using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; // 蜂鸣 public class LensEffect_Buzz : LensEffectBase { public override ERenderingEvent renderingEvents => ERenderingEvent.AfterForwardAlpha; public LensEffect_Buzz() : base() { } public override void AfterForwardAlpha(EStage stage, CommandBuffer cb) { if (stage == EStage.Before) { Before(cb); } else if (stage == EStage.After) { After(cb); } } void Before(CommandBuffer cb) { MaterialEntry buzz = ClaimMaterial(StaticDefine.shaders[EShader.Buzz].name); cb.SetGlobalTexture("_UnitDepthTexture", owner.unitPreprocessing.unitDepthTexture); cb.Blit(BuiltinRenderTextureType.CameraTarget, BuiltinRenderTextureType.CameraTarget, buzz.material); } void After(CommandBuffer cb) { } }