1.添加了一系列shader
a.镜面反射 b.水面反射 c.炸弹冲击波
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Assets/MyPostProcess.meta
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Assets/MyPostProcess/Effects/Blur.meta
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Assets/MyPostProcess/Effects/Blur/2DBlur.shader
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Assets/MyPostProcess/Effects/Blur/2DBlur.shader
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Shader "MySelf/2DBlur"
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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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_BlurRadius("BlurRadius", Range(2, 15)) = 2
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_TextureSize("TextureSize", Float) = 500
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent"}
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ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
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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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#include "UnityCG.cginc"
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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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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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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 = v.uv;
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return o;
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}
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sampler2D _MainTex;
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int _BlurRadius;
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float _TextureSize;
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float GetGaussWeight(float x, float y, float sigma)
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{
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float sigma2 = pow(sigma, 2.0f);
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float left = 1 / (2 * sigma2 * 3.1415926f);
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float right = exp(-(x * x + y * y) / (2 * sigma2));
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return left * right;
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}
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fixed4 GaussBlur(float2 uv)
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{
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float sigma = (float)_BlurRadius / 3.0f;
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float4 col = float4(0, 0, 0, 0);
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for (int x = -_BlurRadius; x <= _BlurRadius; ++x)
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{
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for (int y = -_BlurRadius; y <= _BlurRadius; ++y)
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{
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float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
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float weight = GetGaussWeight(x, y, sigma);
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col += color * weight;
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}
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}
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return col;
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}
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fixed4 SimpleBlur(float2 uv)
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{
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float4 col = float4(0, 0, 0, 0);
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for (int x = -_BlurRadius; x <= _BlurRadius; ++x)
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{
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for (int y = -_BlurRadius; y <= _BlurRadius; ++y)
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{
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float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
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col += color;
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}
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}
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col = col / pow(_BlurRadius * 2 + 1, 2.0f);
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return col;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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float4 col = GaussBlur(i.uv);
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//float4 col = SimpleBlur(i.uv);
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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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FallBack "Diffuse"
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}
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Assets/MyPostProcess/Effects/Blur/2DBlur.shader.meta
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ShaderImporter:
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stringTagMap: {}
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Assets/MyPostProcess/Effects/Blur/Blur_Material.mat.meta
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Assets/MyPostProcess/Effects/ColorChange/ColorChange.mat
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%YAML 1.1
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m_DoubleSidedGI: 0
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stringTagMap: {}
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disabledShaderPasses: []
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Assets/MyPostProcess/Effects/ColorChange/ColorChange.shader
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Assets/MyPostProcess/Effects/ColorChange/ColorChange.shader
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Shader "Unlit/ColorChange"
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{
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Properties
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{
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_MainTex("ScreenTexture", 2D) = "white" {}
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_Contrast("Contrast", 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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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma vertex vert
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#pragma fragment frag
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv:TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv:TEXCOORD0;
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};
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half _Contrast;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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Varyings vert (Attributes v)
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{
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Varyings o = (Varyings)0;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
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o.positionCS = vertexInput.positionCS;
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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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half4 frag (Varyings i) : SV_Target
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{
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half4 col = tex2D(_MainTex, i.uv);
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half3 avgColor = half3(0.5, 0.5, 0.5);
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//对比度
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half4 finalCol = 1;
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finalCol.rgb = lerp(avgColor, col, _Contrast);
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return finalCol;
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}
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ENDHLSL
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}
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}
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%YAML 1.1
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Assets/MyPostProcess/MainClass/MPRendererFeature.cs
Normal file
54
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Normal file
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|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
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||||
using UnityEngine.Rendering.Universal;
|
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//必须得用到这个namespace?
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||||
//namespace UnityEngine.Experiemntal.Rendering.Universal
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//{
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public class MPRendererFeature : 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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}
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RenderTargetHandle m_renderTargetHandle;
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MP_RenderPass m_ScriptablePass;
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public override void Create()
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{
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m_renderTargetHandle.Init(settings.textureId);
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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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)//丢失材质
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{
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m_ScriptablePass.Setup(src,dest);
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//}
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Assets/MyPostProcess/MainClass/MP_RenderPass.cs
Normal file
60
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Normal file
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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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//namespace UnityEngine.Experiemntal.Rendering.Universal
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//{
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{
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//使用第几个pass
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public FilterMode filterMode { get; set; }
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private RenderTargetIdentifier source { get; set; }
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private RenderTargetHandle destination { get; set; }
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RenderTargetHandle m_temporaryColorTexture;
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string m_ProfilerTag;//专门给profiler看的名字
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public MP_RenderPass(string passname, RenderPassEvent _event, Material _mat)//,float contrast)
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{
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m_ProfilerTag = passname;
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renderPassEvent = _event;
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mMat = _mat;
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//mMat.SetFloat("_Contrast", contrast);
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m_temporaryColorTexture.Init("temporaryColorTexture");
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}
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public void Setup(RenderTargetIdentifier src, RenderTargetHandle dest)
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{
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source = src;
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destination = dest;
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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(m_ProfilerTag);
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RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
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opaqueDesc.depthBufferBits = 0;
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//不能读写同一个颜色target,创建一个临时的render Target去blit
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if (destination == RenderTargetHandle.CameraTarget)
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{
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cmd.GetTemporaryRT(m_temporaryColorTexture.id, opaqueDesc, filterMode);
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Blit(cmd, source, m_temporaryColorTexture.Identifier(), mMat, blitShaderPassIndex);
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Blit(cmd, m_temporaryColorTexture.Identifier(), source);
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}
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else
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{
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Blit(cmd, source, destination.Identifier(), mMat, blitShaderPassIndex);
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}
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context.ExecuteCommandBuffer(cmd);
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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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if (destination == RenderTargetHandle.CameraTarget)
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cmd.ReleaseTemporaryRT(m_temporaryColorTexture.id);
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//}
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46
Assets/Scripts/BoomShader.cs
Normal file
46
Assets/Scripts/BoomShader.cs
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@ -0,0 +1,46 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Security.Cryptography;
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using UnityEngine;
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public class BoomShader : MonoBehaviour
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{
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public Material boomMaterial;//爆炸shader的材质
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private Vector2 boomPos;//爆炸坐标
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private bool isBoom = false;//是否爆炸
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// Start is called before the first frame update
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void Start()
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{
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boomMaterial.SetFloat("WaveSpread_Value",0);
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isBoom = true;
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Invoke("setBoom",0.5f);
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}
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// Update is called once per frame
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||||
void Update()
|
||||
{
|
||||
if (isBoom)
|
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{
|
||||
UpdateBoom();
|
||||
}
|
||||
}
|
||||
|
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private void UpdateBoom()
|
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{
|
||||
boomPos = Camera.main.WorldToViewportPoint(new Vector2(transform.position.x, transform.position.y));
|
||||
boomMaterial.SetVector("Center",boomPos);
|
||||
boomMaterial.SetFloat("WaveSpread_Value",boomMaterial.GetFloat("WaveSpread_Value")+0.05f);
|
||||
}
|
||||
|
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private void setBoom()
|
||||
{
|
||||
isBoom = false;
|
||||
boomMaterial.SetFloat("WaveSpread_Value",0);
|
||||
Destroy(gameObject);
|
||||
}
|
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|
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public void SetboomPos(Vector2 pos)
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{
|
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this.boomPos = pos;
|
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}
|
||||
}
|
11
Assets/Scripts/BoomShader.cs.meta
Normal file
11
Assets/Scripts/BoomShader.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 684d5992c7afef34da75eb7ae15f06d0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -12,6 +12,8 @@ public class Shell : MonoBehaviour
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private float fallingTime;
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private bool isDroping = false;
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private Transform m_shadow;
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public GameObject boomObj;
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void Start()
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{
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indexRecoder = FindObjectOfType<IndexRecoder>();
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@ -36,6 +38,8 @@ public class Shell : MonoBehaviour
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{
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transform.position -= new Vector3(0,shellSpeed*Time.deltaTime,0);
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}
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}
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private void ShadowShock()
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@ -64,8 +68,10 @@ public class Shell : MonoBehaviour
|
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case "地面":
|
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Destroy(m_shadow.gameObject);
|
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Destroy(gameObject);
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Instantiate(boomObj, new Vector2(transform.position.x, transform.position.y),Quaternion.identity);
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break;
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}
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}
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}
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|
63
Assets/URP/CustomForwardRendererData.asset
Normal file
63
Assets/URP/CustomForwardRendererData.asset
Normal file
@ -0,0 +1,63 @@
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8
Assets/URP/CustomForwardRendererData.asset.meta
Normal file
8
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Normal file
@ -0,0 +1,8 @@
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167
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167
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Normal file
@ -0,0 +1,167 @@
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Loading…
x
Reference in New Issue
Block a user