From 8aa329a055b8331b5b42eb06763c9586692cee92 Mon Sep 17 00:00:00 2001 From: milan Date: Tue, 14 Feb 2023 11:22:01 +0100 Subject: [PATCH] stencil portals pass 1 and 2 --- .../Assets/Materials/FullScreenDepth.mat | 30 + .../Assets/Materials/FullScreenDepth.mat.meta | 8 + .../Assets/Materials/FullScreenDepth.shader | 43 + .../Materials/FullScreenDepth.shader.meta | 3 + .../Portal/Assets/Materials/PortalStencil.mat | 30 + .../Assets/Materials/PortalStencil.mat.meta | 8 + .../Assets/Materials/PortalStencil.shader | 28 + .../Materials/PortalStencil.shader.meta | 9 + Assets/Portal/Assets/Prefabs/Portal.prefab | 9 +- Assets/Portal/Runtime/RenderPortals.cs | 66 + Assets/Portal/Runtime/RenderPortals.cs.meta | 11 + Assets/Scenes/StencilPortalScene.unity | 2323 +++++++++++++++++ Assets/Scenes/StencilPortalScene.unity.meta | 7 + Assets/Scenes/StencilPortalSceneProfile.asset | 109 + .../StencilPortalSceneProfile.asset.meta | 8 + Assets/URP/URP-HighFidelity-Renderer.asset | 46 +- Assets/VR/Assets/Prefabs/XR Origin.prefab | 134 + ProjectSettings/TagManager.asset | 2 +- 18 files changed, 2868 insertions(+), 6 deletions(-) create mode 100644 Assets/Portal/Assets/Materials/FullScreenDepth.mat create mode 100644 Assets/Portal/Assets/Materials/FullScreenDepth.mat.meta create mode 100644 Assets/Portal/Assets/Materials/FullScreenDepth.shader create mode 100644 Assets/Portal/Assets/Materials/FullScreenDepth.shader.meta create mode 100644 Assets/Portal/Assets/Materials/PortalStencil.mat create mode 100644 Assets/Portal/Assets/Materials/PortalStencil.mat.meta create mode 100644 Assets/Portal/Assets/Materials/PortalStencil.shader create mode 100644 Assets/Portal/Assets/Materials/PortalStencil.shader.meta create mode 100644 Assets/Portal/Runtime/RenderPortals.cs create mode 100644 Assets/Portal/Runtime/RenderPortals.cs.meta create mode 100644 Assets/Scenes/StencilPortalScene.unity create mode 100644 Assets/Scenes/StencilPortalScene.unity.meta create mode 100644 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serializedVersion: 3 + m_TexEnvs: [] + m_Ints: [] + m_Floats: + - _PortalNumber: 1 + m_Colors: [] + m_BuildTextureStacks: [] diff --git a/Assets/Portal/Assets/Materials/FullScreenDepth.mat.meta b/Assets/Portal/Assets/Materials/FullScreenDepth.mat.meta new file mode 100644 index 0000000..331245c --- /dev/null +++ b/Assets/Portal/Assets/Materials/FullScreenDepth.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 782cb59e6f5f438478bdd855cf549ff3 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Portal/Assets/Materials/FullScreenDepth.shader b/Assets/Portal/Assets/Materials/FullScreenDepth.shader new file mode 100644 index 0000000..ebe3d2e --- /dev/null +++ b/Assets/Portal/Assets/Materials/FullScreenDepth.shader @@ -0,0 +1,43 @@ +Shader "Escape Room Engine/FullScreenDepth" { + Properties { + _PortalNumber ("Portal Number", Int) = 1 + } + SubShader { + Pass + { + ColorMask 0 + Cull Off + ZWrite On + ZTest Always + + Stencil + { + Ref [_PortalNumber] + Comp Equal // pass if equal + Pass Keep // keep stencil value + Fail Keep // keep stencil if depth fails + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + void vert(appdata_img v, out float4 pos : SV_POSITION) + { + #ifdef UNITY_REVERSED_Z + float far = 0.00001; + #else + float far = 0.99999; + #endif + pos = float4(v.vertex.xy * 2.0, far, 1); // quad xy goes from -0.5 to 0.5, clip space from -1 to 1 + } + + fixed4 frag() : SV_Target + { + return 0; + } + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/Portal/Assets/Materials/FullScreenDepth.shader.meta b/Assets/Portal/Assets/Materials/FullScreenDepth.shader.meta new file mode 100644 index 0000000..326cc01 --- /dev/null +++ b/Assets/Portal/Assets/Materials/FullScreenDepth.shader.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c42e5c54ac1b498e8368dcc5fd6775ad +timeCreated: 1682437235 \ No newline at end of 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Pass Replace // set stencil value + Fail Keep // keep stencil if depth fails + } + } + } +} \ No newline at end of file diff --git a/Assets/Portal/Assets/Materials/PortalStencil.shader.meta b/Assets/Portal/Assets/Materials/PortalStencil.shader.meta new file mode 100644 index 0000000..7d274a0 --- /dev/null +++ b/Assets/Portal/Assets/Materials/PortalStencil.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5a680fbeb958dad4fa8edf79e5a609b5 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Portal/Assets/Prefabs/Portal.prefab b/Assets/Portal/Assets/Prefabs/Portal.prefab index 69b3ba5..2092d99 100644 --- a/Assets/Portal/Assets/Prefabs/Portal.prefab +++ b/Assets/Portal/Assets/Prefabs/Portal.prefab @@ -11,7 +11,7 @@ GameObject: - component: {fileID: 4697416823958963037} - component: {fileID: 8547629936759508216} - component: {fileID: 5871497001431693362} - m_Layer: 0 + 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public PortalRenderPass(Settings settings) + { + _settings = settings; + + renderPassEvent = RenderPassEvent.AfterRenderingOpaques; + _renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + var sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; + var drawingSettings = + CreateDrawingSettings( + new List + { + new("SRPDefaultUnlit"), new("UniversalForward"), new("UniversalForwardOnly") + }, + ref renderingData, sortingCriteria); + + // set stencil to portal + var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, _settings.layer); + drawingSettings.overrideMaterial = _settings.material; + context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref _renderStateBlock); + } + } + + private PortalRenderPass _portalPass; + + [Serializable] + public class Settings + { + public LayerMask layer; + public 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