using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; //https://docs.unity3d.com/ScriptReference/Rendering.RenderTargetIdentifier.html // Unit效果之一,镜头效果,通过command buffer实现 //public class MaterailEntry //{ // public Material material; //} public class UnitLensEffect : UnitComponent { private List renderers; private static ObjectPool m_CommandBufferPool = new ObjectPool(null, null); CommandBuffer m_CommandBuffer; public override void Initialize() { base.Initialize(); renderers = new List(); } public override void OnPostInitialize() { base.OnPostInitialize(); IBodyRendererAgent body = owner.unitRender.body; if (body == null || body.renderers == null) return; for (int i = 0; i < body.renderers.Length; ++i) { var renderer = body.renderers[i]; if (renderer == null) continue; RendererProxy proxy = renderer.renderer.gameObject.GetOrAddComponent(); proxy.Initialize(renderer); proxy.onWillRenderObject = OnWillRenderObject; proxy.onRenderObject = OnRenderObject; renderers.Add(proxy); } m_CommandBuffer = ClaimCommandBuffer(); MainCamera.Instance.lensEffectHandler.onPreCull += OnWillRenderUnit; MainCamera.Instance.lensEffectHandler.onPostRender += OnRenderUnit; } public override void Release() { base.Release(); MainCamera.Instance.lensEffectHandler.onPreRender -= OnWillRenderUnit; MainCamera.Instance.lensEffectHandler.onPostRender -= OnRenderUnit; } private void OnWillRenderUnit() { m_CommandBuffer.Clear(); MainCamera.Instance.camera.AddCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, m_CommandBuffer); } private void OnRenderUnit() { MainCamera.Instance.camera.RemoveCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, m_CommandBuffer); } private void OnWillRenderObject(BodyPartRenderer renderer) { //Camera cam = SceneManager.Instance.mainCamera; //if (cam == null) // return; //Material mat = new Material(Shader.Find(StaticDefine.shaders[EShader.SolidColor].name)); //mat.SetColor("_Color", Color.red); //Matrix4x4 obj2Wod = Matrix4x4.identity; ////obj2Wod = TransformUtility.GetLocalToWorldMatrixRootBone(owner.unitDetail.rootBone.transform); //Vector3 pos = owner.unitDetail.rootBone.transform.position; //Quaternion rot = owner.unitDetail.rootBone.transform.rotation; //obj2Wod = MatrixUtility.RotateAndTranslate(pos, rot); //mat.SetMatrix("_ObjectToWorld", obj2Wod); //mat.SetTexture("_MainTex", renderer.renderer.material.GetTexture("_MainTex")); //cb.Clear(); //cb.name = "Unit Renderer"; //// create render texture for glow map //int tempID = Shader.PropertyToID("_Temp1"); //cb.GetTemporaryRT(tempID, -1, -1, 24, FilterMode.Bilinear); //cb.SetRenderTarget(tempID); //cb.ClearRenderTarget(true, true, new Color(0, 0, 0, 0)); //cb.DrawRenderer(renderer.renderer, mat); //cb.SetRenderTarget(BuiltinRenderTextureType.CameraTarget); //Material blur = new Material(Shader.Find(StaticDefine.shaders[EShader.Blur].name)); //cb.Blit(tempID, BuiltinRenderTextureType.CameraTarget, blur); //cam.AddCommandBuffer(CameraEvent.AfterImageEffectsOpaque, cb); } private void OnRenderObject(BodyPartRenderer renderer) { //Camera cam = SceneManager.Instance.mainCamera; //cam.RemoveCommandBuffer(CameraEvent.AfterImageEffectsOpaque, cb); } static CommandBuffer ClaimCommandBuffer() { CommandBuffer cb = m_CommandBufferPool.Get(); cb.Clear(); return cb; } static void ReleaseCommandBuffer(ref CommandBuffer cb) { m_CommandBufferPool.Release(cb); cb = null; } }