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TransparentなOutlineの描画に対応する #2061

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merged 1 commit into from
May 9, 2023

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notargs
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@notargs notargs commented May 9, 2023

TransparentなOutlineの描画に対応します
Transparentの場合でも、Skyboxの描画前にOutlineの描画が走ってしまう問題を修正

image

renderPassEvent = RenderPassEvent.AfterRenderingOpaques
};
_opaquePass = new MToonOutlineRenderPass(RenderPassEvent.AfterRenderingOpaques, RenderQueueRange.opaque);
_transparentPass = new MToonOutlineRenderPass(RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent);
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Transparent、Opaqueそれぞれでフィルタし、Skyboxの前後で実行する

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半透明マテリアルにおける輪郭線描画の順序が

Built-in RP: 本体 → 輪郭線
URP: 輪郭線 → 本体

になるという挙動差になったが、これは Built-in RP では難しかっただけで本来は URP 版の挙動が望ましいので大いに OK

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LGTM!

renderPassEvent = RenderPassEvent.AfterRenderingOpaques
};
_opaquePass = new MToonOutlineRenderPass(RenderPassEvent.AfterRenderingOpaques, RenderQueueRange.opaque);
_transparentPass = new MToonOutlineRenderPass(RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent);
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques
};
_opaquePass = new MToonOutlineRenderPass(RenderPassEvent.AfterRenderingOpaques, RenderQueueRange.opaque);
_transparentPass = new MToonOutlineRenderPass(RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent);
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半透明マテリアルにおける輪郭線描画の順序が

Built-in RP: 本体 → 輪郭線
URP: 輪郭線 → 本体

になるという挙動差になったが、これは Built-in RP では難しかっただけで本来は URP 版の挙動が望ましいので大いに OK

@Santarh Santarh merged commit 46d6df7 into vrm-c:master May 9, 2023
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@notargs notargs mentioned this pull request May 9, 2023
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2 participants