Table of Contents

JFA Seeds Mask Pass

📖 Description

Generates UV seed positions for the Jump Flood Algorithm (JFA), marking outline edges for distance field computation. Supports inside/outside regions.

🔧 How It Works

  • Inputs: Outline masks.
  • Process: Full-screen shader writes screen UVs to RG channels where outlines exist.
  • Outputs: Texture2D_OutlineJFAUVSeedsTextureMask_Outside/Inside.
  • Code Example:
    // From OutlineJFAUVSeedsMaskPass
    builder.SetRenderFunc((PassData data, RasterGraphContext ctx) =>
    {
        // Full-screen draw with UV seed shader
        CoreUtils.DrawFullScreen(ctx.cmd, data.material);
    });
    

📋 Requirements

  • Materials: outlineJFAUVSeedsMaskOutsideMaterial.
  • URP Settings: High precision.
  • Dependencies: Requires mask passes.

🏷️ Tier Usage

  • Available in: Pro.
  • Conditional: Runs if Composite needs JFA.

🐛 Troubleshooting

  • Issue: Seeds misaligned.
    • Fix: Ensure screen UVs match.
  • Performance: Full-screen cost.

See Render Passes Overview.