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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;
float angle;
float curTime = 0;
public LensEffect_Dash(Color color, float lifeTime, float angle, UnitSnapshotInfo snapshot) : base()
{
rimColor = color;
tempID = Shader.PropertyToID("RT_Dash");
this.lifeTime = lifeTime;
trs = snapshot.trs;
this.snapshot = UnitManager.Instance.ClaimSnapshotSolo(snapshot);
this.angle = angle;
}
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
snapshot.transform.position = trs.position;
snapshot.transform.rotation = trs.rotation;
snapshot.transform.localScale = trs.scale;
Matrix4x4 obj2Wod = Matrix4x4.identity;
SkinnedMeshRenderer smr = snapshot.renderers[0] as SkinnedMeshRenderer;
Vector3 pos = smr.rootBone.transform.position;
Quaternion rot = smr.rootBone.transform.rotation;
obj2Wod = MatrixUtility.RotateAndTranslate(pos, rot);
MaterialEntry mat = ClaimMaterial(StaticDefine.shaders[EShader.SolidColor].name);
mat.material.SetColor("_Color", rimColor);
mat.material.SetMatrix("_ObjectToWorld", obj2Wod);
mat.material.SetTexture("_MainTex", snapshot.renderers[0].sharedMaterial.GetTexture("_MainTex"));
cb.DrawRenderer(snapshot.renderers[0], mat.material);
}
void After(CommandBuffer cb)
{
curTime += Time.deltaTime;
MaterialEntry blur = ClaimMaterial(StaticDefine.shaders[EShader.MotionBlur].name);
Vector4 tileOffset = RenderingUtility.GetTillingOffset(MainCamera.Instance.camera, trs.position, 6);
blur.material.SetVector("_UnitTileOffset", tileOffset);
blur.material.SetFloat("_Angle", Mathf.Rad2Deg * angle);
blur.material.SetFloat("_AlphaMultiplier", Mathf.Clamp(1 - curTime / lifeTime, 0, 1));
cb.Blit(tempID, BuiltinRenderTextureType.CameraTarget, blur.material);
cb.ReleaseTemporaryRT(tempID);
}
public override bool CanDestroy()
{
return curTime > lifeTime;
}
public override void OnDestroy()
{
UnitManager.Instance.ReleaseSnapshot(ref snapshot);
}
}
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