Exemplo n.º 1
0
        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);
        }
Exemplo n.º 2
0
 // 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);
 }
Exemplo n.º 3
0
 // 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);
 }
Exemplo n.º 4
0
        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
    }