unity Shader新增
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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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/// <summary>
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/// Grab Pass 特性:将当前颜色缓冲绑定为 _CameraColorAttachmentA 供热扭曲等效果使用
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/// </summary>
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public class GrabPassFeature : ScriptableRendererFeature
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{
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[System.Serializable]
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public class Settings
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{
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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public string shaderTagName = "Grab";
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public LayerMask layerMask = -1;
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[Header("性能设置")]
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[Tooltip("采样分辨率缩放(1.0 = 全分辨率,0.5 = 半分辨率)")]
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[Range(0.25f, 1f)]
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public float resolutionScale = 1f;
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}
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public Settings settings = new Settings();
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private GrabPass grabPass;
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public override void Create()
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{
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grabPass = new GrabPass(settings);
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(grabPass);
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}
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protected override void Dispose(bool disposing)
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{
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grabPass?.Dispose();
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}
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class GrabPass : ScriptableRenderPass
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{
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private readonly ShaderTagId shaderTagId;
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private FilteringSettings filteringSettings;
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private readonly Settings settings;
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private RTHandle tempColorTarget;
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public GrabPass(Settings settings)
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{
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this.settings = settings;
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renderPassEvent = settings.renderPassEvent;
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shaderTagId = new ShaderTagId(settings.shaderTagName);
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filteringSettings = new FilteringSettings(RenderQueueRange.transparent, settings.layerMask);
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ConfigureInput(ScriptableRenderPassInput.Color);
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}
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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var descriptor = renderingData.cameraData.cameraTargetDescriptor;
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descriptor.width = Mathf.Max(1, Mathf.CeilToInt(descriptor.width * settings.resolutionScale));
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descriptor.height = Mathf.Max(1, Mathf.CeilToInt(descriptor.height * settings.resolutionScale));
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descriptor.depthBufferBits = 0;
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descriptor.msaaSamples = 1;
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RenderingUtils.ReAllocateIfNeeded(ref tempColorTarget, descriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_GrabPassTemp");
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (tempColorTarget == null) return;
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var cmd = CommandBufferPool.Get("Grab Pass");
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var sourceColorTarget = renderingData.cameraData.renderer.cameraColorTargetHandle;
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cmd.Blit(sourceColorTarget.nameID, tempColorTarget.nameID);
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cmd.SetGlobalTexture("_CameraColorAttachmentA", tempColorTarget.nameID);
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cmd.SetRenderTarget(sourceColorTarget, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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var drawingSettings = CreateDrawingSettings(shaderTagId, ref renderingData, SortingCriteria.CommonTransparent);
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings);
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CommandBufferPool.Release(cmd);
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}
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public void Dispose()
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{
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tempColorTarget?.Release();
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}
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}
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}
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