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path: root/Assets/Scripts/Unit/Components/UnitLensEffect.cs
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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;
	}

}