后处理+FEEL完全改进
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace SLSFramework.Rendering.PostProcessing
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{
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public class ScriptablePostProcessorFeature : ScriptableRendererFeature
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{
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private List<ScriptablePostProcessorVolume> postProcessorVolumes;
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private ScriptablePostProcessorPass afterTransparentPass;
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private ScriptablePostProcessorPass beforePostProcessPass;
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private ScriptablePostProcessorPass afterPostProcessPass;
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public override void Create()
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{
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var stack = VolumeManager.instance.stack;
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postProcessorVolumes = VolumeManager.instance.baseComponentTypeArray
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.Where(t => t.IsSubclassOf(typeof(ScriptablePostProcessorVolume)))
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.Select(t => stack.GetComponent(t) as ScriptablePostProcessorVolume)
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.ToList();
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var afterTransparentPostProcessors = postProcessorVolumes
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.Where(c => c.InjectionPoint == CustomPostProcessInjectionPoint.AfterTransparent)
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.OrderBy(c => c.OrderInInjectionPoint)
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.ToList();
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afterTransparentPass =
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new ScriptablePostProcessorPass("Custom PostProcessor - after Transparent", afterTransparentPostProcessors)
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{
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renderPassEvent = RenderPassEvent.AfterRenderingTransparents
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};
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var beforePostProcessPostProcessors = postProcessorVolumes
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.Where(c => c.InjectionPoint == CustomPostProcessInjectionPoint.BeforePostProcess)
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.OrderBy(c => c.OrderInInjectionPoint)
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.ToList();
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beforePostProcessPass =
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new ScriptablePostProcessorPass("Custom PostProcessor - before PostProcessing", beforePostProcessPostProcessors)
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{
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renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing
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};
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var afterPostProcessPostProcessors = postProcessorVolumes
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.Where(c => c.InjectionPoint == CustomPostProcessInjectionPoint.AfterPostProcess)
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.OrderBy(c => c.OrderInInjectionPoint)
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.ToList();
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afterPostProcessPass =
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new ScriptablePostProcessorPass("Custom PostProcessor - after PostProcessing", afterPostProcessPostProcessors)
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{
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renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing
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};
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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// 只有在相机开启后处理时才执行
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if (renderingData.cameraData.postProcessEnabled)
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{
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// 关键点:将 renderingData 传递给 Pass 的 Setup 方法
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// 这样我们就能把数据缓存下来给 RenderGraph 使用了
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if (afterTransparentPass.Setup(ref renderingData))
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{
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afterTransparentPass.ConfigureInput(ScriptableRenderPassInput.Color);
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renderer.EnqueuePass(afterTransparentPass);
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}
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if (beforePostProcessPass.Setup(ref renderingData))
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{
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beforePostProcessPass.ConfigureInput(ScriptableRenderPassInput.Color);
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renderer.EnqueuePass(beforePostProcessPass);
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}
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if (afterPostProcessPass.Setup(ref renderingData))
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{
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afterPostProcessPass.ConfigureInput(ScriptableRenderPassInput.Color);
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renderer.EnqueuePass(afterPostProcessPass);
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}
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}
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (disposing)
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{
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if (postProcessorVolumes != null)
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{
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foreach (var item in postProcessorVolumes)
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{
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item.Dispose();
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}
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}
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afterTransparentPass = null;
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beforePostProcessPass = null;
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afterPostProcessPass = null;
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}
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}
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}
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}
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