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Replace Pause Blur for Much Better Kawase Blur

/main
andytouch 4 年前
当前提交
651e6169
共有 33 个文件被更改,包括 499 次插入405 次删除
  1. 6
      InputSystem_LocalMultiplayer_Project/Assets/DeviceDisplayConfigurator/Device Display Configurator.asset
  2. 10
      InputSystem_LocalMultiplayer_Project/Assets/Prefabs/UI/Panel_PlayerRebindPanel.prefab
  3. 2
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Blur_Graph.shadergraph.meta
  4. 11
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Mat.mat
  5. 5
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Asset.asset
  6. 38
      InputSystem_LocalMultiplayer_Project/Assets/Scenes/Scene_Example_Warriors.unity
  7. 16
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/GameManager.cs
  8. 24
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerController.cs
  9. 2
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.cs.meta
  10. 132
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.cs
  11. 70
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.shader
  12. 9
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.shader.meta
  13. 27
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur_Material.mat
  14. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur_Material.mat.meta
  15. 68
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Blur_Graph.shadergraph
  16. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Mat.mat.meta
  17. 56
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_MenuBlur.asset
  18. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_MenuBlur.asset.meta
  19. 36
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_Normal.asset
  20. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_Normal.asset.meta
  21. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur.meta
  22. 68
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_BlurPanel_Graph.shadergraph
  23. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Mat.mat.meta
  24. 207
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Shader.shader
  25. 9
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Shader.shader.meta
  26. 52
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset_Renderer.asset
  27. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset_Renderer.asset.meta
  28. 0
      /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Blur_Graph.shadergraph.meta
  29. 0
      /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Mat.mat
  30. 0
      /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Asset.asset.meta
  31. 0
      /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Asset.asset
  32. 0
      /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.cs.meta

6
InputSystem_LocalMultiplayer_Project/Assets/DeviceDisplayConfigurator/Device Display Configurator.asset


deviceDisplayColor: {r: 0.7830189, g: 0.7830189, b: 0.7830189, a: 1}
- deviceRawPath: XInputControllerWindows:/XInputControllerWindows
deviceDisplayName: Xbox Controller
deviceDisplayColor: {r: 0.080098376, g: 0.698, b: 0.074377045, a: 1}
deviceDisplayColor: {r: 0.17647122, g: 0.8490566, b: 0.17221431, a: 1}
deviceDisplayColor: {r: 0.20485054, g: 0.25336775, b: 0.938, a: 1}
deviceDisplayColor: {r: 0.40396938, g: 0.44278136, b: 0.9622642, a: 1}
deviceDisplayColor: {r: 1, g: 0, b: 0.080357075, a: 1}
deviceDisplayColor: {r: 0.9528302, g: 0.24719654, b: 0.30254018, a: 1}

10
InputSystem_LocalMultiplayer_Project/Assets/Prefabs/UI/Panel_PlayerRebindPanel.prefab


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InputSystem_LocalMultiplayer_Project/Assets/Scenes/Scene_Example_Warriors.unity


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16
InputSystem_LocalMultiplayer_Project/Assets/Scripts/GameManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;
[Header("Camera")]
public Camera mainCamera;
private UniversalAdditionalCameraData additionalCameraData;
[Header("In-Scene Player Settings")]
public GameObject inScenePlayer;

void Start()
{
SetupMenuUI();
SetupAdditionalCameraData();
SetupActivePlayers();
}

}
void SetupAdditionalCameraData()
{
mainCamera.TryGetComponent<UniversalAdditionalCameraData>(out additionalCameraData);
}
void SetupActivePlayers()

{
MenuUIManager.Instance.ToggleMenu(newState);
if(additionalCameraData != null)
{
additionalCameraData.SetRenderer(newState? 1 : 0);
}
for(int i = 0; i < activePlayerControllers.Count; i++)
{

24
InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerController.cs


//Callbacks from the new Input System ----
//Action Callbacks from the new Input System ----
private void OnMovement(InputValue value)
{

}
}
//Device Callbacks from the new Input System ----
private void OnDeviceLost()
{
Debug.Log("Goodbye");
}
private void OnDeviceRegained()
{
Debug.Log("Hello Again");
}
//Switching Action Maps ----
public void EnableGameplayControls()

{
return playerInput;
}
public int GetPlayerIndex()
{
return playerInput.playerIndex;
}
public void GetPlayerDevice()
{
Debug.Log("" + playerInput.actions.FindAction("Attack"));
}
}

2
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.cs.meta


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132
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class KawaseBlur : ScriptableRendererFeature
{
[System.Serializable]
public class KawaseBlurSettings
{
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
public Material blurMaterial = null;
[Range(2,15)]
public int blurPasses = 1;
[Range(1,4)]
public int downsample = 1;
public bool copyToFramebuffer;
public string targetName = "_blurTexture";
}
public KawaseBlurSettings settings = new KawaseBlurSettings();
class CustomRenderPass : ScriptableRenderPass
{
public Material blurMaterial;
public int passes;
public int downsample;
public bool copyToFramebuffer;
public string targetName;
string profilerTag;
int tmpId1;
int tmpId2;
RenderTargetIdentifier tmpRT1;
RenderTargetIdentifier tmpRT2;
private RenderTargetIdentifier source { get; set; }
public void Setup(RenderTargetIdentifier source) {
this.source = source;
}
public CustomRenderPass(string profilerTag)
{
this.profilerTag = profilerTag;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
var width = cameraTextureDescriptor.width / downsample;
var height = cameraTextureDescriptor.height / downsample;
tmpId1 = Shader.PropertyToID("tmpBlurRT1");
tmpId2 = Shader.PropertyToID("tmpBlurRT2");
cmd.GetTemporaryRT(tmpId1, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
cmd.GetTemporaryRT(tmpId2, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
tmpRT1 = new RenderTargetIdentifier(tmpId1);
tmpRT2 = new RenderTargetIdentifier(tmpId2);
ConfigureTarget(tmpRT1);
ConfigureTarget(tmpRT2);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(profilerTag);
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
opaqueDesc.depthBufferBits = 0;
// first pass
// cmd.GetTemporaryRT(tmpId1, opaqueDesc, FilterMode.Bilinear);
cmd.SetGlobalFloat("_offset", 1.5f);
cmd.Blit(source, tmpRT1, blurMaterial);
for (var i=1; i<passes-1; i++) {
cmd.SetGlobalFloat("_offset", 0.5f + i);
cmd.Blit(tmpRT1, tmpRT2, blurMaterial);
// pingpong
var rttmp = tmpRT1;
tmpRT1 = tmpRT2;
tmpRT2 = rttmp;
}
// final pass
cmd.SetGlobalFloat("_offset", 0.5f + passes - 1f);
if (copyToFramebuffer) {
cmd.Blit(tmpRT1, source, blurMaterial);
} else {
cmd.Blit(tmpRT1, tmpRT2, blurMaterial);
cmd.SetGlobalTexture(targetName, tmpRT2);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
}
}
CustomRenderPass scriptablePass;
public override void Create()
{
scriptablePass = new CustomRenderPass("KawaseBlur");
scriptablePass.blurMaterial = settings.blurMaterial;
scriptablePass.passes = settings.blurPasses;
scriptablePass.downsample = settings.downsample;
scriptablePass.copyToFramebuffer = settings.copyToFramebuffer;
scriptablePass.targetName = settings.targetName;
scriptablePass.renderPassEvent = settings.renderPassEvent;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var src = renderer.cameraColorTarget;
scriptablePass.Setup(src);
renderer.EnqueuePass(scriptablePass);
}
}

70
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.shader


Shader "Custom/RenderFeature/KawaseBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// _offset ("Offset", float) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
// sampler2D _CameraOpaqueTexture;
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
float _offset;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f input) : SV_Target
{
float2 res = _MainTex_TexelSize.xy;
float i = _offset;
fixed4 col;
col.rgb = tex2D( _MainTex, input.uv ).rgb;
col.rgb += tex2D( _MainTex, input.uv + float2( i, i ) * res ).rgb;
col.rgb += tex2D( _MainTex, input.uv + float2( i, -i ) * res ).rgb;
col.rgb += tex2D( _MainTex, input.uv + float2( -i, i ) * res ).rgb;
col.rgb += tex2D( _MainTex, input.uv + float2( -i, -i ) * res ).rgb;
col.rgb /= 5.0f;
return col;
}
ENDCG
}
}
}

9
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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur_Material.mat


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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Blur_Graph.shadergraph
文件差异内容过多而无法显示
查看文件

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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_Normal.asset.meta


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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur.meta


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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_BlurPanel_Graph.shadergraph
文件差异内容过多而无法显示
查看文件

8
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Mat.mat.meta


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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Shader.shader


Shader "Custom/UI/Overlay/Scene Blur"
{
Properties
{
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Transparent"
"Queue"="Transparent+0"
}
Pass
{
Name "Pass"
Tags
{
// LightMode: <None>
}
// Render State
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Back
ZTest LEqual
ZWrite Off
// ColorMask: <None>
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// Debug
// <None>
// --------------------------------------------------
// Pass
// Pragmas
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma multi_compile_instancing
// Keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma shader_feature _ _SAMPLE_GI
// GraphKeywords: <None>
// Defines
#define _SURFACE_TYPE_TRANSPARENT 1
#define _AlphaClip 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_POSITION_WS
#define SHADERPASS_UNLIT
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
TEXTURE2D(_GrabSceneBlurTexture); SAMPLER(sampler_GrabSceneBlurTexture); float4 _GrabSceneBlurTexture_TexelSize;
SAMPLER(_SampleTexture2D_680EF7B_Sampler_3_Linear_Repeat);
// Graph Functions
// GraphFunctions: <None>
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescriptionInputs
{
float3 WorldSpacePosition;
float4 ScreenPosition;
};
struct SurfaceDescription
{
float3 Color;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _ScreenPosition_7A0134D4_Out_0 = float4(IN.ScreenPosition.xy / IN.ScreenPosition.w, 0, 0);
float4 _SampleTexture2D_680EF7B_RGBA_0 = SAMPLE_TEXTURE2D(_GrabSceneBlurTexture, sampler_GrabSceneBlurTexture, (_ScreenPosition_7A0134D4_Out_0.xy));
float _SampleTexture2D_680EF7B_R_4 = _SampleTexture2D_680EF7B_RGBA_0.r;
float _SampleTexture2D_680EF7B_G_5 = _SampleTexture2D_680EF7B_RGBA_0.g;
float _SampleTexture2D_680EF7B_B_6 = _SampleTexture2D_680EF7B_RGBA_0.b;
float _SampleTexture2D_680EF7B_A_7 = _SampleTexture2D_680EF7B_RGBA_0.a;
surface.Color = (_SampleTexture2D_680EF7B_RGBA_0.xyz);
surface.Alpha = 1;
surface.AlphaClipThreshold = 0.5;
return surface;
}
// --------------------------------------------------
// Structs and Packing
// Generated Type: Attributes
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
// Generated Type: Varyings
struct Varyings
{
float4 positionCS : SV_Position;
float3 positionWS;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Generated Type: PackedVaryings
struct PackedVaryings
{
float4 positionCS : SV_Position;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
float3 interp00 : TEXCOORD0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Packed Type: Varyings
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionCS = input.positionCS;
output.interp00.xyz = input.positionWS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// Unpacked Type: Varyings
Varyings UnpackVaryings(PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp00.xyz;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Build Graph Inputs
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpacePosition = input.positionWS;
output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}

9
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Shader.shader.meta


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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset_Renderer.asset


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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset_Renderer.asset.meta


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/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_BlurPanel_Graph.shadergraph.meta → /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Blur_Graph.shadergraph.meta

/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Mat.mat → /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Mat.mat

/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset.asset.meta → /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Asset.asset.meta

/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset.asset → /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Asset.asset

/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/SceneBlurRenderPass.cs.meta → /InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.cs.meta

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