一些特效
This commit is contained in:
483
Packages/NBPostProcessing/Runtime/NBPostProcess.cs
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483
Packages/NBPostProcessing/Runtime/NBPostProcess.cs
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// using ConfigSystem.MConfig;
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// using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using System.Collections.Generic;
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namespace MhRender.RendererFeatures
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{
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public class NBPostProcess : ScriptableRendererFeature
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{
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private NBPostProcessRenderPass _renderPass;
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private DisturbanceMaskRenderPass _disturbanceMaskRenderPass;
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private ScreenColorRenderPass _screenColorRenderPass;
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public static Material NBPostProcessMaterial;
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//public MaskFormat maskFormat = MaskFormat.RG32;
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public Downsampling downSampling = Downsampling.None;
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public LayerMask disturbanceLayerMask=1 << 25;
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private Material _disturbanceDownSampleMat;
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private Material _screenColorDownSampleMat;
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private float _screenHeight;
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private ProfilingSampler _profilingSampler;
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// private PostProcessingManager manager;-+
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static Mesh s_FullscreenTriangle;
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/// <summary>
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/// A fullscreen triangle mesh.抄自Unity的后处理包,拿到一个全屏的Triangle。
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/// </summary>
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static Mesh fullscreenTriangle;
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// {
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// get
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// {
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// if (s_FullscreenTriangle != null)
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// return s_FullscreenTriangle;
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//
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// s_FullscreenTriangle = new Mesh
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// {
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// name = "Fullscreen Triangle"
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// };
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//
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// // Because we have to support older platforms (GLES2/3, DX9 etc) we can't do all of
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// // this directly in the vertex shader using vertex ids :(
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// s_FullscreenTriangle.SetVertices(new List<Vector3>
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// {
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// new Vector3 (-1f, -1f, 0f),
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// new Vector3 (-1f, 3f, 0f),
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// new Vector3 (3f, -1f, 0f)
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// // new Vector3 (3f, -1f, 0f),
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// // new Vector3 (-1f, 3f, 0f),
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// // new Vector3 (-1f, -1f, 0f)
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// });
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// s_FullscreenTriangle.SetIndices(new[]
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// {
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// 0,
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// 1,
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// 2
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// }, MeshTopology.Triangles, 0, false);
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// s_FullscreenTriangle.UploadMeshData(false);
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//
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// meshTest = s_FullscreenTriangle;
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// return s_FullscreenTriangle;
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// }
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// }
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private bool canFind = false;
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public override void Create()
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{
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if (Shader.Find("XuanXuan/ColorBlit") == null ||
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Shader.Find("XuanXuan/Postprocess/NBPostProcessUber") == null)
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{
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canFind = false;
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return;
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}
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else
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{
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canFind = true;
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}
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#if UNIVERSAL_RP_13_1_2_OR_NEWER
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_screenColorDownSampleMat = CoreUtils.CreateEngineMaterial(Shader.Find("XuanXuan/ColorBlit"));
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#else
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_screenColorDownSampleMat = CoreUtils.CreateEngineMaterial(Shader.Find("XuanXuan/ColorBufferBlit"));
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#endif
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_screenColorRenderPass = new ScreenColorRenderPass(_screenColorDownSampleMat, downSampling);
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_screenColorRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
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_profilingSampler = new ProfilingSampler("DisturbanceRender");
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_disturbanceDownSampleMat = CoreUtils.CreateEngineMaterial(Shader.Find("XuanXuan/ColorBlit"));
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_disturbanceMaskRenderPass = new DisturbanceMaskRenderPass(_profilingSampler,_disturbanceDownSampleMat,downSampling,disturbanceLayerMask);
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_disturbanceMaskRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
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#if !UNIVERSAL_RP_13_1_2_OR_NEWER
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_profilingSampler = new ProfilingSampler("DisturbanceDownRTBlit");
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#endif
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if (fullscreenTriangle == null)
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{
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/*UNITY_NEAR_CLIP_VALUE*/
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float nearClipZ = -1;
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if (SystemInfo.usesReversedZBuffer)
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nearClipZ = 1;
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fullscreenTriangle = new Mesh();
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fullscreenTriangle.vertices = GetFullScreenTriangleVertexPosition(nearClipZ);
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fullscreenTriangle.uv = GetFullScreenTriangleTexCoord();
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fullscreenTriangle.triangles = new int[3] { 0, 1, 2 };
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}
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// Shader shader = Shader.Find("XuanXuan/Postprocess/NBPostProcessUber");
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NBPostProcessMaterial = CoreUtils.CreateEngineMaterial(Shader.Find("XuanXuan/Postprocess/NBPostProcessUber"));
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PostProcessingManager.InitMat();
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// if (Application.isPlaying)
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// {
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// manager = PostProcessingManager.Instance;
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// }
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_renderPass = new NBPostProcessRenderPass(NBPostProcessMaterial,fullscreenTriangle);
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_renderPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
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}
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#if UNIVERSAL_RP_13_1_2_OR_NEWER
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public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
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{
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if ((renderingData.cameraData.cameraType == CameraType.Game ||
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renderingData.cameraData.cameraType == CameraType.SceneView) && canFind)
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{
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//_disturbanceMaskRenderPass.SetUp(renderer.cameraDepthTargetHandle);
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//if (renderingData.cameraData.cameraType == CameraType.Game)
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//{
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// _screenHeight = renderer.cameraDepthTargetHandle.rt.descriptor.height;
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//}
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_disturbanceMaskRenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
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_disturbanceMaskRenderPass.SetUp(renderer.cameraColorTargetHandle);
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_screenColorRenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
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_screenColorRenderPass.SetUp(renderer.cameraColorTargetHandle);
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}
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}
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#endif
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if ((renderingData.cameraData.cameraType == CameraType.Game ||
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renderingData.cameraData.cameraType == CameraType.SceneView) && canFind)
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{
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#if !UNIVERSAL_RP_13_1_2_OR_NEWER
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// _disturbanceMaskRenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
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// _disturbanceMaskRenderPass.SetUp(renderer.cameraColorTargetHandle);
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_screenColorRenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
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_screenColorRenderPass.SetUp(renderer);
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#endif
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renderer.EnqueuePass(_screenColorRenderPass);
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renderer.EnqueuePass(_disturbanceMaskRenderPass);
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renderer.EnqueuePass(_renderPass);
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}
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}
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// Should match Common.hlsl
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static Vector3[] GetFullScreenTriangleVertexPosition(float z /*= UNITY_NEAR_CLIP_VALUE*/)
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{
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var r = new Vector3[3];
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for (int i = 0; i < 3; i++)
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{
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Vector2 uv = new Vector2((i << 1) & 2, i & 2);
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r[i] = new Vector3(uv.x * 2.0f - 1.0f, uv.y * 2.0f - 1.0f, z);
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}
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return r;
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}
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// Should match Common.hlsl
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static Vector2[] GetFullScreenTriangleTexCoord()
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{
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var r = new Vector2[3];
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for (int i = 0; i < 3; i++)
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{
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if (SystemInfo.graphicsUVStartsAtTop)
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r[i] = new Vector2((i << 1) & 2, 1.0f - (i & 2));
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else
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r[i] = new Vector2((i << 1) & 2, i & 2);
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}
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return r;
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}
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protected override void Dispose(bool disposing)
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{
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CoreUtils.Destroy(_disturbanceDownSampleMat);
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//CoreUtils.Destroy(NBPostProcessMaterial);
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_disturbanceMaskRenderPass?.Dispose();
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CoreUtils.Destroy(_screenColorDownSampleMat);
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_screenColorRenderPass?.Dispose();
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}
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}
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public class DisturbanceMaskRenderPass : ScriptableRenderPass
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{
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private ProfilingSampler _profilingSampler;
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#if UNIVERSAL_RP_13_1_2_OR_NEWER
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private RTHandle _DisturbanceMaskRTHandle;
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private RTHandle _cameraDepthRTHandle;
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private RTHandle _DownRT;
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#else
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private static readonly int _DisturbanceMaskRTID = Shader.PropertyToID("_DisturbanceMaskRT");
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private static readonly int _DownRTID = Shader.PropertyToID("_DisturbanceMaskTex");
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private RenderTargetIdentifier _DisturbanceMaskRTHandle = new RenderTargetIdentifier (_DisturbanceMaskRTID);
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private RenderTargetIdentifier _cameraDepthRTHandle;
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private RenderTargetIdentifier _DownRT = new RenderTargetIdentifier (_DownRTID);
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#endif
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private Material tempMat;
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private readonly Downsampling _downSampling;
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//private readonly MaskFormat _maskFormat;
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private Material _renderMaskMat ;
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public LayerMask _DisturbanceMaskLayer = 1 << 25;
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private FilteringSettings _Filtering;
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private static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
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private static readonly int SampleOffset = Shader.PropertyToID("_SampleOffset");
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private readonly List<ShaderTagId> _shaderTag = new List<ShaderTagId>()
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{
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new ShaderTagId("UniversalForward"),
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new ShaderTagId("SRPDefaultUnlit"),
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new ShaderTagId("UniversalForwardOnly")
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};
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public DisturbanceMaskRenderPass(ProfilingSampler profilingSampler,Material DisturbanceMaskMat, Downsampling downSampling,LayerMask disturbanceMaskLayer)
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{
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_profilingSampler = profilingSampler;
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_renderMaskMat = DisturbanceMaskMat;
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_downSampling = downSampling;
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_DisturbanceMaskLayer = disturbanceMaskLayer;
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}
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#if UNIVERSAL_RP_13_1_2_OR_NEWER
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public void SetUp ( RTHandle cameraRTHandle )
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{
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RenderTextureDescriptor descrip = cameraRTHandle.rt.descriptor;
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descrip.colorFormat = RenderTextureFormat.RG32;
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descrip.depthBufferBits = 0;
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RenderingUtils.ReAllocateIfNeeded(ref _DisturbanceMaskRTHandle, descrip, name: "DisturbanceMaskRT");
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switch (_downSampling)
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{
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case Downsampling._2xBilinear:
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descrip.width /= 2;
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descrip.height /= 2;
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break;
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case Downsampling._4xBilinear:
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descrip.width /= 4;
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descrip.height /= 4;
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break;
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case Downsampling._4xBox:
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descrip.width /= 4;
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descrip.height /= 4;
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break;
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}
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RenderingUtils.ReAllocateIfNeeded(ref _DownRT, descrip, name:"MaskDownCopyRT");
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}
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#else
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//在AddPass之前触发
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public void SetUpDisturbanceMask(RenderTextureDescriptor descrip ,CommandBuffer cmd)
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{
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descrip.colorFormat = RenderTextureFormat.RG32;
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descrip.depthBufferBits = 0;
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cmd.GetTemporaryRT(_DisturbanceMaskRTID, descrip,FilterMode.Bilinear);
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switch (_downSampling)
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{
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case Downsampling._2xBilinear:
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descrip.width /= 2;
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descrip.height /= 2;
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break;
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case Downsampling._4xBilinear:
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descrip.width /= 4;
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descrip.height /= 4;
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break;
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case Downsampling._4xBox:
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descrip.width /= 4;
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descrip.height /= 4;
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break;
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}
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cmd.GetTemporaryRT(_DownRTID, descrip,FilterMode.Bilinear);
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}
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#endif
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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_Filtering = new FilteringSettings(RenderQueueRange.all, _DisturbanceMaskLayer);
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#if UNIVERSAL_RP_13_1_2_OR_NEWER
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_cameraDepthRTHandle = renderingData.cameraData.renderer.cameraDepthTargetHandle;
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#else
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_cameraDepthRTHandle = renderingData.cameraData.renderer.cameraDepthTarget;
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SetUpDisturbanceMask(renderingData.cameraData.cameraTargetDescriptor,cmd);
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#endif
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}
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private readonly Color _clearDisturbanceMaskColor = new Color(0.5f, 0.5f, 0f, 1f);
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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#if UNIVERSAL_RP_13_1_2_OR_NEWER
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ConfigureTarget(_DisturbanceMaskRTHandle, _cameraDepthRTHandle);
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#else
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ConfigureTarget(_DisturbanceMaskRTID, _cameraDepthRTHandle);
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#endif
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//将RT清空
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ConfigureClear(ClearFlag.Color, _clearDisturbanceMaskColor);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (!(renderingData.cameraData.cameraType == CameraType.Game || renderingData.cameraData.cameraType == CameraType.SceneView))
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return;
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if (!_renderMaskMat)
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{
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return;
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}
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var DisturbanceDraw = CreateDrawingSettings(_shaderTag, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, _profilingSampler))
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{
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context.DrawRenderers(renderingData.cullResults, ref DisturbanceDraw, ref _Filtering);
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#if UNIVERSAL_RP_13_1_2_OR_NEWER
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_renderMaskMat.SetTexture(CameraTexture, _DisturbanceMaskRTHandle);
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switch (_downSampling)
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{
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case Downsampling._2xBilinear:
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Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
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break;
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case Downsampling._4xBilinear:
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Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
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break;
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case Downsampling._4xBox:
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_renderMaskMat.SetFloat(SampleOffset, 2);
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Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 1);
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break;
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default:
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Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
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break;
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}
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#else
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// cmd.SetGlobalTexture(_DisturbanceMaskRTID, _DisturbanceMaskRTHandle);
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//Bug:在非播放状态时,_DisturbanceMaskRTID在这里会经常丢失。造成画面闪烁。但是,只要有一个DistortObject在Scene中,并LockInspector,就不会闪烁,非常奇怪。
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cmd.SetGlobalTexture(CameraTexture, _DisturbanceMaskRTHandle);
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// _renderMaskMat.SetTexture(CameraTexture, Shader.GetGlobalTexture(_DisturbanceMaskRTID));
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cmd.SetRenderTarget(_DownRT);
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switch (_downSampling)
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{
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case Downsampling._2xBilinear:
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// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
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// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
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// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 2);
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Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,0);
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break;
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case Downsampling._4xBilinear:
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// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
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// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
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// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 2);
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Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,0);
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break;
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case Downsampling._4xBox:
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_renderMaskMat.SetFloat(SampleOffset, 2);
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// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 1);
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// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 1);
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// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 3);
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Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,1);
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break;
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default:
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// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
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// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
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// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 2);
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Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,0);
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break;
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}
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#endif
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cmd.SetGlobalTexture("_DisturbanceMaskTex", _DownRT);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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#if !UNIVERSAL_RP_13_1_2_OR_NEWER
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// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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cmd.ReleaseTemporaryRT(_DisturbanceMaskRTID);
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cmd.ReleaseTemporaryRT(_DownRTID);
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}
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//JustForSimple
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public void Dispose()
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{
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}
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#else
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public void Dispose()
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{
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_DisturbanceMaskRTHandle?.Release();
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_DownRT?.Release();
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}
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#endif
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}
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public class NBPostProcessRenderPass : ScriptableRenderPass
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{
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private ProfilingSampler _profilingSampler;
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public static Material _material;
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public Mesh _fullScreenMesh;
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||||
public NBPostProcessFlags _shaderFlag => PostProcessingManager.flags;
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||||
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private Vector4 _lastOutlineProps;
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||||
public Vector4 outLinePorps = Vector4.one;
|
||||
|
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
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if (!(renderingData.cameraData.cameraType == CameraType.Game || renderingData.cameraData.cameraType == CameraType.SceneView))
|
||||
return;
|
||||
|
||||
// if(!_shaderFlag.CheckFlagBits(NBPostProcessFlags.FLAG_BIT_NB_POSTPROCESS_ON))return;//Disturbance需要执行
|
||||
|
||||
//ConfigureTarget()
|
||||
CommandBuffer cmdBuffer = CommandBufferPool.Get();
|
||||
cmdBuffer.Clear();
|
||||
// cmdBuffer.name = "NBPostProcess";
|
||||
|
||||
using (new ProfilingScope(cmdBuffer,_profilingSampler))
|
||||
{
|
||||
Camera camera = renderingData.cameraData.camera;
|
||||
cmdBuffer.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
|
||||
|
||||
if(_material == null) return;
|
||||
cmdBuffer.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _material, 0, 0);
|
||||
|
||||
cmdBuffer.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
|
||||
|
||||
}
|
||||
|
||||
context.ExecuteCommandBuffer(cmdBuffer);
|
||||
CommandBufferPool.Release(cmdBuffer);
|
||||
}
|
||||
|
||||
public NBPostProcessRenderPass(Material mat,Mesh mesh)
|
||||
{
|
||||
_material = mat;
|
||||
_fullScreenMesh = mesh;
|
||||
_profilingSampler ??= new ProfilingSampler("NBPostProcess");
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Packages/NBPostProcessing/Runtime/NBPostProcess.cs.meta
Normal file
11
Packages/NBPostProcessing/Runtime/NBPostProcess.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d5a1f9350d8fc2c46a372955ef0e73b5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
36
Packages/NBPostProcessing/Runtime/NBPostprocessFlags.cs
Normal file
36
Packages/NBPostProcessing/Runtime/NBPostprocessFlags.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class NBPostProcessFlags: ShaderFlagsBase
|
||||
{
|
||||
public const string FlagsName = "_NBPostProcessFlags";
|
||||
public static int FlagsId = Shader.PropertyToID(FlagsName);
|
||||
|
||||
protected override int GetShaderFlagsId(int index = 0)
|
||||
{
|
||||
return FlagsId;
|
||||
}
|
||||
|
||||
protected override string GetShaderFlagsName(int index = 0)
|
||||
{
|
||||
return FlagsName;
|
||||
}
|
||||
|
||||
public NBPostProcessFlags(Material material = null): base(material)
|
||||
{
|
||||
}
|
||||
|
||||
public const int FLAG_BIT_NB_POSTPROCESS_ON = 1 << 0;
|
||||
public const int FLAG_BIT_DISTORT_SPEED = 1 << 1;
|
||||
public const int FLAG_BIT_OVERLAYTEXTURE = 1 << 2;
|
||||
public const int FLAG_BIT_FLASH = 1 << 3;
|
||||
public const int FLAG_BIT_CHORATICABERRAT = 1 << 4;
|
||||
public const int FLAG_BIT_RADIALBLUR = 1 << 5;
|
||||
public const int FLAG_BIT_VIGNETTE = 1 << 6;
|
||||
public const int FLAG_BIT_OVERLAYTEXTURE_POLLARCOORD = 1 << 7;
|
||||
public const int FLAG_BIT_OVERLAYTEXTURE_MASKMAP = 1 << 8;
|
||||
public const int FLAG_BIT_POST_DISTORT_SCREEN_UV = 1 << 9;//默认来自于PolarUV
|
||||
public const int FLAG_BIT_RADIALBLUR_BY_DISTORT = 1 << 10;//默认来自于PolarUV
|
||||
public const int FLAG_BIT_CHORATICABERRAT_BY_DISTORT = 1 << 11;//默认来自于PolarUV
|
||||
|
||||
|
||||
}
|
||||
11
Packages/NBPostProcessing/Runtime/NBPostprocessFlags.cs.meta
Normal file
11
Packages/NBPostProcessing/Runtime/NBPostprocessFlags.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be6a95b97f4bc3846bdada66138f6da1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
602
Packages/NBPostProcessing/Runtime/PostProcessingController.cs
Normal file
602
Packages/NBPostProcessing/Runtime/PostProcessingController.cs
Normal file
@@ -0,0 +1,602 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
// using Sirenix.OdinInspector;
|
||||
#if CINIMACHINE_3_0
|
||||
using Unity.Cinemachine;
|
||||
#endif
|
||||
// using Unity.Cinemachine.Editor;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor.AnimatedValues;
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class PostProcessingController : MonoBehaviour
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
public AnimBool[] AnimBools = new AnimBool[10];
|
||||
#endif
|
||||
// [ShowInInspector][ReadOnly]
|
||||
[SerializeField]
|
||||
private PostProcessingManager _manager;
|
||||
|
||||
public int index
|
||||
{
|
||||
get
|
||||
{
|
||||
return _index;
|
||||
}
|
||||
}
|
||||
|
||||
// [ShowInInspector][ReadOnly]
|
||||
private int _index;
|
||||
|
||||
public void SetIndex(int controllerIndex)
|
||||
{
|
||||
_index = controllerIndex;
|
||||
}
|
||||
|
||||
|
||||
// [OnValueChanged("SetScreenCenterPos")]
|
||||
// [LabelText("自定义屏幕中心")]
|
||||
public Vector2 customScreenCenterPos = new Vector2(0.5f, 0.5f);
|
||||
|
||||
private Vector2 _lastCustomScreenCenterPos = new Vector2(0.5f, 0.5f);
|
||||
|
||||
|
||||
// [OnValueChanged("SetToggles")]
|
||||
// [ToggleGroup("chromaticAberrationToggle", "色散")]
|
||||
// [OnValueChanged("InitAllSettings")]
|
||||
public bool chromaticAberrationToggle = false;
|
||||
|
||||
// [OnValueChanged("SetUVFromDistort")]
|
||||
// [LabelText("色散UV跟随后处理扭曲")]
|
||||
// [ToggleGroup("chromaticAberrationToggle")]
|
||||
public bool caFromDistort = false;
|
||||
|
||||
// [LabelText("色散强度")]
|
||||
// [ToggleGroup("chromaticAberrationToggle")]
|
||||
public float chromaticAberrationIntensity = 0.2f;
|
||||
|
||||
// [HideIf("caFromDistort")]
|
||||
// [LabelText("色散位置")]
|
||||
// [ToggleGroup("chromaticAberrationToggle")]
|
||||
public float chromaticAberrationPos = 0.5f;
|
||||
|
||||
// [HideIf("caFromDistort")]
|
||||
// [LabelText("色散过渡范围")]
|
||||
// [ToggleGroup("chromaticAberrationToggle")]
|
||||
public float chromaticAberrationRange = 0.5f;
|
||||
|
||||
// [OnValueChanged("SetToggles")]
|
||||
// [ToggleGroup("distortSpeedToggle", "扭曲")]
|
||||
public bool distortSpeedToggle = false;
|
||||
|
||||
// [ToggleGroup("distortSpeedToggle")]
|
||||
// [LabelText("后处理走常规屏幕坐标")]
|
||||
// [OnValueChanged("SetUVFromDistort")]
|
||||
public bool distortScreenUVMode = false;
|
||||
|
||||
// [LabelText("后处理扭曲")]
|
||||
// [ToggleGroup("distortSpeedToggle")]
|
||||
// [OnValueChanged("InitAllSettings")]
|
||||
public Texture2D distortSpeedTexture;
|
||||
|
||||
// [LabelText("扭曲贴图中间值")]
|
||||
// [ToggleGroup("distortSpeedToggle")]
|
||||
// [OnValueChanged("SetTexture")]
|
||||
public float distortTextureMidValue = 1;
|
||||
|
||||
// [LabelText("扭曲贴图ST")]
|
||||
// [ToggleGroup("distortSpeedToggle")]
|
||||
public Vector4 distortSpeedTexSt = new Vector4(30,1,0,0);
|
||||
|
||||
|
||||
// [LabelText("扭曲强度")]
|
||||
// [ToggleGroup("distortSpeedToggle")]
|
||||
public float distortSpeedIntensity = 1f;
|
||||
|
||||
// [HideIf("distortScreenUVMode")]
|
||||
// [LabelText("扭曲位置")]
|
||||
// [ToggleGroup("distortSpeedToggle")]
|
||||
public float distortSpeedPosition = 0.5f;
|
||||
|
||||
// [HideIf("distortScreenUVMode")]
|
||||
// [LabelText("扭曲范围")]
|
||||
// [ToggleGroup("distortSpeedToggle")]
|
||||
public float distortSpeedRange = 1f;
|
||||
|
||||
// [LabelText("扭曲纹理流动X")]
|
||||
// [ToggleGroup("distortSpeedToggle")]
|
||||
public float distortSpeedMoveSpeedX = 0.1f;
|
||||
// [LabelText("扭曲纹理流动Y")]
|
||||
// [ToggleGroup("distortSpeedToggle")]
|
||||
public float distortSpeedMoveSpeed = -0.5f;//因为老的做法是没有X偏移的,只有Y的偏移,不改变量兼容老做法。
|
||||
private readonly int _distortSpeedTextureID = Shader.PropertyToID("_SpeedDistortMap");
|
||||
private readonly int _distortSpeedTextureStID = Shader.PropertyToID("_SpeedDistortMap_ST");
|
||||
|
||||
// [ToggleGroup("radialBlurToggle", "径向模糊")]
|
||||
// [OnValueChanged("InitAllSettings")]
|
||||
public bool radialBlurToggle = false;
|
||||
|
||||
// [OnValueChanged("SetUVFromDistort")]
|
||||
// [ToggleGroup("radialBlurToggle")] [LabelText("径向模糊跟随后处理扭曲")]
|
||||
public bool radialBlurFromDistort = false;
|
||||
|
||||
// [ToggleGroup("radialBlurToggle")]
|
||||
// [LabelText("采样次数")]
|
||||
[Range(1,12)]
|
||||
public int radialBlurSampleCount = 4;
|
||||
// [ToggleGroup("radialBlurToggle")]
|
||||
// [LabelText("强度")]
|
||||
public float radialBlurIntensity = 1;
|
||||
// [HideIf("radialBlurFromDistort")]
|
||||
// [LabelText("位置")]
|
||||
// [ToggleGroup("radialBlurToggle")]
|
||||
public float radialBlurPos = 0.5f;
|
||||
// [HideIf("radialBlurFromDistort")]
|
||||
// [LabelText("过度范围")]
|
||||
// [ToggleGroup("radialBlurToggle")]
|
||||
public float radialBlurRange = 0.5f;
|
||||
|
||||
#if CINIMACHINE_3_0
|
||||
// [OnValueChanged("SetToggles")]
|
||||
// [ToggleGroup("cameraShakeToggle", "震屏")]
|
||||
// [OnValueChanged("InitAllSettings")]
|
||||
public bool cameraShakeToggle = false;
|
||||
|
||||
// [ToggleGroup("cameraShakeToggle")]
|
||||
// [LabelText("绑定Cinemachine相机")]
|
||||
// [OnValueChanged("InitCinemachineCamera")]
|
||||
public CinemachineCamera cinemachineCamera;
|
||||
|
||||
// [ToggleGroup("cameraShakeToggle")]
|
||||
// [LabelText("相机震动强度")]
|
||||
public float cameraShakeIntensity;
|
||||
#endif
|
||||
|
||||
// [ToggleGroup("overlayTextureToggle", "肌理叠加图")]
|
||||
// [OnValueChanged("InitAllSettings")]
|
||||
public bool overlayTextureToggle = false;
|
||||
|
||||
// [LabelText("肌理图极坐标模式")] [ToggleGroup("overlayTextureToggle")]
|
||||
// [OnValueChanged("SetTexture")]
|
||||
public bool overlayTexturePolarCoordMode = false;
|
||||
|
||||
// [ToggleGroup("overlayTextureToggle")]
|
||||
// [LabelText("肌理图")]
|
||||
// [OnValueChanged("SetTexture")]
|
||||
public Texture2D overlayTexture;
|
||||
|
||||
private readonly int _overlayTextureID = Shader.PropertyToID("_TextureOverlay");
|
||||
private readonly int _overlayTextureStID = Shader.PropertyToID("_TextureOverlay_ST");
|
||||
private readonly int _textureOverlayAnimProperty = Shader.PropertyToID("_TextureOverlayAnim");
|
||||
private readonly int _textureOverlayMaskProperty = Shader.PropertyToID("_TextureOverlayMask");
|
||||
private readonly int _textureOverlayMaskStProperty = Shader.PropertyToID("_TextureOverlayMask_ST");
|
||||
|
||||
|
||||
// [LabelText("肌理图缩放平移")] [ToggleGroup("overlayTextureToggle")]
|
||||
public Vector4 overlayTextureSt = new Vector4(1, 1, 0, 0);
|
||||
// [LabelText("肌理图偏移动画")] [ToggleGroup("overlayTextureToggle")]
|
||||
public Vector2 overlayTextureAnim = new Vector2(0, 0);
|
||||
// [LabelText("肌理图强度")] [ToggleGroup("overlayTextureToggle")]
|
||||
public float overlayTextureIntensity = 1f;
|
||||
// [LabelText("肌理图蒙板")] [ToggleGroup("overlayTextureToggle")]
|
||||
// [OnValueChanged("SetTexture")]
|
||||
public Texture2D overlayMaskTexture;
|
||||
// [LabelText("肌理图蒙板缩放平移")] [ToggleGroup("overlayTextureToggle")]
|
||||
public Vector4 overlayMaskTextureSt;
|
||||
|
||||
// [ToggleGroup("flashToggle", "反闪")]
|
||||
// [OnValueChanged("InitAllSettings")]
|
||||
public bool flashToggle = false;
|
||||
// [LabelText("反转度")] [ToggleGroup("flashToggle")]
|
||||
public float flashInvertIntensity = 1f;
|
||||
// [LabelText("饱和度")] [ToggleGroup("flashToggle")]
|
||||
public float flashDeSaturateIntensity = 1f;
|
||||
// [LabelText("对比度")] [ToggleGroup("flashToggle")]
|
||||
public float flashContrast = 1f;
|
||||
public Color flashColor = new Color(1f,1f,1f,1f);
|
||||
|
||||
// [ToggleGroup("vignetteToggle", "暗角")]
|
||||
// [OnValueChanged("InitAllSettings")]
|
||||
public bool vignetteToggle = false;
|
||||
// [ToggleGroup("vignetteToggle")]
|
||||
// [LabelText("暗角颜色")]
|
||||
public Color vignetteColor = Color.black;
|
||||
private readonly int _vignetteColorID = Shader.PropertyToID("_VignetteColor");
|
||||
// [ToggleGroup("vignetteToggle")]
|
||||
// [LabelText("暗角强度")]
|
||||
public float vignetteIntensity = 1;
|
||||
// [ToggleGroup("vignetteToggle")]
|
||||
// [LabelText("暗角圆度")]
|
||||
public float vignetteRoundness = 1;
|
||||
// [ToggleGroup("vignetteToggle")]
|
||||
// [LabelText("暗角平滑度")]
|
||||
public float vignetteSmothness = 10;
|
||||
|
||||
|
||||
public void InitController()
|
||||
{
|
||||
if (this.isActiveAndEnabled == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_manager = PostProcessingManager.Instance;
|
||||
|
||||
_manager.InitController(this);
|
||||
InitAllSettings();
|
||||
|
||||
}
|
||||
|
||||
void InitAllSettings()
|
||||
{
|
||||
SetScreenCenterPos();
|
||||
SetToggles();
|
||||
SetUVFromDistort();
|
||||
SetTexture();
|
||||
#if CINIMACHINE_3_0
|
||||
InitCinemachineCamera();
|
||||
#endif
|
||||
}
|
||||
|
||||
void SetScreenCenterPos()
|
||||
{
|
||||
PostProcessingManager.customScreenCenterPos = customScreenCenterPos;
|
||||
_lastCustomScreenCenterPos = customScreenCenterPos;
|
||||
}
|
||||
|
||||
void SetUVFromDistort()
|
||||
{
|
||||
PostProcessingManager.isDistortScreenUVMode = distortScreenUVMode;
|
||||
PostProcessingManager.isCaByDistort = caFromDistort;
|
||||
PostProcessingManager.isRadialBlurByDistort = radialBlurFromDistort;
|
||||
}
|
||||
|
||||
private void SetTexture()
|
||||
{
|
||||
if(PostProcessingManager.material == null) return;
|
||||
if (distortSpeedToggle)
|
||||
{
|
||||
if (distortSpeedTexture != null)
|
||||
{
|
||||
PostProcessingManager.material.SetTexture(_distortSpeedTextureID, distortSpeedTexture);
|
||||
PostProcessingManager.distortTextureMidValue = distortTextureMidValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
PostProcessingManager.material.SetTexture(_distortSpeedTextureID, null);
|
||||
}
|
||||
}
|
||||
|
||||
if (overlayTextureToggle)
|
||||
{
|
||||
if (overlayTexturePolarCoordMode)
|
||||
{
|
||||
PostProcessingManager.flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_OVERLAYTEXTURE_POLLARCOORD);
|
||||
}
|
||||
else
|
||||
{
|
||||
PostProcessingManager.flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_OVERLAYTEXTURE_POLLARCOORD);
|
||||
}
|
||||
|
||||
if (overlayTexture)
|
||||
{
|
||||
Debug.Log("SetOverlayTexture");
|
||||
PostProcessingManager.material.SetTexture(_overlayTextureID,overlayTexture);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("ClearOverlayTexture");
|
||||
PostProcessingManager.material.SetTexture(_overlayTextureID,null);
|
||||
}
|
||||
|
||||
if (overlayMaskTexture)
|
||||
{
|
||||
Debug.Log("SetOverlayMaskTexture");
|
||||
PostProcessingManager.material.SetTexture(_textureOverlayMaskProperty,overlayMaskTexture);
|
||||
PostProcessingManager.flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_OVERLAYTEXTURE_MASKMAP);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("ClearOverlayMaskTexture");
|
||||
PostProcessingManager.flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_OVERLAYTEXTURE_MASKMAP);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void SetToggles()
|
||||
{
|
||||
SetBit(ref PostProcessingManager.chromaticAberrationToggles,index,chromaticAberrationToggle);
|
||||
SetBit(ref PostProcessingManager.distortSpeedToggles,index,distortSpeedToggle);
|
||||
#if CINIMACHINE_3_0
|
||||
SetBit(ref PostProcessingManager.cameraShakeToggles,index,cameraShakeToggle);
|
||||
#endif
|
||||
SetBit(ref PostProcessingManager.overlayTextureToggles,index,overlayTextureToggle);
|
||||
SetBit(ref PostProcessingManager.flashToggles,index,flashToggle);
|
||||
SetBit(ref PostProcessingManager.radialBlurToggles,index,radialBlurToggle);
|
||||
SetBit(ref PostProcessingManager.vignetteToggles,index,vignetteToggle);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
SetTexture();
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
private void ClearToggles()
|
||||
{
|
||||
SetBit(ref PostProcessingManager.chromaticAberrationToggles,index,false);
|
||||
SetBit(ref PostProcessingManager.distortSpeedToggles,index,false);
|
||||
#if CINIMACHINE_3_0
|
||||
SetBit(ref PostProcessingManager.cameraShakeToggles,index,false);
|
||||
#endif
|
||||
SetBit(ref PostProcessingManager.overlayTextureToggles,index,false);
|
||||
SetBit(ref PostProcessingManager.flashToggles,index,false);
|
||||
SetBit(ref PostProcessingManager.radialBlurToggles,index,false);
|
||||
SetBit(ref PostProcessingManager.vignetteToggles,index,false);
|
||||
}
|
||||
|
||||
private bool _lastChormaticAberrationToggle = false;
|
||||
private bool _lastDistortSpeedToggle = false;
|
||||
#if CINIMACHINE_3_0
|
||||
private bool _lastCamerashakeToggle = false;
|
||||
#endif
|
||||
private bool _lastOverlayTextureToggle = false;
|
||||
private bool _lastFlashToggle= false;
|
||||
private bool _lastRadialBlurToggle= false;
|
||||
private bool _lastVignetteToggle= false;
|
||||
|
||||
bool checkIfToggleChanged(ref bool lastTogggle, bool currentToggle)
|
||||
{
|
||||
if (lastTogggle != currentToggle)
|
||||
{
|
||||
lastTogggle = currentToggle;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
private static void SetBit(ref int bit, int index,bool bitToggle)
|
||||
{
|
||||
if (bitToggle)
|
||||
{
|
||||
bit |= (1 << index);
|
||||
}
|
||||
else
|
||||
{
|
||||
bit &= ~(1 << index);
|
||||
}
|
||||
}
|
||||
|
||||
// [LabelText("跳过数值锁定")] public bool isSkipUpdate = false;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// [Button("选择当前Manager")]
|
||||
void FindManager()
|
||||
{
|
||||
UnityEditor.Selection.activeObject = _manager.gameObject;
|
||||
}
|
||||
|
||||
#if CINIMACHINE_3_0
|
||||
// [Button("选择当前VituralCamera")]
|
||||
public void FindVirtualCamera()
|
||||
{
|
||||
UnityEditor.Selection.activeObject = _manager.currentVirtualCamera;
|
||||
}
|
||||
|
||||
public void InitCinemachineCamera()
|
||||
{
|
||||
if (cinemachineCamera)
|
||||
{
|
||||
// _perlin = ;
|
||||
if (!cinemachineCamera.gameObject.TryGetComponent<CinemachineBasicMultiChannelPerlin>(out var _perlin))
|
||||
{
|
||||
_perlin = cinemachineCamera.gameObject.AddComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
}
|
||||
|
||||
if (_perlin)
|
||||
{
|
||||
_perlin.NoiseProfile =
|
||||
UnityEditor.AssetDatabase.LoadAssetAtPath<NoiseSettings>(
|
||||
"Packages/com.xuanxuan.nb.postprocessing/3DPostionShake.asset");
|
||||
_perlin.FrequencyGain = 5f; //做一个自定义
|
||||
_perlin.AmplitudeGain = 0f; //一开始先不要震动
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (_manager)
|
||||
{
|
||||
_manager.currentVirtualCamera = cinemachineCamera;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Debug.Log("InitController");
|
||||
InitController();
|
||||
#if UNITY_EDITOR
|
||||
// 注册编辑器帧更新事件
|
||||
EditorApplication.update += ControllerEditorUpdate;
|
||||
_manager.ReRegistEditorUpdate();//保证Manager的注册在最后
|
||||
#endif
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Debug.Log("EndController");
|
||||
EndController();
|
||||
#if UNITY_EDITOR
|
||||
// 注册编辑器帧更新事件
|
||||
EditorApplication.update -= ControllerEditorUpdate;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool isFirstUpdate = true;
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (isFirstUpdate)
|
||||
{
|
||||
isFirstUpdate = false;
|
||||
return;
|
||||
}
|
||||
if(!PostProcessingManager.material) return;
|
||||
//#if UNITY_EDITOR
|
||||
//Odin的ToggleGroup和OnValueChange功能冲突,导致不一定生效。不好调试。所以用手动的方式更新。
|
||||
bool isToggleChanged = false;
|
||||
isToggleChanged |= checkIfToggleChanged(ref _lastChormaticAberrationToggle, chromaticAberrationToggle);
|
||||
isToggleChanged |= checkIfToggleChanged(ref _lastDistortSpeedToggle, distortSpeedToggle);
|
||||
#if CINIMACHINE_3_0
|
||||
isToggleChanged |= checkIfToggleChanged(ref _lastCamerashakeToggle, cameraShakeToggle);
|
||||
#endif
|
||||
isToggleChanged |= checkIfToggleChanged(ref _lastOverlayTextureToggle, overlayTextureToggle);
|
||||
isToggleChanged |= checkIfToggleChanged(ref _lastFlashToggle, flashToggle);
|
||||
isToggleChanged |= checkIfToggleChanged(ref _lastRadialBlurToggle, radialBlurToggle);
|
||||
isToggleChanged |= checkIfToggleChanged(ref _lastVignetteToggle, vignetteToggle);
|
||||
if (isToggleChanged)
|
||||
{
|
||||
SetToggles();
|
||||
}
|
||||
//#endif
|
||||
|
||||
if (customScreenCenterPos != _lastCustomScreenCenterPos)
|
||||
{
|
||||
SetScreenCenterPos();
|
||||
}
|
||||
|
||||
|
||||
if (chromaticAberrationToggle)
|
||||
{
|
||||
PostProcessingManager.chromaticAberrationIntensity =
|
||||
Mathf.Max(PostProcessingManager.chromaticAberrationIntensity, chromaticAberrationIntensity);
|
||||
PostProcessingManager.chromaticAberrationPos =
|
||||
Mathf.Max(PostProcessingManager.chromaticAberrationPos, chromaticAberrationPos);
|
||||
PostProcessingManager.chromaticAberrationRange =
|
||||
Mathf.Max(PostProcessingManager.chromaticAberrationRange, chromaticAberrationRange);
|
||||
}
|
||||
|
||||
if (distortSpeedToggle)
|
||||
{
|
||||
if (index == PostProcessingManager.laseUpdateControllerIndex)
|
||||
{
|
||||
//只有这里才会更新Scale
|
||||
PostProcessingManager.material.SetVector(_distortSpeedTextureStID, distortSpeedTexSt);
|
||||
}
|
||||
|
||||
PostProcessingManager.distortSpeedIntensity =
|
||||
Mathf.Max(PostProcessingManager.distortSpeedIntensity, distortSpeedIntensity);
|
||||
PostProcessingManager.distortSpeedPosition =
|
||||
Mathf.Max(PostProcessingManager.distortSpeedPosition, distortSpeedPosition);
|
||||
PostProcessingManager.distortSpeedRange =
|
||||
Mathf.Max(PostProcessingManager.distortSpeedRange, distortSpeedRange);
|
||||
PostProcessingManager.distortSpeedMoveSpeedX =
|
||||
Mathf.Abs(PostProcessingManager.distortSpeedMoveSpeedX) > Mathf.Abs(distortSpeedMoveSpeedX)
|
||||
? PostProcessingManager.distortSpeedMoveSpeedX
|
||||
: distortSpeedMoveSpeedX;
|
||||
PostProcessingManager.distortSpeedMoveSpeedY =
|
||||
Mathf.Abs(PostProcessingManager.distortSpeedMoveSpeedY) > Mathf.Abs(distortSpeedMoveSpeed)
|
||||
? PostProcessingManager.distortSpeedMoveSpeedY
|
||||
: distortSpeedMoveSpeed;
|
||||
}
|
||||
|
||||
#if CINIMACHINE_3_0
|
||||
if (cameraShakeToggle)
|
||||
{
|
||||
PostProcessingManager.cameraShakeIntensity =
|
||||
Mathf.Max(PostProcessingManager.cameraShakeIntensity, cameraShakeIntensity);
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
if (overlayTextureToggle)
|
||||
{
|
||||
if (index == PostProcessingManager.laseUpdateControllerIndex)
|
||||
{
|
||||
PostProcessingManager.material.SetVector(_overlayTextureStID, overlayTextureSt);
|
||||
PostProcessingManager.material.SetVector(_textureOverlayMaskStProperty, overlayMaskTextureSt);
|
||||
PostProcessingManager.material.SetVector(_textureOverlayAnimProperty,overlayTextureAnim);
|
||||
}
|
||||
|
||||
PostProcessingManager.overlayTextureIntensity = Mathf.Max(PostProcessingManager.overlayTextureIntensity,
|
||||
overlayTextureIntensity);
|
||||
}
|
||||
|
||||
if (flashToggle)
|
||||
{
|
||||
PostProcessingManager.flashDesaturateIntensity =
|
||||
Mathf.Max(PostProcessingManager.flashDesaturateIntensity, flashDeSaturateIntensity);
|
||||
PostProcessingManager.flashInvertIntensity =
|
||||
Mathf.Max(PostProcessingManager.flashInvertIntensity, flashInvertIntensity);
|
||||
PostProcessingManager.flashContrast =
|
||||
Mathf.Max(PostProcessingManager.flashContrast, flashContrast);
|
||||
PostProcessingManager.flashColor = flashColor;
|
||||
}
|
||||
|
||||
if (radialBlurToggle)
|
||||
{
|
||||
PostProcessingManager.radialBlurIntensity =
|
||||
Mathf.Max(PostProcessingManager.radialBlurIntensity, radialBlurIntensity);
|
||||
PostProcessingManager.radialBlurSampleCount = Mathf.Max(PostProcessingManager.radialBlurSampleCount,
|
||||
radialBlurSampleCount);
|
||||
PostProcessingManager.radialBlurPos = Mathf.Max(PostProcessingManager.radialBlurPos, radialBlurPos);
|
||||
PostProcessingManager.radialBlurRange = Mathf.Max(PostProcessingManager.radialBlurRange, radialBlurRange);
|
||||
}
|
||||
|
||||
if (vignetteToggle)
|
||||
{
|
||||
PostProcessingManager.vignetteIntensity =
|
||||
Mathf.Max(PostProcessingManager.vignetteIntensity, vignetteIntensity);
|
||||
PostProcessingManager.vignetteRoundness = Mathf.Max(PostProcessingManager.vignetteRoundness, vignetteRoundness);
|
||||
PostProcessingManager.vignetteSmothness = Mathf.Max(PostProcessingManager.vignetteSmothness, vignetteSmothness);
|
||||
if (index == PostProcessingManager.laseUpdateControllerIndex)
|
||||
{
|
||||
PostProcessingManager.material.SetColor(_vignetteColorID,vignetteColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void EndController()
|
||||
{
|
||||
ClearToggles();
|
||||
_manager.EndController(this);
|
||||
}
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.MenuItem("GameObject/创建NB后处理特效")]
|
||||
static void CreatMenu()
|
||||
{
|
||||
GameObject Effect = new GameObject();
|
||||
Effect.name = "NBPostprocessController";
|
||||
PostProcessingController controller = Effect.AddComponent<PostProcessingController>();
|
||||
|
||||
UnityEditor.Selection.activeObject = Effect;
|
||||
}
|
||||
|
||||
void ControllerEditorUpdate()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
Update();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 909ea7d136ae0c349a24f02cac1f5f71
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- manager: {instanceID: 0}
|
||||
- distortSpeedTexture: {fileID: 2800000, guid: 7f808d0c8608b954d8f20cb4132c3049, type: 3}
|
||||
- overlayTexture: {instanceID: 0}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
720
Packages/NBPostProcessing/Runtime/PostProcessingManager.cs
Normal file
720
Packages/NBPostProcessing/Runtime/PostProcessingManager.cs
Normal file
@@ -0,0 +1,720 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
// using Sirenix.OdinInspector;
|
||||
|
||||
// #if UNITY_EDITOR
|
||||
// using Sirenix.OdinInspector.Editor;
|
||||
// #endif
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
#if CINIMACHINE_3_0
|
||||
using Unity.Cinemachine;
|
||||
#endif
|
||||
|
||||
using MhRender.RendererFeatures;
|
||||
|
||||
|
||||
[ExecuteAlways]
|
||||
public class PostProcessingManager : MonoBehaviour
|
||||
{
|
||||
//单例实现
|
||||
private static PostProcessingManager _instance = null;
|
||||
|
||||
public static PostProcessingManager Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
{
|
||||
#if UNITY_2022_1_OR_NEWER
|
||||
_instance = FindFirstObjectByType<PostProcessingManager>();
|
||||
#else
|
||||
_instance = FindObjectOfType<PostProcessingManager>();
|
||||
#endif
|
||||
if (_instance == null)
|
||||
{
|
||||
GameObject singletonObj = new GameObject();
|
||||
_instance = singletonObj.AddComponent<PostProcessingManager>();
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
singletonObj.name = "NBPostProcessManager";
|
||||
DontDestroyOnLoad(singletonObj);
|
||||
}
|
||||
else
|
||||
{
|
||||
singletonObj.name = "测试用NB后处理管理器,请美术删除此脚本再上传";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyImmediate(this);
|
||||
}
|
||||
}
|
||||
|
||||
// [ReadOnly] public Volume volume;
|
||||
// private static VolumeProfile profile;
|
||||
// [ReadOnly]
|
||||
public static Material material
|
||||
{
|
||||
get
|
||||
{
|
||||
return NBPostProcess.NBPostProcessMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
public static NBPostProcessFlags flags = new NBPostProcessFlags();
|
||||
|
||||
// public CinemachineBrain cameraBrain;
|
||||
// public CinemachineVirtualCamera currentVirtualCamera;
|
||||
#if CINIMACHINE_3_0
|
||||
public CinemachineCamera currentVirtualCamera;
|
||||
private CinemachineBasicMultiChannelPerlin _perlin;
|
||||
#endif
|
||||
|
||||
public static void InitMat()
|
||||
{
|
||||
flags.SetMaterial(PostProcessingManager.material);
|
||||
if (_instance)
|
||||
{
|
||||
_instance.ResetEffect();
|
||||
}
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (_controllerIndexFlags > 0)
|
||||
{
|
||||
ReRegistEditorUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorApplication.update += EditorUpdate;
|
||||
}
|
||||
// 注册编辑器帧更新事件
|
||||
#endif
|
||||
// //TODO 后续版本要找比较准确快的找Volume的方式
|
||||
// volume = GameObject.FindObjectOfType<Volume>();
|
||||
// if (volume != null)
|
||||
// {
|
||||
// profile = volume.profile;
|
||||
// }
|
||||
|
||||
// #if UNITY_EDITOR
|
||||
// //仅仅用于测试。
|
||||
// if (currentVirtualCamera == null)
|
||||
// {
|
||||
// currentVirtualCamera = FindFirstObjectByType<CinemachineCamera>();
|
||||
//
|
||||
// if (currentVirtualCamera)
|
||||
// {
|
||||
// if (!currentVirtualCamera.gameObject.TryGetComponent<CinemachineBasicMultiChannelPerlin>(out _perlin))
|
||||
// {
|
||||
// _perlin = currentVirtualCamera.gameObject.AddComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// if (_perlin)
|
||||
// {
|
||||
// _perlin.NoiseProfile =
|
||||
// // ResourceManager.LoadAssetAsync<NoiseSettings>("Assets/AddressableAssets/Shader/CustomPostprocess/3DPostionShake.asset");
|
||||
// //在runtime下是找不到的。但设计是美术做好然后存引用在预制件里。
|
||||
// UnityEditor.AssetDatabase.LoadAssetAtPath<NoiseSettings>(
|
||||
// "Packages/com.r2.render.postprocessing/3DPostionShake.asset");
|
||||
// _perlin.FrequencyGain = 5f; //做一个自定义
|
||||
// _perlin.AmplitudeGain = 0f; //一开始先不要震动
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// #endif
|
||||
|
||||
|
||||
//重置Flag
|
||||
flags = new NBPostProcessFlags(material);
|
||||
flags.SetFlagBits(0);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// 注册编辑器帧更新事件
|
||||
EditorApplication.update -= EditorUpdate;
|
||||
#endif
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_NB_POSTPROCESS_ON);
|
||||
}
|
||||
|
||||
|
||||
// [ShowInInspector]
|
||||
// #if UNITY_EDITOR
|
||||
// [BinaryInt(8)]
|
||||
// #endif
|
||||
private int _controllerIndexFlags = 0;
|
||||
|
||||
public static int laseUpdateControllerIndex;
|
||||
|
||||
private int GetControllerIndex()
|
||||
{
|
||||
for (int i = 0; i < 31; i++)
|
||||
{
|
||||
if (((~_controllerIndexFlags) & (1 << i)) != 0)
|
||||
{
|
||||
_controllerIndexFlags |= (1 << i);
|
||||
laseUpdateControllerIndex = i;
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return 32;
|
||||
}
|
||||
|
||||
private void ReleaseControllerIndex(int index)
|
||||
{
|
||||
_controllerIndexFlags &= ~(1 << index);
|
||||
}
|
||||
|
||||
private int CountBit(int bit)
|
||||
{
|
||||
int count = 0;
|
||||
while (bit > 0)
|
||||
{
|
||||
bit = bit & (bit - 1);
|
||||
count++;
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
//每次Controller触发Play都会触发Init
|
||||
public void InitController(PostProcessingController controller)
|
||||
{
|
||||
#if CINIMACHINE_3_0
|
||||
if (controller.cinemachineCamera != null)
|
||||
{
|
||||
currentVirtualCamera = controller.cinemachineCamera;
|
||||
_perlin = currentVirtualCamera.gameObject.GetComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
}
|
||||
#endif
|
||||
|
||||
controller.SetIndex(GetControllerIndex());
|
||||
}
|
||||
|
||||
public void EndController(PostProcessingController controller)
|
||||
{
|
||||
#if CINIMACHINE_3_0
|
||||
if (currentVirtualCamera == controller.cinemachineCamera)
|
||||
{
|
||||
currentVirtualCamera = null;
|
||||
_perlin = null;
|
||||
}
|
||||
#endif
|
||||
|
||||
ReleaseControllerIndex(controller.index);
|
||||
controller.SetIndex(32); //设置32为关闭index
|
||||
}
|
||||
|
||||
private void EffectUpdater(Action initEffect,Action updateEffect,Action endEffect,ref bool lastIsEffect,int effectToggles)
|
||||
{
|
||||
if (effectToggles > 0)
|
||||
{
|
||||
if (!lastIsEffect)
|
||||
{
|
||||
initEffect();
|
||||
}
|
||||
updateEffect();
|
||||
lastIsEffect = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (lastIsEffect)
|
||||
{
|
||||
endEffect();
|
||||
lastIsEffect = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private bool isFirstUpdate = true;
|
||||
|
||||
private void ResetEffect()
|
||||
{
|
||||
if (_lastIsChromaticAberration)
|
||||
{
|
||||
EndChromaticAberration();
|
||||
_lastIsChromaticAberration = false;
|
||||
}
|
||||
|
||||
if (_lastIsRadialBlur)
|
||||
{
|
||||
EndRadialBlur();
|
||||
_lastIsRadialBlur = false;
|
||||
}
|
||||
|
||||
if (_lastIsDistortSpeed)
|
||||
{
|
||||
EndDistortSpeed();
|
||||
_lastIsDistortSpeed = false;
|
||||
}
|
||||
|
||||
#if CINIMACHINE_3_0
|
||||
if (_lastIsCameraShake)
|
||||
{
|
||||
EndCameraShake();
|
||||
_lastIsCameraShake = false;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (_lastIsOverlayTexture)
|
||||
{
|
||||
EndOverlayTexture();
|
||||
_lastIsOverlayTexture = false;
|
||||
}
|
||||
|
||||
if (_lastIsFlash)
|
||||
{
|
||||
EndFlash();
|
||||
_lastIsFlash = false;
|
||||
}
|
||||
|
||||
if (_lastIsVignette)
|
||||
{
|
||||
EndVignette();
|
||||
_lastIsVignette = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()//晚于所有脚本触发。
|
||||
{
|
||||
if (isFirstUpdate)
|
||||
{
|
||||
isFirstUpdate = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if(!material) return;
|
||||
/*
|
||||
#if UNITY_EDITOR
|
||||
if (flags.GetMaterial() != PostProcessingManager.material)
|
||||
{
|
||||
flags.SetMaterial(PostProcessingManager.material);
|
||||
}
|
||||
#endif
|
||||
*/
|
||||
|
||||
if (_controllerIndexFlags == 0)
|
||||
{
|
||||
ResetEffect();
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_NB_POSTPROCESS_ON);
|
||||
return;
|
||||
}
|
||||
|
||||
EffectUpdater(InitChromaticAberration,UpdateChromaticAberration,EndChromaticAberration,ref _lastIsChromaticAberration,chromaticAberrationToggles);
|
||||
EffectUpdater(InitDistortSpeed,UpdateDistortSpeed,EndDistortSpeed,ref _lastIsDistortSpeed,distortSpeedToggles);
|
||||
EffectUpdater(InitRadialBlur, UpdateRadialBlur, EndRadialBlur,ref _lastIsRadialBlur, radialBlurToggles);
|
||||
|
||||
bool isSetCustomScreenCenterPos = (chromaticAberrationToggles | distortSpeedToggles | radialBlurToggles) > 0;
|
||||
|
||||
if (isSetCustomScreenCenterPos)
|
||||
{
|
||||
material.SetVector(_customScreenCenterProperty,
|
||||
new Vector4(customScreenCenterPos.x, customScreenCenterPos.y, 0, 0));
|
||||
}
|
||||
|
||||
#if CINIMACHINE_3_0
|
||||
EffectUpdater(() => { },UpdateCameraShake,EndCameraShake,ref _lastIsCameraShake,cameraShakeToggles);
|
||||
#endif
|
||||
EffectUpdater(InitOverlayTexture, UpdateOverlayTexture, EndOverlayTexture,ref _lastIsOverlayTexture, overlayTextureToggles);
|
||||
EffectUpdater(InitFlash, UpdateFlash, EndFlash,ref _lastIsFlash, flashToggles);
|
||||
EffectUpdater(InitVignette, UpdateVignette, EndVignette,ref _lastIsVignette, vignetteToggles);
|
||||
|
||||
bool hasEffect =
|
||||
(
|
||||
chromaticAberrationToggles|
|
||||
distortSpeedToggles|
|
||||
#if CINIMACHINE_3_0
|
||||
cameraShakeToggles|
|
||||
#endif
|
||||
radialBlurToggles|
|
||||
overlayTextureToggles|
|
||||
flashToggles|
|
||||
vignetteToggles
|
||||
) >0;
|
||||
|
||||
if (hasEffect)
|
||||
{
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_NB_POSTPROCESS_ON);
|
||||
}
|
||||
else
|
||||
{
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_NB_POSTPROCESS_ON);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private readonly int _customScreenCenterProperty = Shader.PropertyToID("_CustomScreenCenter");
|
||||
public static Vector2 customScreenCenterPos = new Vector2(0.5f, 0.5f);
|
||||
|
||||
|
||||
|
||||
|
||||
#region 色散
|
||||
|
||||
//色散相关
|
||||
// private ChromaticAberration chromaticAberrationComp;
|
||||
// private bool preserveChromaticAberrationActive;
|
||||
// private float preserveChromaticAberrationIntensity;
|
||||
private bool _lastIsChromaticAberration = false;
|
||||
private readonly int _chromaticAberrationVecProperty = Shader.PropertyToID("_ChromaticAberrationVec");
|
||||
|
||||
public static int chromaticAberrationToggles = 0;
|
||||
|
||||
public static bool isCaByDistort= false;
|
||||
private bool _lastIsCaByDistort = false;
|
||||
|
||||
public static float chromaticAberrationIntensity = 0;
|
||||
public static float chromaticAberrationPos = 0;
|
||||
public static float chromaticAberrationRange = 0;
|
||||
|
||||
private void InitChromaticAberration()
|
||||
{
|
||||
// Debug.Log("InitCA");
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_CHORATICABERRAT);
|
||||
}
|
||||
|
||||
private void UpdateChromaticAberration()
|
||||
{
|
||||
if (_lastIsCaByDistort != isCaByDistort)
|
||||
{
|
||||
if (isCaByDistort)
|
||||
{
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_CHORATICABERRAT_BY_DISTORT);
|
||||
}
|
||||
else
|
||||
{
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_CHORATICABERRAT_BY_DISTORT);
|
||||
}
|
||||
|
||||
_lastIsCaByDistort = isCaByDistort;
|
||||
}
|
||||
|
||||
material.SetVector(_chromaticAberrationVecProperty, new Vector4(chromaticAberrationIntensity,chromaticAberrationPos,chromaticAberrationRange));
|
||||
chromaticAberrationIntensity = 0;//等待下一次update
|
||||
chromaticAberrationPos = 0;//等待下一次update
|
||||
chromaticAberrationRange = 0;//等待下一次update
|
||||
}
|
||||
|
||||
private void EndChromaticAberration()
|
||||
{
|
||||
// Debug.Log("EndCA");
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_CHORATICABERRAT);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 径向速度扭曲
|
||||
//径向速度扭曲相关
|
||||
private readonly int _distortVecProperty = Shader.PropertyToID("_SpeedDistortVec");
|
||||
private readonly int _distortVec2Property = Shader.PropertyToID("_SpeedDistortVec2");
|
||||
private bool _lastIsDistortSpeed = false;
|
||||
|
||||
public static bool isDistortScreenUVMode;
|
||||
private bool _lastIsDistortScreenUVMode;
|
||||
// [ShowInInspector]
|
||||
// [LabelText("径向扭曲开关")]
|
||||
// #if UNITY_EDITOR
|
||||
// [BinaryInt(8)]
|
||||
// #endif
|
||||
public static int distortSpeedToggles;
|
||||
|
||||
public static Texture2D distortTexture2D;
|
||||
|
||||
public static float distortSpeedIntensity = 0;
|
||||
public static float distortSpeedPosition = 0;
|
||||
public static float distortSpeedRange = 0;
|
||||
public static float distortSpeedMoveSpeedX = 0;
|
||||
public static float distortSpeedMoveSpeedY = 0;
|
||||
public static float distortTextureMidValue = 0;
|
||||
|
||||
private void InitDistortSpeed()
|
||||
{
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_DISTORT_SPEED);
|
||||
}
|
||||
|
||||
private void UpdateDistortSpeed()
|
||||
{
|
||||
if (_lastIsDistortScreenUVMode!=isDistortScreenUVMode)
|
||||
{
|
||||
if (isDistortScreenUVMode)
|
||||
{
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_POST_DISTORT_SCREEN_UV);
|
||||
}
|
||||
else
|
||||
{
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_POST_DISTORT_SCREEN_UV);
|
||||
}
|
||||
_lastIsDistortScreenUVMode = isDistortScreenUVMode;
|
||||
}
|
||||
Vector4 distortVec = new Vector4(distortSpeedIntensity, distortSpeedPosition, distortSpeedRange,
|
||||
distortTextureMidValue);
|
||||
Vector4 distortVec2 = new Vector4(distortSpeedMoveSpeedX, distortSpeedMoveSpeedY, 0, 0);
|
||||
material.SetVector(_distortVecProperty, distortVec);
|
||||
material.SetVector(_distortVec2Property, distortVec2);
|
||||
distortSpeedIntensity = 0;
|
||||
distortSpeedPosition = 0;
|
||||
distortSpeedRange = 0;
|
||||
distortSpeedMoveSpeedX = 0;
|
||||
distortSpeedMoveSpeedY = 0;
|
||||
}
|
||||
|
||||
private void EndDistortSpeed()
|
||||
{
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_DISTORT_SPEED);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 径向模糊
|
||||
// [ShowInInspector]
|
||||
// [LabelText("径向模糊开关")]
|
||||
// #if UNITY_EDITOR
|
||||
// [BinaryInt(8)]
|
||||
// #endif
|
||||
public static int radialBlurToggles = 0;
|
||||
private readonly int _radialBlurVecProperty = Shader.PropertyToID("_RadialBlurVec");
|
||||
public static float radialBlurIntensity = 0;
|
||||
public static float radialBlurPos = 0;
|
||||
public static float radialBlurRange = 0;
|
||||
public static int radialBlurSampleCount = 4;
|
||||
public static bool isRadialBlurByDistort = false;
|
||||
private bool _lastIsRadialBlurByDistort = false;
|
||||
|
||||
private bool _lastIsRadialBlur = false;
|
||||
|
||||
private void InitRadialBlur()
|
||||
{
|
||||
// Debug.Log("InitRB");
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_RADIALBLUR);
|
||||
}
|
||||
|
||||
private void UpdateRadialBlur()
|
||||
{
|
||||
if (_lastIsRadialBlurByDistort != isRadialBlurByDistort)
|
||||
{
|
||||
if (isRadialBlurByDistort)
|
||||
{
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_RADIALBLUR_BY_DISTORT);
|
||||
}
|
||||
else
|
||||
{
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_RADIALBLUR_BY_DISTORT);
|
||||
}
|
||||
|
||||
_lastIsRadialBlurByDistort = isRadialBlurByDistort;
|
||||
}
|
||||
Vector4 radialBlurVec = new Vector4(radialBlurIntensity*0.1f/radialBlurSampleCount, radialBlurPos, radialBlurRange, radialBlurSampleCount);
|
||||
material.SetVector(_radialBlurVecProperty,radialBlurVec);
|
||||
radialBlurIntensity = 0;
|
||||
radialBlurSampleCount = 0;
|
||||
radialBlurPos = 0;
|
||||
radialBlurRange = 0;
|
||||
}
|
||||
|
||||
private void EndRadialBlur()
|
||||
{
|
||||
// Debug.Log("EndRB");
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_RADIALBLUR);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 震屏
|
||||
#if CINIMACHINE_3_0
|
||||
|
||||
public static int cameraShakeToggles = 0;
|
||||
|
||||
|
||||
private bool _lastIsCameraShake = false;
|
||||
public static float cameraShakeIntensity = 0;
|
||||
private void UpdateCameraShake()
|
||||
{
|
||||
if (_perlin)
|
||||
{
|
||||
_perlin.AmplitudeGain = cameraShakeIntensity;
|
||||
}
|
||||
|
||||
cameraShakeIntensity = 0;
|
||||
// #if UNITY_EDITOR
|
||||
if (currentVirtualCamera )
|
||||
{
|
||||
CinemachineCore.SoloCamera = currentVirtualCamera;
|
||||
}
|
||||
// #endif
|
||||
// Debug.Log(_perlin.m_AmplitudeGain);
|
||||
}
|
||||
|
||||
private void EndCameraShake()
|
||||
{
|
||||
if (_perlin)
|
||||
{
|
||||
_perlin.AmplitudeGain = 0;
|
||||
}
|
||||
CinemachineCore.SoloCamera = null;
|
||||
}
|
||||
#endif
|
||||
#endregion
|
||||
|
||||
#region 肌理叠加
|
||||
|
||||
//肌理图
|
||||
//注意,肌理图就是硬切,只有intensity可以做差值。
|
||||
// [ShowInInspector]
|
||||
// [LabelText("肌理开关")]
|
||||
// #if UNITY_EDITOR
|
||||
// [BinaryInt(8)]
|
||||
// #endif
|
||||
public static int overlayTextureToggles = 0;
|
||||
|
||||
private bool _lastIsOverlayTexture = false;
|
||||
|
||||
public static float overlayTextureIntensity = 0;
|
||||
|
||||
private readonly int _overlayTextureProperty = Shader.PropertyToID("_TextureOverlay");
|
||||
private readonly int _overlayTextureStProperty = Shader.PropertyToID("_TextureOverlay_ST");
|
||||
private readonly int _overlayTextureIntensityProperty = Shader.PropertyToID("_TextureOverlayIntensity");
|
||||
|
||||
private void InitOverlayTexture()
|
||||
{
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_OVERLAYTEXTURE);
|
||||
}
|
||||
|
||||
private void UpdateOverlayTexture()
|
||||
{
|
||||
material.SetFloat(_overlayTextureIntensityProperty, overlayTextureIntensity);
|
||||
overlayTextureIntensity = 0;
|
||||
}
|
||||
|
||||
private void EndOverlayTexture()
|
||||
{
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_OVERLAYTEXTURE);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 黑白闪
|
||||
|
||||
// [ShowInInspector]
|
||||
// [LabelText("黑白闪开关")]
|
||||
// #if UNITY_EDITOR
|
||||
// [BinaryInt(8)]
|
||||
// #endif
|
||||
public static int flashToggles = 0;
|
||||
|
||||
private bool _lastIsFlash = false;
|
||||
|
||||
public static float flashDesaturateIntensity = 0;
|
||||
|
||||
public static float flashInvertIntensity = 0;
|
||||
|
||||
public static float flashContrast = 0;
|
||||
|
||||
public static Color flashColor = new Color(1, 1, 1, 1);
|
||||
|
||||
private readonly int _flashDesaturateProperty = Shader.PropertyToID("_DeSaturateIntensity");
|
||||
private readonly int _flashInvertProperty = Shader.PropertyToID("_InvertIntensity");
|
||||
private readonly int _flashContrastProperty = Shader.PropertyToID("_Contrast");
|
||||
private readonly int _flashColorProperty = Shader.PropertyToID("_FlashColor");
|
||||
|
||||
private void InitFlash()
|
||||
{
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_FLASH);
|
||||
}
|
||||
|
||||
private void UpdateFlash()
|
||||
{
|
||||
material.SetFloat(_flashDesaturateProperty, flashDesaturateIntensity);
|
||||
material.SetFloat(_flashInvertProperty, flashInvertIntensity);
|
||||
material.SetFloat(_flashContrastProperty, flashContrast);
|
||||
material.SetColor(_flashColorProperty,flashColor);
|
||||
flashDesaturateIntensity = 0;
|
||||
flashInvertIntensity = 0;
|
||||
flashContrast = 0;
|
||||
flashColor = Color.white;
|
||||
}
|
||||
|
||||
private void EndFlash()
|
||||
{
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_FLASH);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 暗角
|
||||
|
||||
// [ShowInInspector]
|
||||
// [LabelText("暗角开关")]
|
||||
// #if UNITY_EDITOR
|
||||
// [BinaryInt(8)]
|
||||
// #endif
|
||||
public static int vignetteToggles = 0;
|
||||
|
||||
private bool _lastIsVignette;
|
||||
|
||||
public static float vignetteIntensity = 0f;
|
||||
public static float vignetteRoundness = 0f;
|
||||
public static float vignetteSmothness = 0f;
|
||||
|
||||
private readonly int _vignetteVecProperty = Shader.PropertyToID("_VignetteVec");
|
||||
|
||||
private void InitVignette()
|
||||
{
|
||||
flags.SetFlagBits(NBPostProcessFlags.FLAG_BIT_VIGNETTE);
|
||||
}
|
||||
|
||||
|
||||
private void UpdateVignette()
|
||||
{
|
||||
Vector4 vignetteVec = new Vector4(vignetteIntensity, vignetteRoundness, vignetteSmothness, 0);
|
||||
material.SetVector(_vignetteVecProperty,vignetteVec);
|
||||
vignetteIntensity = 0;
|
||||
vignetteRoundness = 0;
|
||||
vignetteSmothness = 0;
|
||||
}
|
||||
|
||||
private void EndVignette()
|
||||
{
|
||||
flags.ClearFlagBits(NBPostProcessFlags.FLAG_BIT_VIGNETTE);
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void EditorUpdate()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
LateUpdate();//每帧Update会导致SceneView闪
|
||||
}
|
||||
}
|
||||
|
||||
public void ReRegistEditorUpdate()
|
||||
{
|
||||
EditorApplication.update -= EditorUpdate;
|
||||
EditorApplication.update += EditorUpdate;
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe30e455c04f33342bb3d1c227855682
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
189
Packages/NBPostProcessing/Runtime/ScreenColorRenderPass.cs
Normal file
189
Packages/NBPostProcessing/Runtime/ScreenColorRenderPass.cs
Normal file
@@ -0,0 +1,189 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using System.Reflection;
|
||||
|
||||
namespace MhRender.RendererFeatures
|
||||
{
|
||||
public class ScreenColorRenderPass : ScriptableRenderPass
|
||||
{
|
||||
#if UNIVERSAL_RP_13_1_2_OR_NEWER
|
||||
private RTHandle _screenColorHandle;
|
||||
private RTHandle _tempRTHandle;
|
||||
#else
|
||||
private RenderTargetIdentifier _screenColorHandle;
|
||||
private static readonly int _screenColorRTID = Shader.PropertyToID("_screenColorRT");
|
||||
private RenderTargetIdentifier _tempRTHandle = new RenderTargetIdentifier(_tempRTID);
|
||||
private static readonly int _tempRTID = Shader.PropertyToID("CopyColorRT");
|
||||
|
||||
|
||||
#endif
|
||||
private ProfilingSampler _profilingSampler;
|
||||
private readonly Downsampling _downSampling;
|
||||
readonly Material _material;
|
||||
private static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
|
||||
private static readonly int SampleOffset = Shader.PropertyToID("_SampleOffset");
|
||||
|
||||
public ScreenColorRenderPass(Material material, Downsampling downSampling)
|
||||
{
|
||||
_material = material;
|
||||
_downSampling = downSampling;
|
||||
}
|
||||
|
||||
|
||||
#if UNIVERSAL_RP_13_1_2_OR_NEWER
|
||||
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||||
{
|
||||
ConfigureTarget(_screenColorHandle);
|
||||
|
||||
}
|
||||
|
||||
public void SetUp(RTHandle colorHandle)
|
||||
{
|
||||
_profilingSampler ??= new ProfilingSampler("ScreenColorRender");
|
||||
_screenColorHandle = colorHandle;
|
||||
RenderTextureDescriptor descriptor = _screenColorHandle.rt.descriptor;
|
||||
descriptor.autoGenerateMips = true;
|
||||
descriptor.useMipMap = true;
|
||||
switch (_downSampling)
|
||||
{
|
||||
case Downsampling._2xBilinear:
|
||||
descriptor.width /= 2;
|
||||
descriptor.height /= 2;
|
||||
break;
|
||||
case Downsampling._4xBilinear:
|
||||
descriptor.width /= 4;
|
||||
descriptor.height /= 4;
|
||||
break;
|
||||
case Downsampling._4xBox:
|
||||
descriptor.width /= 4;
|
||||
descriptor.height /= 4;
|
||||
break;
|
||||
}
|
||||
RenderingUtils.ReAllocateIfNeeded(ref _tempRTHandle, descriptor,name:"CopyColorRT");
|
||||
}
|
||||
|
||||
|
||||
#else
|
||||
|
||||
FieldInfo cameraColorAttachment = typeof(UniversalRenderer).GetField("m_ActiveCameraColorAttachment", BindingFlags.NonPublic|BindingFlags.Instance);
|
||||
|
||||
|
||||
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||||
{
|
||||
|
||||
var renderer = (UniversalRenderer)renderingData.cameraData.renderer;
|
||||
|
||||
// cmd.SetGlobalTexture(_screenColorRTID,_screenColorHandle);
|
||||
SetUpCopyColorRT(renderer,renderingData.cameraData.cameraTargetDescriptor,cmd);
|
||||
ConfigureTarget(_tempRTHandle);
|
||||
ConfigureClear(ClearFlag.Color, Color.clear);
|
||||
}
|
||||
|
||||
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
||||
{
|
||||
}
|
||||
|
||||
public void SetUp(ScriptableRenderer renderer)
|
||||
{
|
||||
RenderTargetHandle value = (RenderTargetHandle)cameraColorAttachment.GetValue(renderer);
|
||||
_screenColorHandle = value.Identifier();
|
||||
// _screenColorHandle = colorTarget;
|
||||
}
|
||||
|
||||
public void SetUpCopyColorRT(ScriptableRenderer renderer,RenderTextureDescriptor descriptor ,CommandBuffer cmd)
|
||||
{
|
||||
descriptor.autoGenerateMips = true;
|
||||
descriptor.useMipMap = true;
|
||||
switch (_downSampling)
|
||||
{
|
||||
case Downsampling._2xBilinear:
|
||||
descriptor.width /= 2;
|
||||
descriptor.height /= 2;
|
||||
break;
|
||||
case Downsampling._4xBilinear:
|
||||
descriptor.width /= 4;
|
||||
descriptor.height /= 4;
|
||||
break;
|
||||
case Downsampling._4xBox:
|
||||
descriptor.width /= 4;
|
||||
descriptor.height /= 4;
|
||||
break;
|
||||
}
|
||||
cmd.GetTemporaryRT( _tempRTID, descriptor,FilterMode.Bilinear);
|
||||
}
|
||||
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
cmd.ReleaseTemporaryRT(_tempRTID);
|
||||
}
|
||||
#endif
|
||||
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
if (!(renderingData.cameraData.cameraType == CameraType.Game || renderingData.cameraData.cameraType == CameraType.SceneView))
|
||||
return;
|
||||
if (_material == null)
|
||||
return;
|
||||
CommandBuffer cmd = CommandBufferPool.Get();
|
||||
|
||||
using (new ProfilingScope(cmd, _profilingSampler))
|
||||
{
|
||||
#if UNIVERSAL_RP_13_1_2_OR_NEWER
|
||||
|
||||
_material.SetTexture(CameraTexture, _screenColorHandle);
|
||||
switch (_downSampling)
|
||||
{
|
||||
case Downsampling._2xBilinear:
|
||||
Blitter.BlitTexture(cmd, _screenColorHandle, _tempRTHandle, _material, 0);
|
||||
break;
|
||||
case Downsampling._4xBilinear:
|
||||
Blitter.BlitTexture(cmd, _screenColorHandle, _tempRTHandle, _material, 0);
|
||||
break;
|
||||
case Downsampling._4xBox:
|
||||
_material.SetFloat(SampleOffset,2);
|
||||
Blitter.BlitTexture(cmd, _screenColorHandle, _tempRTHandle, _material, 1);
|
||||
break;
|
||||
default:
|
||||
Blitter.BlitTexture(cmd, _screenColorHandle, _tempRTHandle, _material, 0);
|
||||
break;
|
||||
}
|
||||
#else
|
||||
cmd.SetGlobalTexture(_screenColorRTID,_screenColorHandle);
|
||||
|
||||
_material.SetTexture(CameraTexture,Shader.GetGlobalTexture(_screenColorRTID));
|
||||
cmd.SetRenderTarget(_tempRTHandle);
|
||||
switch (_downSampling)
|
||||
{
|
||||
case Downsampling._2xBilinear:
|
||||
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _material, 0,0);
|
||||
break;
|
||||
case Downsampling._4xBilinear:
|
||||
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _material, 0,0);
|
||||
break;
|
||||
case Downsampling._4xBox:
|
||||
_material.SetFloat(SampleOffset,2);
|
||||
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _material, 0,1);
|
||||
break;
|
||||
default:
|
||||
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _material, 0,0);
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
cmd.SetGlobalTexture("_ScreenColorCopy1", _tempRTHandle);
|
||||
}
|
||||
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
#if UNIVERSAL_RP_13_1_2_OR_NEWER
|
||||
_tempRTHandle?.Release();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff8358dc3f3531d4c92a43a49d07f36c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,30 @@
|
||||
{
|
||||
"name": "com.xuanxuan.nb.postprocessing",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:df380645f10b7bc4b97d4f5eb6303d95",
|
||||
"GUID:15fc0a57446b3144c949da3e2b9737a9",
|
||||
"GUID:4307f53044263cf4b835bd812fc161a4",
|
||||
"GUID:8f9e4d586616f13449cfeb86c5f704c2"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.cinemachine",
|
||||
"expression": "3.0",
|
||||
"define": "CINIMACHINE_3_0"
|
||||
},
|
||||
{
|
||||
"name": "com.unity.render-pipelines.universal",
|
||||
"expression": "13.1.2",
|
||||
"define": "UNIVERSAL_RP_13_1_2_OR_NEWER"
|
||||
}
|
||||
],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1f23b61b189bd949adfd0f7a353734f
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user