x, n.y, n.z, portalPlane.distance);
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// only adjust the near clip plane if it doesn't intersect with the camera
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playerCamera.projectionMatrix = playerCamera.CalculateObliqueMatrix(clipPlane);
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}
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return playerCamera;
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}
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/// <summary>
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/// Begin tracking a portal driver that came close to this portal and might need to be teleported.
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/// </summary>
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@@ -1,105 +0,0 @@
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using System.Collections.Generic;
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using EscapeRoomEngine.VR.Runtime;
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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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using UnityEngine.XR;
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namespace EscapeRoomEngine.Portal.Runtime
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{
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[RequireComponent(typeof(Camera))]
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public class PortalCamera : MonoBehaviour
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{
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private static readonly Camera.StereoscopicEye[] Eyes =
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{ Camera.StereoscopicEye.Left, Camera.StereoscopicEye.Right };
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private static readonly Dictionary<Camera.StereoscopicEye, int> EyeTextureNames = new()
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{
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{ Camera.StereoscopicEye.Left, Shader.PropertyToID("_LeftTex") },
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{ Camera.StereoscopicEye.Right, Shader.PropertyToID("_RightTex") }
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};
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/// <summary>
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/// The minimum near clip plane distance to be used when calculating the oblique clip plane.
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/// </summary>
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public float minNearClipPlane = 0.0001f;
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/// <summary>
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/// The portal this camera renders through.
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/// </summary>
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[SerializeField] private Portal portal;
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/// <summary>
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/// The mesh where the rendered texture will be drawn on.
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/// </summary>
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[SerializeField] public MeshRenderer screen;
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private Camera _camera;
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private readonly Dictionary<Camera.StereoscopicEye, RenderTexture> _textures = new();
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private void Awake()
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{
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// get portal camera
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_camera = GetComponent<Camera>();
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}
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private void OnEnable()
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{
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_camera.enabled = true;
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RenderPipelineManager.beginCameraRendering += Render;
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}
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private void OnDisable()
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{
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RenderPipelineManager.beginCameraRendering -= Render;
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_camera.enabled = false;
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}
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private void Render(ScriptableRenderContext scriptableRenderContext, Camera _)
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{
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// check whether the portal plane is visible from the player camera
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var frustumPlanes = GeometryUtility.CalculateFrustumPlanes(Player.Instance.camera);
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if (!GeometryUtility.TestPlanesAABB(frustumPlanes, portal.linkedPortal.portalCamera.screen.bounds))
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// don't render this portal if it is not visible
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return;
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screen.enabled = false;
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foreach (var eye in Eyes)
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{
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// create portal texture if it doesn't exist yet
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if (!_textures.ContainsKey(eye))
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{
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if (XRSettings.eyeTextureWidth > 0 && XRSettings.eyeTextureHeight > 0)
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{
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_textures.Add(eye,
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new RenderTexture(XRSettings.eyeTextureWidth, XRSettings.eyeTextureHeight, 24));
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portal.linkedPortal.portalCamera.screen.material.SetTexture(EyeTextureNames[eye], _textures[eye]);
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}
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else // no texture was created so nothing should be rendered
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continue;
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}
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// position portal camera
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||||
var m = portal.portalTransform.localToWorldMatrix * Portal.HalfRotation *
|
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portal.linkedPortal.portalTransform.worldToLocalMatrix *
|
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Player.Instance.GetEye(eye).localToWorldMatrix;
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transform.SetPositionAndRotation(m.GetPosition(), m.rotation);
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_camera.projectionMatrix = Player.Instance.camera.GetStereoProjectionMatrix(eye);
|
||||
|
||||
// set camera clip plane to portal (otherwise the wall behind the portal would be rendered)
|
||||
// calculating the clip plane: https://computergraphics.stackexchange.com/a/1506
|
||||
var n = -portal.portalTransform.forward; // clip plane normal
|
||||
var portalPlane = new Plane(n, portal.portalTransform.position); // clip plane in world space
|
||||
var clipPlane = _camera.worldToCameraMatrix.inverse.transpose *
|
||||
new Vector4(n.x, n.y, n.z, portalPlane.distance); // vector format clip plane in camera space
|
||||
if (-portalPlane.GetDistanceToPoint(transform.position) >= minNearClipPlane)
|
||||
// only adjust the near clip plane if it doesn't intersect with the camera
|
||||
_camera.projectionMatrix = _camera.CalculateObliqueMatrix(clipPlane);
|
||||
|
||||
// render portal view
|
||||
_camera.targetTexture = _textures[eye];
|
||||
UniversalRenderPipeline.RenderSingleCamera(scriptableRenderContext, _camera);
|
||||
}
|
||||
|
||||
screen.enabled = true;
|
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}
|
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}
|
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}
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assetBundleVariant:
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113
Assets/Portal/Runtime/RenderPortalCameras.cs
Normal file
113
Assets/Portal/Runtime/RenderPortalCameras.cs
Normal file
@@ -0,0 +1,113 @@
|
||||
using System.Collections.Generic;
|
||||
using EscapeRoomEngine.VR.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace EscapeRoomEngine.Portal.Runtime
|
||||
{
|
||||
public class RenderPortalCameras : ScriptableRendererFeature
|
||||
{
|
||||
private enum PassType
|
||||
{
|
||||
Opaque,
|
||||
Transparent
|
||||
}
|
||||
|
||||
private class PortalCameraRenderPass : ScriptableRenderPass
|
||||
{
|
||||
private static readonly List<ShaderTagId> ShaderTagIds = new List<ShaderTagId>
|
||||
{
|
||||
new("SRPDefaultUnlit"), new("UniversalForward"), new("UniversalForwardOnly")
|
||||
};
|
||||
|
||||
private RenderStateBlock _renderStateBlock;
|
||||
private CommandBuffer _commandBuffer;
|
||||
|
||||
private readonly LayerMask _layers;
|
||||
private readonly PassType _passType;
|
||||
|
||||
public PortalCameraRenderPass(LayerMask layers, PassType passType)
|
||||
{
|
||||
_layers = layers;
|
||||
_passType = passType;
|
||||
|
||||
renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
|
||||
_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
|
||||
|
||||
// set stencil
|
||||
var stencilState = StencilState.defaultValue;
|
||||
stencilState.enabled = true;
|
||||
stencilState.SetCompareFunction(CompareFunction.Equal);
|
||||
stencilState.SetPassOperation(StencilOp.Keep);
|
||||
stencilState.SetFailOperation(StencilOp.Keep);
|
||||
stencilState.SetZFailOperation(StencilOp.Keep);
|
||||
_renderStateBlock.mask |= RenderStateMask.Stencil;
|
||||
_renderStateBlock.stencilState = stencilState;
|
||||
}
|
||||
|
||||
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||||
{
|
||||
// we need to store a reference to the command buffer before executing, because the reference in RenderingData is internal
|
||||
_commandBuffer = cmd;
|
||||
}
|
||||
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
if (Player.Instance)
|
||||
{
|
||||
var drawingSettings = CreateDrawingSettings(ShaderTagIds, ref renderingData, _passType == PassType.Opaque ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent);
|
||||
var filteringSettings = new FilteringSettings(_passType == PassType.Opaque ? RenderQueueRange.opaque : RenderQueueRange.transparent, _layers);
|
||||
|
||||
foreach (var portal in FindObjectsByType<Portal>(FindObjectsInactive.Exclude, FindObjectsSortMode.None))
|
||||
{
|
||||
var linkedPortal = portal.linkedPortal;
|
||||
if (linkedPortal)
|
||||
{
|
||||
// set which portal to render
|
||||
_renderStateBlock.stencilReference = portal.PortalNumber;
|
||||
|
||||
// prepare the camera
|
||||
ref var cameraData = ref renderingData.cameraData;
|
||||
var camera = cameraData.camera;
|
||||
var cameraTransform = camera.transform;
|
||||
var originalPosition = cameraTransform.position;
|
||||
var originalRotation = cameraTransform.rotation;
|
||||
var originalProjection = camera.projectionMatrix;
|
||||
camera = linkedPortal.SetUpCamera(camera);
|
||||
RenderingUtils.SetViewAndProjectionMatrices(_commandBuffer, camera.worldToCameraMatrix, GL.GetGPUProjectionMatrix(camera.projectionMatrix, true), false);
|
||||
|
||||
// execute command buffer
|
||||
context.ExecuteCommandBuffer(_commandBuffer);
|
||||
_commandBuffer.Clear();
|
||||
|
||||
// render the portal
|
||||
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref _renderStateBlock);
|
||||
|
||||
// reset
|
||||
RenderingUtils.SetViewAndProjectionMatrices(_commandBuffer, cameraData.GetViewMatrix(), cameraData.GetGPUProjectionMatrix(), false);
|
||||
camera.transform.SetPositionAndRotation(originalPosition, originalRotation);
|
||||
camera.projectionMatrix = originalProjection;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private PortalCameraRenderPass _opaquePass, _transparentPass;
|
||||
|
||||
public LayerMask layers;
|
||||
|
||||
public override void Create()
|
||||
{
|
||||
_opaquePass = new PortalCameraRenderPass(layers, PassType.Opaque);
|
||||
_transparentPass = new PortalCameraRenderPass(layers, PassType.Transparent);
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
renderer.EnqueuePass(_opaquePass);
|
||||
// renderer.EnqueuePass(_transparentPass); TODO: enable
|
||||
}
|
||||
}
|
||||
}
|
||||
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||||
|
||||
Reference in New Issue
Block a user