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42
Assets/Shaders/ScriptablePostProcessor/Volumes/Pixelate.cs
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42
Assets/Shaders/ScriptablePostProcessor/Volumes/Pixelate.cs
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using System;
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using Echovoid.Runtime.Behavior.Rendering;
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using SLSUtilities.Rendering.PostProcessing;
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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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namespace SLSUtilities.Rendering.PostProcessing
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{
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[Serializable, VolumeComponentMenu("SLS/Postprocessing/Pixelate")]
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public class PixelateVolume : ScriptablePostProcessorVolume
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{
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public override CustomPostProcessInjectionPoint InjectionPoint => CustomPostProcessInjectionPoint.AfterPostProcess;
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public override int OrderInInjectionPoint => 100;
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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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// 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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public override bool IsActive()
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{
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// 当激活开关开启时才执行后期渲染(节省平时不开时的性能)
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return forceActive.value;
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}
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public override void Render(CommandBuffer cmd, ref RenderingData renderingData, RTHandle source, RTHandle destination)
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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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// 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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