using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; public class LensEffect_BlurRim : LensEffectBase { public override ERenderingEvent renderingEvents => ERenderingEvent.AfterForwardOpaque; Color rimColor; int tempID; public LensEffect_BlurRim(Color color) : base() { rimColor = color; tempID = Shader.PropertyToID("_BlurRim_RT0"); } public override void AfterForwardOpaque(EStage stage, CommandBuffer cb) { if (stage == EStage.Before) { Before(cb); } else if (stage == EStage.Iterate) { Iterate(cb); } else if (stage == EStage.After) { After(cb); } else if (stage == EStage.Finished) { } } void Before(CommandBuffer cb) { cb.GetTemporaryRT(tempID, -1, -1, 24, FilterMode.Bilinear); cb.SetRenderTarget(tempID); cb.ClearRenderTarget(true, true, new Color(0, 0, 0, 0)); } void Iterate(CommandBuffer cb) { Matrix4x4 obj2Wod = Matrix4x4.identity; int subMeshCount = 0; if (curBodypartRenderer.renderer is SkinnedMeshRenderer) { SkinnedMeshRenderer smr = curBodypartRenderer.renderer as SkinnedMeshRenderer; Vector3 pos = smr.rootBone.transform.position; Quaternion rot = smr.rootBone.transform.rotation; obj2Wod = MatrixUtility.RotateAndTranslate(pos, rot); obj2Wod = Matrix4x4.Translate(new Vector3(1, 0, 0)) * obj2Wod; subMeshCount = smr.sharedMesh.subMeshCount; } else if (curBodypartRenderer.renderer is MeshRenderer) { obj2Wod = curBodypartRenderer.renderer.transform.localToWorldMatrix; obj2Wod = Matrix4x4.Translate(new Vector3(1, 0, 0)) * obj2Wod; subMeshCount = curBodypartRenderer.renderer.GetComponent().sharedMesh.subMeshCount; } for (int i = 0; i < subMeshCount; ++i) { MaterialEntry mat = ClaimMaterial(StaticDefine.shaders[EShader.SolidColor].name); mat.material.SetColor("_Color", rimColor); mat.material.SetMatrix("_ObjectToWorld", obj2Wod); mat.material.SetTexture("_MainTex", curBodypartRenderer.renderer.sharedMaterial.GetTexture("_MainTex")); cb.DrawRenderer(curBodypartRenderer.renderer, mat.material, i); } } void After(CommandBuffer cb) { MaterialEntry blur = ClaimMaterial(StaticDefine.shaders[EShader.Blur].name); Vector4 tileOffset = RenderingUtility.GetTillingOffset(MainCamera.Instance.camera, owner.center, owner.unitDetail.snapshotBound); blur.material.SetVector("_UnitTileOffset", tileOffset); cb.Blit(tempID, BuiltinRenderTextureType.CameraTarget, blur.material); cb.ReleaseTemporaryRT(tempID); } }