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Question by rvkennedy · Nov 02, 2014 at 07:28 AM · renderingtransparencynative plugin

How do I insert custom rendering before transparent objects?

I want to put some custom rendering code in, after rendering solid geometry, but before transparencies. If I add code to call a native plugin with GL.IssuePluginEvent in a camera script in OnPostRender, the drawing comes after transparent objects.

How can I draw in between geometry and transparencies using GL.IssuePluginEvent?

If I directly call my native plugin rendercode from OnRenderImage, that produces a thread conflict because we're on the main thread, not the render thread. So it works, but occasionally crashes.

1 This code renders after transparencies, thus obscuring particle systems etc.:

         void OnPostRender()
         {
             GL.IssuePluginEvent (EVENT_ID);
         }

2 This code renders after opaque objects and before transparencies, but has a thread conflict:

         [ImageEffectOpaque]
         void OnRenderImage(RenderTexture source,RenderTexture destination)
         {
             UnityRenderEvent(EVENT_ID);
         }

3 Whereas this code renders after transparencies, in spite of issuing the event before they are rendered:

         [ImageEffectOpaque]
         void OnRenderImage(RenderTexture source,RenderTexture destination)
         {
             UnityRenderEvent(EVENT_ID);
         }

So, only version 2 above produces the correct effect, but it is not usable.

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avatar image Scribe · Nov 14, 2014 at 02:41 PM 0
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I'm very unfamiliar with the GL class, but I assume setting the material to use a shader that is a Queue point Geometry+1 doesn't work?

avatar image rvkennedy · Nov 14, 2014 at 02:45 PM 0
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There is no material. GL.IssuePluginEvent produces a call on the rendering thread to a native plugin.

avatar image Scribe · Nov 14, 2014 at 04:35 PM 0
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Ahh my bad, in that case I am unlikely to be of any help! The only other idea I can think of would be to have 2 cameras, one that renders geometry, then you have your plugin and then paint a second 'transparent layer' camera over that but it seems rather hacky and hopefully someone cleverer than me will point you in the right/better direction :D good luck

avatar image Ed unity · Nov 21, 2014 at 05:56 PM 0
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I'm confused by parts 2 and 3. They appear to be the exact same code, so I am not sure how they could be executing in a different order than one another. At any rate, OnRenderImage happens after OnPostRender, so I believe you should be able to add [ImageEffectOpaque] to code section 1 to issue your event after the Opaque geometry. OnRenderImage is supposed to be called after the entire scene is Rendered.

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