Files
ichni_Creator_Studio/Assets/Scripts/Manager/PostProcessingManager.cs
SoulliesOfficial aee62cd637 大修
2026-03-14 02:30:26 -04:00

58 lines
1.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Sirenix.OdinInspector;
using SLSUtilities.General;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace Ichni
{
public class PostProcessingManager : Singleton<PostProcessingManager>
{
public static Volume GlobalVolume => instance._globalVolume;
[ShowInInspector]
private Volume _globalVolume;
protected override void Awake()
{
base.Awake();
//FindAndCacheFeatureWithReflection();
}
private void OnDisable()
{
//FindAndCacheFeatureWithReflection();
}
private void FindAndCacheFeatureWithReflection()
{
var pipelineAsset = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
if (pipelineAsset == null)
{
Debug.LogError("当前渲染管线不是 UniversalRenderPipelineAsset。");
return;
}
// 2. 使用反射来获取内部的 m_RendererDataList 字段
FieldInfo rendererDataListField =
typeof(UniversalRenderPipelineAsset).GetField("m_RendererDataList", BindingFlags.NonPublic | BindingFlags.Instance);
if (rendererDataListField == null)
{
Debug.LogError("在 UniversalRenderPipelineAsset 中无法通过反射找到 'm_RendererDataList' 字段。API可能已在你的URP版本中更改。");
return;
}
var rendererDataList = rendererDataListField.GetValue(pipelineAsset) as ScriptableRendererData[];
if (rendererDataList == null)
{
Debug.LogError("获取渲染器数据列表失败。");
return;
}
}
}
}