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132 行
4.2 KiB

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);
}
}