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TransparentなOutlineの描画に対応する #2061
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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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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
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