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path: root/Assets/Scripts/Unit/LensEffect/LensEffect_BlurRim.cs
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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;

	Color rimColor;
    int tempID;

	public LensEffect_BlurRim(Color color) : base()
	{
		rimColor = color;
		tempID = Shader.PropertyToID("_BlurRim_RT0");
	}

	public override void AfterForwardOpaque(EStage stage, CommandBuffer cb)
    {
        if (stage == EStage.Before)
        {
			Before(cb);
        }
        else if (stage == EStage.Iterate)
        {
			Iterate(cb);
		}
        else if (stage == EStage.After)
        {
			After(cb);
        }
        else if (stage == EStage.Finished)
        {
        }
    }

	void Before(CommandBuffer cb)
	{
		cb.GetTemporaryRT(tempID, -1, -1, 24, FilterMode.Bilinear);
		cb.SetRenderTarget(tempID);
		cb.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
	}

	void Iterate(CommandBuffer cb)
	{
		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);
			obj2Wod = Matrix4x4.Translate(new Vector3(1, 0, 0)) * obj2Wod;
			subMeshCount = smr.sharedMesh.subMeshCount;
		}
		else if (curBodypartRenderer.renderer is MeshRenderer)
		{
			obj2Wod = curBodypartRenderer.renderer.transform.localToWorldMatrix;
			obj2Wod = Matrix4x4.Translate(new Vector3(1, 0, 0)) * obj2Wod;
			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", rimColor);
			mat.material.SetMatrix("_ObjectToWorld", obj2Wod);
			mat.material.SetTexture("_MainTex", curBodypartRenderer.renderer.sharedMaterial.GetTexture("_MainTex"));
			cb.DrawRenderer(curBodypartRenderer.renderer, mat.material, i);
		}
	}

	void After(CommandBuffer cb)
	{
		MaterialEntry blur = ClaimMaterial(StaticDefine.shaders[EShader.Blur].name);

		Vector4 tileOffset = RenderingUtility.GetTillingOffset(MainCamera.Instance.camera, owner.center, owner.unitDetail.snapshotBound);
		blur.material.SetVector("_UnitTileOffset", tileOffset);

		cb.Blit(tempID, BuiltinRenderTextureType.CameraTarget, blur.material);
		cb.ReleaseTemporaryRT(tempID);
	}

}