新增unity的牛逼shader和熊猫超级shader
This commit is contained in:
1 parent
6001f6d87a
commit
1a4cd29e7c
216 files changed
+41947
No files matched your search
@@ -0,0 +1,66 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user