NB_FX
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185
Packages/NB_FX/NBPostProcessing/Runtime/NBPostProcess.cs
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185
Packages/NB_FX/NBPostProcessing/Runtime/NBPostProcess.cs
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#if !UNITY_6000_3_OR_NEWER || (URP_COMPATIBILITY_MODE && !UNITY_6000_4_OR_NEWER)
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#define NB_URP_COMPATIBILITY_PATH
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#endif
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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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namespace NBShader
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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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private RenderCameraOpaqueDistortObjectPass _renderCameraOpaqueDistortObjectPass;
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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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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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private bool canFind = false;
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#if UNIVERSAL_RP_17_0_OR_NEWER
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private static bool IsCompatibilityModeEnabled()
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{
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return GraphicsSettings.GetRenderPipelineSettings<RenderGraphSettings>().enableRenderCompatibilityMode;
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}
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#endif
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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);
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_disturbanceMaskRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
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_renderCameraOpaqueDistortObjectPass = new RenderCameraOpaqueDistortObjectPass();
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_renderCameraOpaqueDistortObjectPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
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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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_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 && NB_URP_COMPATIBILITY_PATH
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#pragma warning disable CS0618, CS0672
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public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
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{
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#if UNIVERSAL_RP_17_0_OR_NEWER
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if (!IsCompatibilityModeEnabled())
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return;
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#endif
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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.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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#pragma warning restore CS0618, CS0672
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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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_screenColorRenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
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_screenColorRenderPass.SetUp(renderer);
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#endif
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renderer.EnqueuePass(_renderCameraOpaqueDistortObjectPass);
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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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}
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