
commit c9c9ab412170ffd32a12b0660858625856aa3244 Author: lspdC <961907320@qq.com> Date: Thu Mar 24 22:11:29 2022 +0800 3.24 完成除boss战以外交互,逐步整合美术素材 commit 2a2a11e8514ab67008c85b25b6703888f1ed8824 Author: lspdC <961907320@qq.com> Date: Tue Mar 22 22:15:12 2022 +0800 3.22 完成了跟踪雷击与玩家的碰撞判定,玩家的受击反馈 击碎石头那边还有bug,明天再改 commit db3134349aaabb0ba0aaa64e43851ee0d6812fa0 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:51:46 2022 +0800 3.21(和霄酱搅在一起了喵) commit d5836fec13668bd6a00ab8e9377f3959d86ab037 Author: lspdC <961907320@qq.com> Date: Mon Mar 21 19:49:15 2022 +0800 3.21(未合并) 完成火焰,碎石交互,武器升级替换。 设置好打雷演出框架,自动追击的雷击框架,尚未加入碰撞判定。 commit 698339a63c5ad608945a2e5702b7b216c97245c3 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:28:11 2022 +0800 3.20 和京力交融之后的版本 commit 44c4946a717cd915dae1c92cb536031abf2f9343 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 23:24:29 2022 +0800 3.20 整理了树木交互,写了个具体互动物品的基类。 创建了火类,实现火焰交互示意(拿上木棍才能成功交互)。 commit 1b5d15c2d2c98a71d12a79c9443d9cf4c89c7f40 Author: lspdC <961907320@qq.com> Date: Sun Mar 20 14:43:08 2022 +0800 sb coding
54 lines
2.1 KiB
C#
54 lines
2.1 KiB
C#
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Rendering.Universal;
|
|
|
|
public class HLRenderPass : ScriptableRenderPass
|
|
{
|
|
public Material mMat;
|
|
public int blitShaderPassIndex = 0;
|
|
public FilterMode filterMode { get; set; }
|
|
private RenderTargetIdentifier source { get; set; }
|
|
private RenderTargetHandle destination { get; set; }
|
|
RenderTargetHandle m_temporaryColorTexture;
|
|
|
|
string m_ProfilerTag;
|
|
public HLRenderPass(string passname, RenderPassEvent _event, Material _mat,float contrast)
|
|
{
|
|
m_ProfilerTag = passname;
|
|
this.renderPassEvent = _event;
|
|
mMat = _mat;
|
|
mMat.SetFloat("_Contrast", contrast);
|
|
m_temporaryColorTexture.Init("temporaryColorTexture");
|
|
}
|
|
public void Setup(RenderTargetIdentifier src, RenderTargetHandle dest)
|
|
{
|
|
this.source = src;
|
|
this.destination = dest;
|
|
}
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
|
|
|
|
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
|
|
opaqueDesc.depthBufferBits = 0;
|
|
if (destination == RenderTargetHandle.CameraTarget)
|
|
{
|
|
cmd.GetTemporaryRT(m_temporaryColorTexture.id, opaqueDesc, filterMode);
|
|
Blit(cmd, source, m_temporaryColorTexture.Identifier(), mMat, blitShaderPassIndex);
|
|
Blit(cmd, m_temporaryColorTexture.Identifier(), source);
|
|
}
|
|
else
|
|
{
|
|
Blit(cmd, source, destination.Identifier(), mMat, blitShaderPassIndex);
|
|
}
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
public override void FrameCleanup(CommandBuffer cmd)
|
|
{
|
|
if (destination == RenderTargetHandle.CameraTarget)
|
|
cmd.ReleaseTemporaryRT(m_temporaryColorTexture.id);
|
|
}
|
|
}
|