From 1aac374103098ae79559b091788e1f166996839a Mon Sep 17 00:00:00 2001 From: SAIPO Date: Thu, 8 Jul 2021 22:58:46 +0800 Subject: [PATCH] =?UTF-8?q?1.=E6=B7=BB=E5=8A=A0=E4=BA=86=E4=B8=80=E7=B3=BB?= =?UTF-8?q?=E5=88=97shader=20=20=20=20a.=E9=95=9C=E9=9D=A2=E5=8F=8D?= =?UTF-8?q?=E5=B0=84=20=20=20=20b.=E6=B0=B4=E9=9D=A2=E5=8F=8D=E5=B0=84=20?= =?UTF-8?q?=20=20=20c.=E7=82=B8=E5=BC=B9=E5=86=B2=E5=87=BB=E6=B3=A2?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .idea/.idea.wuqiang/.idea/.gitignore | 13 + .idea/.idea.wuqiang/.idea/encodings.xml | 4 + .idea/.idea.wuqiang/.idea/indexLayout.xml | 41 + .idea/.idea.wuqiang/.idea/misc.xml | 6 + .idea/.idea.wuqiang/.idea/vcs.xml | 6 + .idea/.idea.wuqiang/riderModule.iml | 7 + Assets/MyPostProcess.meta | 8 + Assets/MyPostProcess/Effects.meta | 8 + Assets/MyPostProcess/Effects/Blur.meta | 8 + .../MyPostProcess/Effects/Blur/2DBlur.shader | 98 + .../Effects/Blur/2DBlur.shader.meta | 10 + 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sigma); + col += color * weight; + } + } + return col; + } + + fixed4 SimpleBlur(float2 uv) + { + float4 col = float4(0, 0, 0, 0); + for (int x = -_BlurRadius; x <= _BlurRadius; ++x) + { + for (int y = -_BlurRadius; y <= _BlurRadius; ++y) + { + float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize)); + + col += color; + } + } + + col = col / pow(_BlurRadius * 2 + 1, 2.0f); + return col; + } + + fixed4 frag(v2f i) : SV_Target + { + float4 col = GaussBlur(i.uv); + //float4 col = SimpleBlur(i.uv); + return col; + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/Assets/MyPostProcess/Effects/Blur/2DBlur.shader.meta b/Assets/MyPostProcess/Effects/Blur/2DBlur.shader.meta new file mode 100644 index 0000000..367d32a --- /dev/null +++ b/Assets/MyPostProcess/Effects/Blur/2DBlur.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: be82bf81cfa3e734fad4471cdb0739e2 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + 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b/Assets/MyPostProcess/MainClass/MPRendererFeature.cs @@ -0,0 +1,54 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +//必须得用到这个namespace? +//namespace UnityEngine.Experiemntal.Rendering.Universal +//{ + public class MPRendererFeature : ScriptableRendererFeature + { + public enum Target + { + Color, + Texture + } + [System.Serializable] + public class HLSettings + { + public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingSkybox; + public Material mMat; + public Target destination = Target.Color; + //public int blitMaterialPassIndex = -1; + public string textureId = "_ScreenTexture"; + //public float contrast = 0.5f; + } + + public HLSettings settings = new HLSettings(); + RenderTargetHandle m_renderTargetHandle; + + MP_RenderPass m_ScriptablePass; + + public override void Create() + { + //int passIndex = settings.mMat != null ? settings.mMat.passCount - 1 : 1; + //settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex); + m_ScriptablePass = new MP_RenderPass("HLPostEffectRender", settings.renderPassEvent, settings.mMat);//, settings.contrast); + m_renderTargetHandle.Init(settings.textureId); + } + + // Here you can inject one or multiple render passes in the renderer. + // This method is called when setting up the renderer once per-camera. + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + var src = renderer.cameraColorTarget; + var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_renderTargetHandle; + if (settings.mMat == null)//丢失材质 + { + return; + } + m_ScriptablePass.Setup(src,dest); + renderer.EnqueuePass(m_ScriptablePass); + } + } +//} + + diff --git a/Assets/MyPostProcess/MainClass/MPRendererFeature.cs.meta b/Assets/MyPostProcess/MainClass/MPRendererFeature.cs.meta new file mode 100644 index 0000000..0cf9a2a --- /dev/null +++ b/Assets/MyPostProcess/MainClass/MPRendererFeature.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae139bbe26a155746b4c6da46384c092 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MyPostProcess/MainClass/MP_RenderPass.cs b/Assets/MyPostProcess/MainClass/MP_RenderPass.cs new file mode 100644 index 0000000..49402d5 --- /dev/null +++ b/Assets/MyPostProcess/MainClass/MP_RenderPass.cs @@ -0,0 +1,60 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +//namespace UnityEngine.Experiemntal.Rendering.Universal +//{ + + public class MP_RenderPass : ScriptableRenderPass + { + public Material mMat; + //使用第几个pass + 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;//专门给profiler看的名字 + public MP_RenderPass(string passname, RenderPassEvent _event, Material _mat)//,float contrast) + { + m_ProfilerTag = passname; + renderPassEvent = _event; + mMat = _mat; + //mMat.SetFloat("_Contrast", contrast); + m_temporaryColorTexture.Init("temporaryColorTexture"); + } + public void Setup(RenderTargetIdentifier src, RenderTargetHandle dest) + { + source = src; + 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; + //不能读写同一个颜色target,创建一个临时的render Target去blit + 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); + } + } +//} diff --git a/Assets/MyPostProcess/MainClass/MP_RenderPass.cs.meta b/Assets/MyPostProcess/MainClass/MP_RenderPass.cs.meta new file mode 100644 index 0000000..49e7a1d --- /dev/null +++ b/Assets/MyPostProcess/MainClass/MP_RenderPass.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cf79c69d74e180647b3be8e68e4c7c8a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/Boom.prefab b/Assets/Prefabs/Boom.prefab new file mode 100644 index 0000000..d73573b --- /dev/null +++ b/Assets/Prefabs/Boom.prefab @@ -0,0 +1,46 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &7911349319489194765 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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