2024-11-01 16:55:46 +08:00

87 lines
2.4 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
//TODO: Take a look at this script and clean it up
public class GlobalVolumeFeature : ScriptableRendererFeature
{
class GlobalVolumePass : ScriptableRenderPass
{
public VolumeProfile _baseProfile;
public static Volume vol;
public static GameObject volumeHolder;
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
if(volumeHolder == null)
{
volumeHolder = new GameObject("[DefaultVolume]");
vol = volumeHolder.AddComponent<Volume>();
vol.isGlobal = true;
volumeHolder.hideFlags = HideFlags.HideAndDontSave;
}
if (vol && _baseProfile)
{
vol.sharedProfile = _baseProfile;
}
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
}
public override void OnFinishCameraStackRendering(CommandBuffer cmd)
{
if (vol)
{
//vol.sharedProfile = null;
}
}
}
GlobalVolumePass m_ScriptablePass;
public VolumeProfile _baseProfile;
/// <inheritdoc/>
public override void Create()
{
if (GlobalVolumePass.vol)
{
GlobalVolumePass.vol.sharedProfile = null;
}
m_ScriptablePass = new GlobalVolumePass
{
// Configures where the render pass should be injected.
renderPassEvent = RenderPassEvent.BeforeRendering,
_baseProfile = this._baseProfile,
};
}
// 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(GlobalVolumePass.volumeHolder == null)
{
var old = GameObject.Find("[DefaultVolume]");
if (Application.isPlaying)
{
Destroy(old);
}
else
{
DestroyImmediate(old);
}
}
renderer.EnqueuePass(m_ScriptablePass);
}
}