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path: root/Assets/Scripts/Unit/LensEffect/LensEffect_Dash.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;

public class LensEffect_Dash : LensEffectBase
{
	public override ERenderingEvent renderingEvents => ERenderingEvent.AfterForwardOpaque;

	Color rimColor;
	int tempID;
	float lifeTime;
    UnitSnapshot snapshot;
    TRS trs;

    public LensEffect_Dash(TRS trs, Color color, float lifeTime, UnitSnapshotInfo snapshot) : base()
	{
		rimColor = color;
		tempID = Shader.PropertyToID("_BlurRim_RT0");
		this.lifeTime = lifeTime;
        this.snapshot = UnitManager.Instance.ClaimSnapshotSolo(snapshot);
        this.trs = trs;
	}

	public override void AfterForwardOpaque(EStage stage, CommandBuffer cb)
	{
		if (stage == EStage.Before)
		{
			Before(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));

        // renderer

	}

	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("_TileOffset", tileOffset);

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

}