andytouch
4 年前
当前提交
651e6169
共有 33 个文件被更改,包括 499 次插入 和 405 次删除
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6InputSystem_LocalMultiplayer_Project/Assets/DeviceDisplayConfigurator/Device Display Configurator.asset
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10InputSystem_LocalMultiplayer_Project/Assets/Prefabs/UI/Panel_PlayerRebindPanel.prefab
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2InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Blur_Graph.shadergraph.meta
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11InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Mat.mat
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5InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Asset.asset
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38InputSystem_LocalMultiplayer_Project/Assets/Scenes/Scene_Example_Warriors.unity
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16InputSystem_LocalMultiplayer_Project/Assets/Scripts/GameManager.cs
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24InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerController.cs
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2InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.cs.meta
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132InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.cs
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70InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.shader
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9InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.shader.meta
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27InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur_Material.mat
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8InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur_Material.mat.meta
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68InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Blur_Graph.shadergraph
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8InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Mat.mat.meta
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56InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_MenuBlur.asset
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8InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_MenuBlur.asset.meta
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36InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_Normal.asset
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8InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_Normal.asset.meta
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8InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur.meta
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68InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_BlurPanel_Graph.shadergraph
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8InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Mat.mat.meta
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207InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Shader.shader
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9InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Shader.shader.meta
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52InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset_Renderer.asset
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8InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset_Renderer.asset.meta
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0/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Blur_Graph.shadergraph.meta
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0/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UIImage_Mat.mat
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0/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Asset.asset.meta
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0/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipeline_Asset.asset
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0/InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.cs.meta
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using System.Collections.Generic; |
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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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|
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public class KawaseBlur : ScriptableRendererFeature |
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{ |
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[System.Serializable] |
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public class KawaseBlurSettings |
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{ |
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents; |
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public Material blurMaterial = null; |
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[Range(2,15)] |
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public int blurPasses = 1; |
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[Range(1,4)] |
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public int downsample = 1; |
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public bool copyToFramebuffer; |
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public string targetName = "_blurTexture"; |
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} |
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public KawaseBlurSettings settings = new KawaseBlurSettings(); |
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class CustomRenderPass : ScriptableRenderPass |
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{ |
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public Material blurMaterial; |
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public int passes; |
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public int downsample; |
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public bool copyToFramebuffer; |
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public string targetName; |
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string profilerTag; |
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int tmpId1; |
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int tmpId2; |
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RenderTargetIdentifier tmpRT1; |
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RenderTargetIdentifier tmpRT2; |
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private RenderTargetIdentifier source { get; set; } |
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public void Setup(RenderTargetIdentifier source) { |
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this.source = source; |
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} |
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public CustomRenderPass(string profilerTag) |
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{ |
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this.profilerTag = profilerTag; |
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} |
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) |
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{ |
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var width = cameraTextureDescriptor.width / downsample; |
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var height = cameraTextureDescriptor.height / downsample; |
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tmpId1 = Shader.PropertyToID("tmpBlurRT1"); |
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tmpId2 = Shader.PropertyToID("tmpBlurRT2"); |
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cmd.GetTemporaryRT(tmpId1, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32); |
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cmd.GetTemporaryRT(tmpId2, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32); |
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tmpRT1 = new RenderTargetIdentifier(tmpId1); |
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tmpRT2 = new RenderTargetIdentifier(tmpId2); |
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ConfigureTarget(tmpRT1); |
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ConfigureTarget(tmpRT2); |
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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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CommandBuffer cmd = CommandBufferPool.Get(profilerTag); |
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RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor; |
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opaqueDesc.depthBufferBits = 0; |
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// first pass
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// cmd.GetTemporaryRT(tmpId1, opaqueDesc, FilterMode.Bilinear);
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cmd.SetGlobalFloat("_offset", 1.5f); |
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cmd.Blit(source, tmpRT1, blurMaterial); |
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for (var i=1; i<passes-1; i++) { |
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cmd.SetGlobalFloat("_offset", 0.5f + i); |
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cmd.Blit(tmpRT1, tmpRT2, blurMaterial); |
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// pingpong
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var rttmp = tmpRT1; |
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tmpRT1 = tmpRT2; |
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tmpRT2 = rttmp; |
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} |
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// final pass
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cmd.SetGlobalFloat("_offset", 0.5f + passes - 1f); |
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if (copyToFramebuffer) { |
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cmd.Blit(tmpRT1, source, blurMaterial); |
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} else { |
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cmd.Blit(tmpRT1, tmpRT2, blurMaterial); |
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cmd.SetGlobalTexture(targetName, tmpRT2); |
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} |
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context.ExecuteCommandBuffer(cmd); |
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cmd.Clear(); |
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CommandBufferPool.Release(cmd); |
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} |
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public override void FrameCleanup(CommandBuffer cmd) |
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{ |
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} |
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} |
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CustomRenderPass scriptablePass; |
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public override void Create() |
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{ |
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scriptablePass = new CustomRenderPass("KawaseBlur"); |
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scriptablePass.blurMaterial = settings.blurMaterial; |
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scriptablePass.passes = settings.blurPasses; |
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scriptablePass.downsample = settings.downsample; |
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scriptablePass.copyToFramebuffer = settings.copyToFramebuffer; |
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scriptablePass.targetName = settings.targetName; |
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scriptablePass.renderPassEvent = settings.renderPassEvent; |
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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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var src = renderer.cameraColorTarget; |
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scriptablePass.Setup(src); |
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renderer.EnqueuePass(scriptablePass); |
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} |
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} |
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Shader "Custom/RenderFeature/KawaseBlur" |
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{ |
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Properties |
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{ |
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_MainTex ("Texture", 2D) = "white" {} |
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// _offset ("Offset", float) = 0.5 |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="Opaque" } |
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LOD 100 |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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// make fog work |
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#pragma multi_compile_fog |
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|
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#include "UnityCG.cginc" |
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|
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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|
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struct v2f |
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{ |
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float2 uv : TEXCOORD0; |
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UNITY_FOG_COORDS(1) |
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float4 vertex : SV_POSITION; |
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}; |
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sampler2D _MainTex; |
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// sampler2D _CameraOpaqueTexture; |
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float4 _MainTex_TexelSize; |
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float4 _MainTex_ST; |
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float _offset; |
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v2f vert (appdata v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
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return o; |
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} |
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fixed4 frag (v2f input) : SV_Target |
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{ |
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float2 res = _MainTex_TexelSize.xy; |
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float i = _offset; |
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fixed4 col; |
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col.rgb = tex2D( _MainTex, input.uv ).rgb; |
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col.rgb += tex2D( _MainTex, input.uv + float2( i, i ) * res ).rgb; |
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col.rgb += tex2D( _MainTex, input.uv + float2( i, -i ) * res ).rgb; |
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col.rgb += tex2D( _MainTex, input.uv + float2( -i, i ) * res ).rgb; |
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col.rgb += tex2D( _MainTex, input.uv + float2( -i, -i ) * res ).rgb; |
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col.rgb /= 5.0f; |
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return col; |
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} |
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ENDCG |
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} |
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} |
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} |
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m_CustomRenderQueue: -1 |
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stringTagMap: {} |
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disabledShaderPasses: [] |
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68
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
文件差异内容过多而无法显示
查看文件
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68
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
文件差异内容过多而无法显示
查看文件
|
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Shader "Custom/UI/Overlay/Scene Blur" |
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{ |
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Properties |
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{ |
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} |
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SubShader |
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{ |
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Tags |
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{ |
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"RenderPipeline"="UniversalPipeline" |
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"RenderType"="Transparent" |
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"Queue"="Transparent+0" |
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} |
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|
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Pass |
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{ |
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Name "Pass" |
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Tags |
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{ |
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// LightMode: <None> |
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} |
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|
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// Render State |
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha |
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Cull Back |
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ZTest LEqual |
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ZWrite Off |
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// ColorMask: <None> |
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|
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HLSLPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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|
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// Debug |
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// <None> |
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|
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// -------------------------------------------------- |
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// Pass |
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|
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// Pragmas |
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#pragma prefer_hlslcc gles |
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#pragma exclude_renderers d3d11_9x |
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#pragma target 2.0 |
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#pragma multi_compile_instancing |
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|
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// Keywords |
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#pragma multi_compile _ LIGHTMAP_ON |
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
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#pragma shader_feature _ _SAMPLE_GI |
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// GraphKeywords: <None> |
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|
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// Defines |
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#define _SURFACE_TYPE_TRANSPARENT 1 |
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#define _AlphaClip 1 |
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#define ATTRIBUTES_NEED_NORMAL |
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#define ATTRIBUTES_NEED_TANGENT |
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#define VARYINGS_NEED_POSITION_WS |
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#define SHADERPASS_UNLIT |
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|
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// Includes |
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" |
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|
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// -------------------------------------------------- |
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// Graph |
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|
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// Graph Properties |
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CBUFFER_START(UnityPerMaterial) |
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CBUFFER_END |
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TEXTURE2D(_GrabSceneBlurTexture); SAMPLER(sampler_GrabSceneBlurTexture); float4 _GrabSceneBlurTexture_TexelSize; |
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SAMPLER(_SampleTexture2D_680EF7B_Sampler_3_Linear_Repeat); |
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|
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// Graph Functions |
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// GraphFunctions: <None> |
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|
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// Graph Vertex |
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// GraphVertex: <None> |
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|
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// Graph Pixel |
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struct SurfaceDescriptionInputs |
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{ |
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float3 WorldSpacePosition; |
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float4 ScreenPosition; |
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}; |
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|
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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 |
|||
} |
|||
|
|||
|
|||
} |
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FallBack "Hidden/InternalErrorShader" |
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} |
|
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fileFormatVersion: 2 |
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guid: 1570cfb9ac1f650499adde4631b66da4 |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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%YAML 1.1 |
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m_GameObject: {fileID: 0} |
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m_Enabled: 1 |
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m_EditorHideFlags: 0 |
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m_Script: {fileID: 11500000, guid: de640fe3d0db1804a85f9fc8f5cadab6, type: 3} |
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m_Name: UniversalRenderPipelineAsset_Renderer |
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m_EditorClassIdentifier: |
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m_RendererFeatures: |
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- {fileID: 5171513015435837265} |
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postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2} |
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shaders: |
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blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3} |
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copyDepthPS: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3} |
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screenSpaceShadowPS: {fileID: 4800000, guid: 0f854b35a0cf61a429bd5dcfea30eddd, |
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samplingPS: {fileID: 4800000, guid: 04c410c9937594faa893a11dceb85f7e, type: 3} |
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fallbackErrorPS: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3} |
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m_OpaqueLayerMask: |
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m_Bits: 4294967295 |
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m_TransparentLayerMask: |
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serializedVersion: 2 |
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m_Bits: 4294967295 |
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m_DefaultStencilState: |
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overrideStencilState: 0 |
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stencilCompareFunction: 8 |
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m_PrefabInstance: {fileID: 0} |
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m_PrefabAsset: {fileID: 0} |
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m_GameObject: {fileID: 0} |
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m_Enabled: 1 |
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m_EditorHideFlags: 0 |
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m_Script: {fileID: 11500000, guid: 43d83498b82628041bf0499ab0ec3a45, type: 3} |
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m_Name: Scene Blur Render Pass |
|||
m_EditorClassIdentifier: |
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settings: |
|||
m_renderPassEvent: 500 |
|||
m_BlurAmount: {x: 3.2, y: 3.2} |
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fileFormatVersion: 2 |
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guid: 98e358c94319db140ac8a7d4ff74faf8 |
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