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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);
}
}
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