using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; public class LensEffect_Dash : LensEffectBase { public override ERenderingEvent renderingEvents => ERenderingEvent.AfterForwardOpaque; Color rimColor; int tempID; float lifeTime; UnitSnapshot snapshot; TRS trs; float angle; float curTime = 0; public LensEffect_Dash(Color color, float lifeTime, float angle, UnitSnapshotInfo snapshot) : base() { rimColor = color; tempID = Shader.PropertyToID("RT_Dash"); this.lifeTime = lifeTime; trs = snapshot.trs; this.snapshot = UnitManager.Instance.ClaimSnapshotSolo(snapshot); this.angle = angle; } public override void AfterForwardOpaque(EStage stage, CommandBuffer cb) { if (stage == EStage.Before) { Before(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)); // renderer snapshot.transform.position = trs.position; snapshot.transform.rotation = trs.rotation; snapshot.transform.localScale = trs.scale; Matrix4x4 obj2Wod = Matrix4x4.identity; SkinnedMeshRenderer smr = snapshot.renderers[0] as SkinnedMeshRenderer; Vector3 pos = smr.rootBone.transform.position; Quaternion rot = smr.rootBone.transform.rotation; obj2Wod = MatrixUtility.RotateAndTranslate(pos, rot); MaterialEntry mat = ClaimMaterial(StaticDefine.shaders[EShader.SolidColor].name); mat.material.SetColor("_Color", rimColor); mat.material.SetMatrix("_ObjectToWorld", obj2Wod); mat.material.SetTexture("_MainTex", snapshot.renderers[0].sharedMaterial.GetTexture("_MainTex")); cb.DrawRenderer(snapshot.renderers[0], mat.material); } void After(CommandBuffer cb) { curTime += Time.deltaTime; MaterialEntry blur = ClaimMaterial(StaticDefine.shaders[EShader.MotionBlur].name); Vector4 tileOffset = RenderingUtility.GetTillingOffset(MainCamera.Instance.camera, trs.position, 6); blur.material.SetVector("_UnitTileOffset", tileOffset); blur.material.SetFloat("_Angle", Mathf.Rad2Deg * angle); blur.material.SetFloat("_AlphaMultiplier", Mathf.Clamp(1 - curTime / lifeTime, 0, 1)); cb.Blit(tempID, BuiltinRenderTextureType.CameraTarget, blur.material); cb.ReleaseTemporaryRT(tempID); } public override bool CanDestroy() { return curTime > lifeTime; } public override void OnDestroy() { UnitManager.Instance.ReleaseSnapshot(ref snapshot); } }