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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<RendererProxy> renderers;
private static ObjectPool<CommandBuffer> m_CommandBufferPool = new ObjectPool<CommandBuffer>(null, null);
CommandBuffer m_CommandBuffer;
public override void Initialize()
{
base.Initialize();
renderers = new List<RendererProxy>();
}
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<RendererProxy>();
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;
}
}
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