public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (!outlineScreenShader) { Debug.LogWarning("CrossHatchOutline: outlineScreenShader is not defined."); return; } InitMaterial(); mOutlinePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget, useDepthCameraThreshold); if (useDistortion) { mOutlinePass.DistortionEnable( mDistortionTexture, new Vector2(distortionOffset.x / distortionScale.x, distortionOffset.y / distortionScale.y), new Vector2(distortionTexture.width * distortionScale.x, distortionTexture.height * distortionScale.y)); } else { mOutlinePass.DistortionDisable(); } renderer.EnqueuePass(mOutlinePass); }
// Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (settings.outlineMaterial == null) { return; } outlinePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget); renderer.EnqueuePass(outlinePass); }
// Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (settings.pixelateMaterial == null) { Debug.LogWarningFormat("Missing Outline Material"); return; } pixelatePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget); renderer.EnqueuePass(pixelatePass); }
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (settings == null) { Debug.LogWarning("[FlatKit] Missing Outline Settings"); return; } InitMaterial(); _outlinePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget); renderer.EnqueuePass(_outlinePass); }
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { #if UNITY_EDITOR if (renderingData.cameraData.isPreviewCamera) { return; } #endif if (settings == null) { Debug.LogWarning("[FlatKit] Missing Outline Settings"); return; } InitMaterial(); _outlinePass.Setup(renderer, RenderTargetHandle.CameraTarget); renderer.EnqueuePass(_outlinePass); }
// Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (settings.outlineMaterial == null) { Debug.LogWarningFormat("Missing Outline Material"); return; } #if UNITY_EDITOR if (Lightmapping.isRunning == false) { #endif outlinePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget); renderer.EnqueuePass(outlinePass); #if UNITY_EDITOR } else { } #endif }