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| using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal;
public class FullScreenEffectPass : ScriptableRenderPass { private Material m_EffectMaterial; private ProfilingSampler m_ProfilingSampler; private FullScreenEffectFeature.Settings m_Settings; private static readonly int k_SourceTextureId = Shader.PropertyToID("_SourceTexture"); private static readonly int k_DestinationTextureId = Shader.PropertyToID("_DestinationTexture"); public FullScreenEffectPass(FullScreenEffectFeature.Settings settings) { m_Settings = settings; m_ProfilingSampler = new ProfilingSampler($"FullScreen {settings.effectName}"); if (settings.material != null) { m_EffectMaterial = settings.material; } else if (!string.IsNullOrEmpty(settings.shaderName)) { var shader = Shader.Find(settings.shaderName); if (shader != null) { m_EffectMaterial = new Material(shader); } } renderPassEvent = settings.renderPassEvent; } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { if (m_EffectMaterial == null) { return; } ConfigureInput(ScriptableRenderPassInput.Color); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (m_EffectMaterial == null) { return; } var cmd = CommandBufferPool.Get($"FullScreen {m_Settings.effectName}"); using (new ProfilingScope(cmd, m_ProfilingSampler)) { var cameraData = renderingData.cameraData; var source = cameraData.renderer.cameraColorTargetHandle; if (cameraData.resolveFinalTarget) { var descriptor = GetRenderTargetDescriptor(cameraData); cmd.GetTemporaryRT(k_SourceTextureId, descriptor); cmd.Blit(source, k_SourceTextureId); source = RTHandles.Alloc(k_SourceTextureId); } SetMaterialParameters(); ExecuteFullScreenEffect(cmd, source, cameraData); if (cameraData.resolveFinalTarget) { cmd.Blit(source, cameraData.renderer.cameraColorTargetHandle); cmd.ReleaseTemporaryRT(k_SourceTextureId); } } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } private RenderTextureDescriptor GetRenderTargetDescriptor(CameraData cameraData) { var descriptor = cameraData.cameraTargetDescriptor; descriptor.msaaSamples = 1; descriptor.volumeDepth = 1; descriptor.mipCount = 1; descriptor.bounceUsage = RenderTextureSubElement.Color; return descriptor; } private void SetMaterialParameters() { if (m_EffectMaterial == null) return; m_EffectMaterial.SetFloat("_Intensity", m_Settings.intensity); m_EffectMaterial.SetFloat("_Threshold", m_Settings.threshold); m_EffectMaterial.SetColor("_Color", m_Settings.color); m_EffectMaterial.SetFloat("_Parameter1", m_Settings.parameter1); m_EffectMaterial.SetFloat("_Parameter2", m_Settings.parameter2); m_EffectMaterial.SetFloat("_Parameter3", m_Settings.parameter3); m_EffectMaterial.SetFloat("_Parameter4", m_Settings.parameter4); } private void ExecuteFullScreenEffect(CommandBuffer cmd, RTHandle source, CameraData cameraData) { var descriptor = cameraData.cameraTargetDescriptor; switch (m_Settings.effectType) { case FullScreenEffectFeature.EffectType.ColorAdjustment: ExecuteColorAdjustment(cmd, source, descriptor); break; case FullScreenEffectFeature.EffectType.Blur: ExecuteBlurEffect(cmd, source, descriptor); break; case FullScreenEffectFeature.EffectType.EdgeDetection: ExecuteEdgeDetection(cmd, source, descriptor); break; case FullScreenEffectFeature.EffectType.Custom: ExecuteCustomEffect(cmd, source, descriptor); break; default: cmd.Blit(source, cameraData.renderer.cameraColorTargetHandle, m_EffectMaterial); break; } } private void ExecuteColorAdjustment(CommandBuffer cmd, RTHandle source, RenderTextureDescriptor descriptor) { cmd.Blit(source, RenderTargetHandle.CameraTarget, m_EffectMaterial); } private void ExecuteBlurEffect(CommandBuffer cmd, RTHandle source, RenderTextureDescriptor descriptor) { var tempTexture1 = RTHandles.Alloc(descriptor); var tempTexture2 = RTHandles.Alloc(descriptor); cmd.Blit(source, tempTexture1, m_EffectMaterial, 0); cmd.Blit(tempTexture1, tempTexture2, m_EffectMaterial, 1); for (int i = 0; i < m_Settings.blurIterations - 1; i++) { cmd.Blit(tempTexture2, tempTexture1, m_EffectMaterial, 0); cmd.Blit(tempTexture1, tempTexture2, m_EffectMaterial, 1); } cmd.Blit(tempTexture2, RenderTargetHandle.CameraTarget, m_EffectMaterial, 2); tempTexture1?.Release(); tempTexture2?.Release(); } private void ExecuteEdgeDetection(CommandBuffer cmd, RTHandle source, RenderTextureDescriptor descriptor) { cmd.Blit(source, RenderTargetHandle.CameraTarget, m_EffectMaterial, 0); } private void ExecuteCustomEffect(CommandBuffer cmd, RTHandle source, RenderTextureDescriptor descriptor) { cmd.Blit(source, RenderTargetHandle.CameraTarget, m_EffectMaterial); } public override void FrameCleanup(CommandBuffer cmd) { } public Material GetMaterial() { return m_EffectMaterial; } }
public class FullScreenEffectFeature : ScriptableRendererFeature { [System.Serializable] public class Settings { public string effectName = "Full Screen Effect"; public EffectType effectType = EffectType.ColorAdjustment; public Material material; public string shaderName = "Hidden/FullScreenEffect"; public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; [Header("Effect Parameters")] public float intensity = 1.0f; public float threshold = 0.5f; public Color color = Color.white; public float parameter1 = 0.0f; public float parameter2 = 0.0f; public float parameter3 = 0.0f; public float parameter4 = 0.0f; [Header("Blur Specific")] public int blurIterations = 1; public float blurRadius = 1.0f; [Header("Performance")] public bool enableEffect = true; public bool useLowResolution = false; public int resolutionScale = 1; } public enum EffectType { ColorAdjustment, Blur, EdgeDetection, Custom } public Settings settings = new Settings(); private FullScreenEffectPass m_FullScreenEffectPass; public override void Create() { if (settings.enableEffect) { m_FullScreenEffectPass = new FullScreenEffectPass(settings); } } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (settings.enableEffect && m_FullScreenEffectPass != null) { renderer.EnqueuePass(m_FullScreenEffectPass); } } public void UpdateSettings(Settings newSettings) { settings = newSettings; if (m_FullScreenEffectPass != null) { Create(); } } public FullScreenEffectPass GetPass() { return m_FullScreenEffectPass; } }
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