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Diffstat (limited to 'Thronefall_1_57/Decompile/FlatKit/FlatKitOutline.cs')
-rw-r--r--Thronefall_1_57/Decompile/FlatKit/FlatKitOutline.cs139
1 files changed, 0 insertions, 139 deletions
diff --git a/Thronefall_1_57/Decompile/FlatKit/FlatKitOutline.cs b/Thronefall_1_57/Decompile/FlatKit/FlatKitOutline.cs
deleted file mode 100644
index aefc75d..0000000
--- a/Thronefall_1_57/Decompile/FlatKit/FlatKitOutline.cs
+++ /dev/null
@@ -1,139 +0,0 @@
-using UnityEngine;
-using UnityEngine.Rendering;
-using UnityEngine.Rendering.Universal;
-
-namespace FlatKit;
-
-public class FlatKitOutline : ScriptableRendererFeature
-{
- [Tooltip("To create new settings use 'Create > FlatKit > Outline Settings'.")]
- public OutlineSettings settings;
-
- [SerializeField]
- [HideInInspector]
- private Material _effectMaterial;
-
- private BlitTexturePass _blitTexturePass;
-
- private static readonly string OutlineShaderName = "Hidden/FlatKit/OutlineFilter";
-
- private static readonly int EdgeColor = Shader.PropertyToID("_EdgeColor");
-
- private static readonly int Thickness = Shader.PropertyToID("_Thickness");
-
- private static readonly int DepthThresholdMin = Shader.PropertyToID("_DepthThresholdMin");
-
- private static readonly int DepthThresholdMax = Shader.PropertyToID("_DepthThresholdMax");
-
- private static readonly int NormalThresholdMin = Shader.PropertyToID("_NormalThresholdMin");
-
- private static readonly int NormalThresholdMax = Shader.PropertyToID("_NormalThresholdMax");
-
- private static readonly int ColorThresholdMin = Shader.PropertyToID("_ColorThresholdMin");
-
- private static readonly int ColorThresholdMax = Shader.PropertyToID("_ColorThresholdMax");
-
- public override void Create()
- {
- if (settings == null)
- {
- Debug.LogWarning("[FlatKit] Missing Outline Settings");
- }
- else if (_blitTexturePass == null)
- {
- _blitTexturePass = new BlitTexturePass
- {
- renderPassEvent = settings.renderEvent
- };
- }
- }
-
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
- {
- if (settings == null)
- {
- Debug.LogWarning("[FlatKit] Missing Outline Settings");
- }
- else if (CreateMaterials())
- {
- SetMaterialProperties();
- _blitTexturePass.Setup(_effectMaterial, settings.useDepth, settings.useNormals, useColor: true);
- renderer.EnqueuePass(_blitTexturePass);
- }
- }
-
- protected override void Dispose(bool disposing)
- {
- CoreUtils.Destroy(_effectMaterial);
- }
-
- private bool CreateMaterials()
- {
- if (_effectMaterial == null)
- {
- Shader shader = Shader.Find(OutlineShaderName);
- Shader shader2 = Shader.Find(BlitTexturePass.CopyEffectShaderName);
- if (shader == null || shader2 == null)
- {
- return false;
- }
- _effectMaterial = CoreUtils.CreateEngineMaterial(shader);
- }
- return true;
- }
-
- private void SetMaterialProperties()
- {
- if (!(_effectMaterial == null))
- {
- if (settings.useDepth)
- {
- _effectMaterial.EnableKeyword("OUTLINE_USE_DEPTH");
- }
- else
- {
- _effectMaterial.DisableKeyword("OUTLINE_USE_DEPTH");
- }
- if (settings.useNormals)
- {
- _effectMaterial.EnableKeyword("OUTLINE_USE_NORMALS");
- }
- else
- {
- _effectMaterial.DisableKeyword("OUTLINE_USE_NORMALS");
- }
- if (settings.useColor)
- {
- _effectMaterial.EnableKeyword("OUTLINE_USE_COLOR");
- }
- else
- {
- _effectMaterial.DisableKeyword("OUTLINE_USE_COLOR");
- }
- if (settings.outlineOnly)
- {
- _effectMaterial.EnableKeyword("OUTLINE_ONLY");
- }
- else
- {
- _effectMaterial.DisableKeyword("OUTLINE_ONLY");
- }
- if (settings.resolutionInvariant)
- {
- _effectMaterial.EnableKeyword("RESOLUTION_INVARIANT_THICKNESS");
- }
- else
- {
- _effectMaterial.DisableKeyword("RESOLUTION_INVARIANT_THICKNESS");
- }
- _effectMaterial.SetColor(EdgeColor, settings.edgeColor);
- _effectMaterial.SetFloat(Thickness, settings.thickness);
- _effectMaterial.SetFloat(DepthThresholdMin, settings.minDepthThreshold);
- _effectMaterial.SetFloat(DepthThresholdMax, settings.maxDepthThreshold);
- _effectMaterial.SetFloat(NormalThresholdMin, settings.minNormalsThreshold);
- _effectMaterial.SetFloat(NormalThresholdMax, settings.maxNormalsThreshold);
- _effectMaterial.SetFloat(ColorThresholdMin, settings.minColorThreshold);
- _effectMaterial.SetFloat(ColorThresholdMax, settings.maxColorThreshold);
- }
- }
-}