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.