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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class LensEffect_BlurRim : LensEffectBase
{
public override ERenderingEvent renderingEvents => ERenderingEvent.AfterForwardOpaque;
int tempID;
public override void AfterForwardOpaque(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<MeshFilter>().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);
mat = ClaimMaterial(StaticDefine.shaders[EShader.SolidColor].name);
mat.material.SetColor("_Color", Color.red);
obj2Wod = Matrix4x4.Translate(new Vector3(1,0,0)) * obj2Wod;
mat.material.SetMatrix("_ObjectToWorld", obj2Wod);
cb.DrawRenderer(curBodypartRenderer.renderer, mat.material, i);
mat = ClaimMaterial(StaticDefine.shaders[EShader.SolidColor].name);
mat.material.SetColor("_Color", Color.red);
obj2Wod = Matrix4x4.Translate(new Vector3(-2, 0, 0)) * obj2Wod;
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)
{
}
}
}
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