新增unity的牛逼shader和熊猫超级shader

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Abin committed 2026-03-10 18:34:45 +08:00
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class PandaGrab : ScriptableRendererFeature
{
class CustomRenderPass : ScriptableRenderPass
{
static string rt_name="_PandaGrabTex";
static int rt_ID=Shader.PropertyToID(rt_name);
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in a performant manner.
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
RenderTextureDescriptor descriptor=new RenderTextureDescriptor(2560,1440,RenderTextureFormat.DefaultHDR,0);
cmd.GetTemporaryRT(rt_ID,descriptor);
ConfigureTarget(rt_ID);
ConfigureClear(ClearFlag.Color,Color.black);
}
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd=CommandBufferPool.Get("PandaPass");
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,rt_ID);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
cmd.Release();
}
// Cleanup any allocated resources that were created during the execution of this render pass.
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(rt_ID);
}
}
CustomRenderPass m_ScriptablePass;
/// <inheritdoc/>
public override void Create()
{
m_ScriptablePass = new CustomRenderPass();
// Configures where the render pass should be injected.
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_ScriptablePass);
}
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