NB_FX
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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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#if UNIVERSAL_RP_17_0_OR_NEWER
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using UnityEngine.Rendering.RenderGraphModule;
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#endif
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namespace NBShader
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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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private static readonly int ScreenColorCopy = Shader.PropertyToID("_ScreenColorCopy1");
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private static readonly int DisturbanceMaskTex = Shader.PropertyToID("_DisturbanceMaskTex");
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public NBPostProcessFlags _shaderFlag => PostProcessingManager.flags;
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private Vector4 _lastOutlineProps;
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public Vector4 outLinePorps = Vector4.one;
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#if UNIVERSAL_RP_17_0_OR_NEWER
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private class RenderGraphPassData
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{
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public TextureHandle activeColorTexture;
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public Material material;
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public Mesh fullscreenMesh;
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}
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private static bool IsSupportedCamera(CameraType cameraType)
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{
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return cameraType == CameraType.Game || cameraType == CameraType.SceneView;
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}
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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if (!IsSupportedCamera(cameraData.cameraType) || _material == null || _fullScreenMesh == null)
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return;
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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if (!resourceData.activeColorTexture.IsValid())
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return;
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using (var builder = renderGraph.AddRasterRenderPass<RenderGraphPassData>("NBPostProcess", out var passData))
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{
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passData.activeColorTexture = resourceData.activeColorTexture;
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passData.material = _material;
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passData.fullscreenMesh = _fullScreenMesh;
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builder.SetRenderAttachment(passData.activeColorTexture, 0, AccessFlags.ReadWrite);
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builder.UseGlobalTexture(ScreenColorCopy, AccessFlags.Read);
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builder.UseGlobalTexture(DisturbanceMaskTex, AccessFlags.Read);
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builder.SetRenderFunc(static (RenderGraphPassData data, RasterGraphContext context) =>
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{
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context.cmd.DrawMesh(data.fullscreenMesh, Matrix4x4.identity, data.material, 0, 0);
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});
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}
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}
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#endif
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#if !UNITY_6000_3_OR_NEWER || (URP_COMPATIBILITY_MODE && !UNITY_6000_4_OR_NEWER)
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#pragma warning disable CS0618, CS0672
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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(_material == null) return;
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if(_fullScreenMesh == null) return;
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// if(!_shaderFlag.CheckFlagBits(NBPostProcessFlags.FLAG_BIT_NB_POSTPROCESS_ON))return;//Disturbance需要执行
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//ConfigureTarget()
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CommandBuffer cmdBuffer = CommandBufferPool.Get();
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cmdBuffer.Clear();
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// cmdBuffer.name = "NBPostProcess";
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using (new ProfilingScope(cmdBuffer,_profilingSampler))
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{
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cmdBuffer.DrawMesh(_fullScreenMesh, Matrix4x4.identity, _material, 0, 0);
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}
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context.ExecuteCommandBuffer(cmdBuffer);
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CommandBufferPool.Release(cmdBuffer);
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}
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#pragma warning restore CS0618, CS0672
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#endif
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public NBPostProcessRenderPass(Material mat,Mesh mesh)
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{
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_material = mat;
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_fullScreenMesh = mesh;
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_profilingSampler ??= new ProfilingSampler("NBPostProcess");
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#if UNIVERSAL_RP_17_0_OR_NEWER
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requiresIntermediateTexture = true;
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#endif
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}
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}
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}
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