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+ externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} diff --git a/Assets/CustomPasses/Outline/Outline.cs b/Assets/CustomPasses/Outline/Outline.cs index c457392..276ac01 100644 --- a/Assets/CustomPasses/Outline/Outline.cs +++ b/Assets/CustomPasses/Outline/Outline.cs @@ -15,38 +15,38 @@ class Outline : CustomPass Shader outlineShader; Material fullscreenOutline; - RTHandle outlineBuffer; + // RTHandle outlineBuffer; protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) { - outlineShader = Shader.Find("Hidden/Outline"); + outlineShader = Shader.Find("CustomPass_SG/Outline"); fullscreenOutline = CoreUtils.CreateEngineMaterial(outlineShader); - outlineBuffer = RTHandles.Alloc( - Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, - colorFormat: GraphicsFormat.B10G11R11_UFloatPack32, // We don't need alpha for this effect - useDynamicScale: true, name: "Outline Buffer" - ); + // outlineBuffer = RTHandles.Alloc( + // Vector1.one, TextureXR.slices, dimension: TextureXR.dimension, + // colorFormat: GraphicsFormat.B9G11R11_UFloatPack32, // We don't need alpha for this effect + // useDynamicScale: true, name: "Outline Buffer" + // ); } protected override void Execute(CustomPassContext ctx) { // Render meshes we want to outline in the outline buffer - CoreUtils.SetRenderTarget(ctx.cmd, outlineBuffer, ClearFlag.Color); + // CoreUtils.SetRenderTarget(ctx.cmd, ctx.customColorBuffer.Value, ClearFlag.Color); CustomPassUtils.DrawRenderers(ctx, outlineLayer); // Setup outline effect properties ctx.propertyBlock.SetColor("_OutlineColor", outlineColor); - ctx.propertyBlock.SetTexture("_OutlineBuffer", outlineBuffer); + ctx.propertyBlock.SetTexture("_OutlineBuffer", ctx.customColorBuffer.Value); ctx.propertyBlock.SetFloat("_Threshold", Mathf.Max(0.000001f, threshold * 0.01f)); - // Render the outline as a fullscreen 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CompareFunction.LessEqual, ctx.cullingResults, ctx.hdCamera); + CustomPassUtils.DrawRenderers(ctx, seeThroughLayer, RenderQueueType.All, overrideRenderState: stencilWriteRenderState); // Then we render the objects that are behind walls using the stencil buffer with Greater Equal ZTest: StencilState seeThroughStencil = new StencilState( diff --git a/Assets/CustomPasses/ShaderLibrary.meta b/Assets/CustomPasses/ShaderLibrary.meta deleted file mode 100644 index d6c15ba..0000000 --- a/Assets/CustomPasses/ShaderLibrary.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 61b6482cc0d4daf4ca2f1cd9e97381b7 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/CustomPasses/ShaderLibrary/SampleCustomBuffers.hlsl b/Assets/CustomPasses/ShaderLibrary/SampleCustomBuffers.hlsl deleted file mode 100644 index a99cae6..0000000 --- a/Assets/CustomPasses/ShaderLibrary/SampleCustomBuffers.hlsl +++ /dev/null @@ -1,39 +0,0 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hash: 1081704547 + m_Version: 2 diff --git a/Assets/HDRPDefaultResources/HDRenderPipelineAsset.asset b/Assets/HDRPDefaultResources/HDRenderPipelineAsset.asset index 0798787..35b71a6 100644 --- a/Assets/HDRPDefaultResources/HDRenderPipelineAsset.asset +++ b/Assets/HDRPDefaultResources/HDRenderPipelineAsset.asset @@ -26,6 +26,9 @@ MonoBehaviour: supportVolumetrics: 1 supportVolumetricClouds: 0 supportLightLayers: 0 + supportWater: 0 + waterSimulationResolution: 128 + waterCPUSimulation: 0 supportDistortion: 1 supportTransparentBackface: 1 supportTransparentDepthPrepass: 1 @@ -38,6 +41,10 @@ MonoBehaviour: m_Values: 000100000004000000080000 m_SchemaId: m_Id: With3Levels + cubeReflectionResolution: + m_Values: 000100000002000000040000 + m_SchemaId: + m_Id: With3Levels supportDecals: 1 supportDecalLayers: 0 supportSurfaceGradient: 0 @@ -47,8 +54,9 @@ MonoBehaviour: supportRuntimeAOVAPI: 0 supportDitheringCrossFade: 1 supportTerrainHole: 0 - supportProbeVolume: 0 + lightProbeSystem: 0 probeVolumeMemoryBudget: 1024 + probeVolumeBlendingMemoryBudget: 128 supportProbeVolumeStreaming: 0 probeVolumeSHBands: 1 supportRayTracing: 0 @@ -61,8 +69,13 @@ MonoBehaviour: planarReflectionAtlasSize: 4096 reflectionProbeCacheSize: 64 reflectionCubemapSize: 256 + maxEnvLightsOnScreen: 64 reflectionCacheCompressed: 0 reflectionProbeFormat: 74 + reflectionProbeTexCacheSize: 8192 + reflectionProbeTexLastValidCubeMip: 3 + reflectionProbeTexLastValidPlanarMip: 0 + reflectionProbeDecreaseResToFit: 1 skyReflectionSize: 256 skyLightingOverrideLayerMask: serializedVersion: 2 @@ -71,9 +84,9 @@ MonoBehaviour: maxDirectionalLightsOnScreen: 16 maxPunctualLightsOnScreen: 512 maxAreaLightsOnScreen: 64 - maxEnvLightsOnScreen: 64 - maxDecalsOnScreen: 512 + maxCubeReflectionOnScreen: 48 maxPlanarReflectionOnScreen: 16 + maxDecalsOnScreen: 512 maxLightsPerClusterCell: 8 maxLocalVolumetricFogSize: 32 maxLocalVolumetricFogOnScreen: 64 @@ -81,6 +94,7 @@ MonoBehaviour: maxShadowRequests: 128 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