using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; public class LensEffect_MotionBlur : LensEffectBase { int tempID; public LensEffect_MotionBlur() { } public override ERenderingEvent renderingEvents => ERenderingEvent.AfterImageEffectsOpaque; public override void AfterImageEffectsOpaque(EStage stage, CommandBuffer cb) { if (stage == EStage.Before) { 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)); } else if(stage == EStage.Iterate) { 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); subMeshCount = smr.sharedMesh.subMeshCount; } else if (curBodypartRenderer.renderer is MeshRenderer) { obj2Wod = curBodypartRenderer.renderer.transform.localToWorldMatrix; 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", Color.red); mat.material.SetMatrix("_ObjectToWorld", obj2Wod); cb.DrawRenderer(curBodypartRenderer.renderer, mat.material, i); } } else if(stage == EStage.After) { MaterialEntry blur = ClaimMaterial(StaticDefine.shaders[EShader.Blur].name); Vector4 tileOffset = RenderingUtility.GetTillingOffset(MainCamera.Instance.camera, owner.center, owner.unitDetail.snapshotBound); blur.material.SetVector("_TileOffset", tileOffset); cb.Blit(tempID, BuiltinRenderTextureType.CameraTarget, blur.material); tempID = Shader.PropertyToID("_Temp1"); cb.ReleaseTemporaryRT(tempID); } else if(stage == EStage.Finished) { } } }