切换主武器
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@@ -15,6 +15,8 @@ namespace SLSFramework.Rendering.PostProcessing
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private string profilerTag;
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private List<ProfilingSampler> profilingSamplers;
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// 核心:材质缓存池,确保每个 Shader 只对应一个材质实例
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private Dictionary<string, Material> m_MaterialCache = new Dictionary<string, Material>();
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public ScriptablePostProcessorPass(string profilerTag, List<ScriptablePostProcessorVolume> postProcessors)
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{
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@@ -26,6 +28,30 @@ namespace SLSFramework.Rendering.PostProcessing
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private RenderingData m_RenderingData;
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// 清理函数,由 Feature.Dispose 调用
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public void Cleanup()
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{
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foreach (var mat in m_MaterialCache.Values)
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{
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if (mat != null) CoreUtils.Destroy(mat);
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}
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m_MaterialCache.Clear();
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}
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private Material GetOrCreateMaterial(string shaderName)
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{
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if (string.IsNullOrEmpty(shaderName)) return null;
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if (m_MaterialCache.TryGetValue(shaderName, out var mat) && mat != null) return mat;
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// 调用你的静态工具类创建材质
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var shader = Shader.Find(shaderName);
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if (shader == null) return null;
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mat = CoreUtils.CreateEngineMaterial(shader);
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m_MaterialCache[shaderName] = mat;
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return mat;
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}
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private class PassData
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{
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public TextureHandle SourceTexture;
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@@ -35,20 +61,23 @@ namespace SLSFramework.Rendering.PostProcessing
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public List<int> ActiveIndices;
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public List<ScriptablePostProcessorVolume> Volumes;
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public List<ProfilingSampler> Profilers;
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public RenderingData RenderingData; // 数据结构保持不变
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public RenderingData RenderingData;
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}
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// 修改 Setup:接收 RenderingData 并保存
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// 注意:这里的 Setup 需要在 AddRenderPasses 中调用
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public bool Setup(ref RenderingData renderingData)
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{
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this.m_RenderingData = renderingData; // 捕获数据
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this.m_RenderingData = renderingData;
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activePostProcessorIndex.Clear();
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for (int i = 0; i < postProcessors.Count; i++)
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{
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postProcessors[i].Setup();
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if (postProcessors[i].IsActive())
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var volume = postProcessors[i];
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// 关键修复:从 Pass 的缓存池获取材质并注入给 Volume
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var mat = GetOrCreateMaterial(volume.GetShaderName());
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volume.SetMaterial(mat);
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volume.Setup();
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if (volume.IsActive())
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{
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activePostProcessorIndex.Add(i);
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}
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@@ -61,50 +90,37 @@ namespace SLSFramework.Rendering.PostProcessing
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var resourceData = frameData.Get<UniversalResourceData>();
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var cameraData = frameData.Get<UniversalCameraData>();
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// 如果没有激活的后处理,直接跳过
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if (activePostProcessorIndex.Count == 0) return;
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// 1. 获取相机的基础描述符 (这是旧的 RenderTextureDescriptor)
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var cameraDesc = cameraData.cameraTargetDescriptor;
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// 2. 【核心修正】创建一个新的 RenderGraph 专用描述符 (TextureDesc)
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// 只有 TextureDesc 才能设置 name,也不能直接把 cameraDesc 强转过去,必须手动赋值
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var rgDesc = new TextureDesc(cameraDesc.width, cameraDesc.height);
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rgDesc.colorFormat = cameraDesc.graphicsFormat;
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rgDesc.depthBufferBits = DepthBits.None; // 后处理不需要深度
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rgDesc.msaaSamples = MSAASamples.None; // 后处理通常不需要 MSAA
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rgDesc.depthBufferBits = DepthBits.None;
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rgDesc.msaaSamples = MSAASamples.None;
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using (var builder = renderGraph.AddUnsafePass<PassData>(profilerTag, out var passData))
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{
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// 填充数据
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passData.SourceTexture = resourceData.activeColorTexture;
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passData.TargetTexture = resourceData.activeColorTexture;
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passData.ActiveIndices = activePostProcessorIndex;
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passData.Volumes = postProcessors;
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passData.Profilers = profilingSamplers;
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// 使用我们在 Setup 中缓存的旧版数据 (解决 UniversalRenderingData 找不到的问题)
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passData.RenderingData = m_RenderingData;
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// 3. 【核心修正】设置名字并创建纹理
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// 这里使用的是 rgDesc (TextureDesc 类型),它有 name 属性
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rgDesc.name = "_TemporaryRenderTextureA";
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passData.TempTextureA = renderGraph.CreateTexture(rgDesc);
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rgDesc.name = "_TemporaryRenderTextureB";
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passData.TempTextureB = renderGraph.CreateTexture(rgDesc);
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// 声明依赖关系 (保持不变)
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builder.UseTexture(passData.SourceTexture, AccessFlags.Read);
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builder.UseTexture(passData.TempTextureA, AccessFlags.ReadWrite);
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builder.UseTexture(passData.TempTextureB, AccessFlags.ReadWrite);
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builder.UseTexture(passData.TargetTexture, AccessFlags.ReadWrite);
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// 设置执行逻辑 (保持不变)
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builder.SetRenderFunc((PassData data, UnsafeGraphContext context) =>
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{
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var cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd);
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var source = data.SourceTexture;
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var target = data.TargetTexture;
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var tempA = data.TempTextureA;
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@@ -117,7 +133,6 @@ namespace SLSFramework.Rendering.PostProcessing
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{
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data.Volumes[index].Render(cmd, ref data.RenderingData, source, tempA);
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}
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Blitter.BlitCameraTexture(cmd, tempA, target);
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}
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else
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@@ -133,10 +148,8 @@ namespace SLSFramework.Rendering.PostProcessing
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{
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postProcessor.Render(cmd, ref data.RenderingData, currSource, currDest);
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}
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CoreUtils.Swap(ref currSource, ref currDest);
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}
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Blitter.BlitCameraTexture(cmd, currSource, target);
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}
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});
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