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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
// 蜂鸣
public class LensEffect_Buzz : LensEffectBase
{
public override ERenderingEvent renderingEvents => ERenderingEvent.AfterForwardAlpha;
public LensEffect_Buzz() : base()
{
}
public override void AfterForwardAlpha(EStage stage, CommandBuffer cb)
{
if (stage == EStage.Before)
{
Before(cb);
}
else if (stage == EStage.After)
{
After(cb);
}
}
void Before(CommandBuffer cb)
{
MaterialEntry buzz = ClaimMaterial(StaticDefine.shaders[EShader.Buzz].name);
cb.SetGlobalTexture("_UnitDepthTexture", owner.unitPreprocessing.unitDepthTexture);
cb.Blit(BuiltinRenderTextureType.CameraTarget, BuiltinRenderTextureType.CameraTarget, buzz.material);
}
void After(CommandBuffer cb)
{
}
}
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