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feature: custom render pipeline(#7)
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Morsiusiurandum committed Jun 20, 2024
2 parents 3e248ac + b72da43 commit e9d7e8a
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Showing 27 changed files with 1,284 additions and 335 deletions.
92 changes: 92 additions & 0 deletions render-dev/Assets/Materials/SPR-Texture.mat
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92 changes: 92 additions & 0 deletions render-dev/Assets/Materials/SPR-Unlit.mat
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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

8 changes: 8 additions & 0 deletions render-dev/Assets/Non-Photorealistic RP/Runtime.meta

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using UnityEditor;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;

namespace Non_Photorealistic_RP.Runtime
{
/// <summary>
/// All the render instructions will be sent here, and it will render every camera
/// </summary>
public partial class CameraRenderer
{
partial void DrawGizmos();
partial void DrawUnsupportedShaders();
partial void PrepareForSceneWindow();
partial void PrepareBuffer();

#if UNITY_EDITOR

private string SampleName { get; set; }

private static readonly ShaderTagId[] LegacyShaderTagIds =
{
new("Always"),
new("ForwardBase"),
new("PrepassBase"),
new("Vertex"),
new("VertexLMRGBM"),
new("VertexLM")
};

private static Material _errorMaterial;

partial void DrawGizmos()
{
if (!Handles.ShouldRenderGizmos()) return;
_context.DrawGizmos(_camera, GizmoSubset.PreImageEffects);
_context.DrawGizmos(_camera, GizmoSubset.PostImageEffects);
}

partial void DrawUnsupportedShaders()
{
if (_errorMaterial == null)
_errorMaterial =
new Material(Shader.Find("Hidden/InternalErrorShader"));

var drawingSettings = new DrawingSettings(LegacyShaderTagIds[0], new SortingSettings(_camera))
{
overrideMaterial = _errorMaterial
};

for (var i = 1; i < LegacyShaderTagIds.Length; i++)
drawingSettings.SetShaderPassName(i, LegacyShaderTagIds[i]);

var filteringSettings = FilteringSettings.defaultValue;
_context.DrawRenderers(_cullingResults, ref drawingSettings, ref filteringSettings);
}

partial void PrepareForSceneWindow()
{
if (_camera.cameraType == CameraType.SceneView)
ScriptableRenderContext.EmitWorldGeometryForSceneView(_camera);
}

partial void PrepareBuffer()
{
Profiler.BeginSample("Editor Only");
_buffer.name = SampleName = _camera.name;
Profiler.EndSample();
}

#else
const string SampleName => BufferName;

#endif
}
}

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