
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
52 lines
1.8 KiB
C#
52 lines
1.8 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class RenderPassFeature : ScriptableRendererFeature
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{
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public enum Target
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{
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Color,
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Texture
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}
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[System.Serializable]
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public class HLSettings
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{
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
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public Material mMat;
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public Target destination = Target.Color;
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public int blitMaterialPassIndex = -1;
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public string textureId = "_ScreenTexture";
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public float contrast = 0.5f;
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}
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public HLSettings settings = new HLSettings();
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RenderTargetHandle m_renderTargetHandle;
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HLRenderPass m_ScriptablePass;
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public override void Create()
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{
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int passIndex = settings.mMat != null ? settings.mMat.passCount - 1 : 1;
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settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
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m_ScriptablePass = new HLRenderPass("HLPostEffectRender", settings.renderPassEvent, settings.mMat, settings.contrast);
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m_renderTargetHandle.Init(settings.textureId);
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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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var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_renderTargetHandle;
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if (settings.mMat == null)
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{
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Debug.LogWarningFormat("丢失blit材质");
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return;
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}
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m_ScriptablePass.Setup(src,dest);
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renderer.EnqueuePass(m_ScriptablePass);
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}
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}
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