后处理修复
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@@ -17,9 +17,12 @@ namespace SLSUtilities.Rendering.PostProcessing
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[Tooltip("是否强制开启像素化效果")]
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public BoolParameter forceActive = new BoolParameter(false);
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public FloatParameter strengthX = new FloatParameter(1920f);
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public FloatParameter strengthY = new FloatParameter(1080f);
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[Tooltip("横向分辨率比例,0 到 1;1 为当前渲染分辨率")]
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public FloatParameter strengthX = new FloatParameter(1f);
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[Tooltip("纵向分辨率比例,0 到 1;1 为当前渲染分辨率")]
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public FloatParameter strengthY = new FloatParameter(1f);
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// 返回我们在 Shader 里定义的名字,保证管家可以据此获取材质
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public override string GetShaderName() => "Hidden/Custom/Pixelate";
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@@ -34,11 +37,11 @@ namespace SLSUtilities.Rendering.PostProcessing
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{
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if (material == null) return;
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cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthX, strengthX.value);
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cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthY, strengthY.value);
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cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthX, Mathf.Clamp01(strengthX.value));
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cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthY, Mathf.Clamp01(strengthY.value));
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// 使用你的统一管家分发的 Blitter 进行优雅渲染
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Blitter.BlitCameraTexture(cmd, source, destination, material, 0);
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}
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}
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}
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}
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