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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class MaterialEntry
{
public string shader;
public Material material;
}
// unit 镜头效果,和image effect的区别在于不光是后处理
public abstract class LensEffectBase : MonoBehaviour
{
public enum EStage
{
Before ,
Iterate ,
After ,
Finished ,
}
public abstract ERenderingEvent renderingEvents { get; }
protected static Dictionary<string/*shaderName*/, List<MaterialEntry>> m_MaterailPool = new Dictionary<string, List<MaterialEntry>>();
private List<MaterialEntry> m_InUseMaterials = new List<MaterialEntry>();
#region upvalues
public BodyPartRenderer curBodypartRenderer;
public UnitController owner;
#endregion
private static MaterialEntry _ClaimMaterial(string shader)
{
List<MaterialEntry> mats;
if (m_MaterailPool.TryGetValue(shader, out mats) && mats.Count > 0)
{
MaterialEntry me = mats[mats.Count - 1];
mats.RemoveAt(mats.Count - 1);
return me;
}
Material mat = new Material(Shader.Find(shader));
MaterialEntry entry = new MaterialEntry();
entry.material = mat;
entry.shader = shader;
return entry;
}
private static void _ReleaseMaterial(MaterialEntry entry)
{
List<MaterialEntry> mats;
if (!m_MaterailPool.TryGetValue(entry.shader, out mats))
{
mats = new List<MaterialEntry>();
m_MaterailPool.Add(entry.shader, mats);
}
mats.Add(entry);
}
protected MaterialEntry ClaimMaterial(string shader)
{
MaterialEntry entry = _ClaimMaterial(shader);
m_InUseMaterials.Add(entry);
return entry;
}
protected void ReleaseMaterial(MaterialEntry entry)
{
m_InUseMaterials.Remove(entry);
_ReleaseMaterial(entry);
}
protected void ReleaseAllInUsedMaterials()
{
for(int i = 0; i < m_InUseMaterials.Count; ++i)
{
_ReleaseMaterial(m_InUseMaterials[i]);
}
m_InUseMaterials.Clear();
}
public virtual void BeforeDepthTexture(EStage stage, CommandBuffer cb) { }
public virtual void AfterDepthTexture(EStage stage, CommandBuffer cb) { }
public virtual void BeforeDepthNormalsTexture(EStage stage, CommandBuffer cb) { }
public virtual void AfterDepthNormalsTexture(EStage stage, CommandBuffer cb) { }
public virtual void BeforeForwardOpaque(EStage stage, CommandBuffer cb) { }
public virtual void AfterForwardOpaque(EStage stage, CommandBuffer cb) { }
public virtual void BeforeImageEffectsOpaque(EStage stage, CommandBuffer cb) { }
public virtual void AfterImageEffectsOpaque(EStage stage, CommandBuffer cb) { }
public virtual void BeforeSkybox(EStage stage, CommandBuffer cb) { }
public virtual void AfterSkybox(EStage stage, CommandBuffer cb) { }
public virtual void BeforeForwardAlpha(EStage stage, CommandBuffer cb) { }
public virtual void AfterForwardAlpha(EStage stage, CommandBuffer cb) { }
public virtual void BeforeImageEffects(EStage stage, CommandBuffer cb) { }
public virtual void AfterImageEffects(EStage stage, CommandBuffer cb) { }
public virtual void BeforeEverything(EStage stage, CommandBuffer cb) { }
public virtual void AfterEverything(EStage stage, CommandBuffer cb) { }
// 角色渲染完毕
public virtual void OnRenderFinish()
{
ReleaseAllInUsedMaterials();
}
}
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