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

public class LensEffect_MotionBlur : LensEffectBase
{
    int tempID;

    public LensEffect_MotionBlur()
    {
    }

    public override ERenderingEvent renderingEvents => ERenderingEvent.AfterImageEffectsOpaque;

    public override void AfterImageEffectsOpaque(EStage stage, CommandBuffer cb)
    {
        if (stage == EStage.Before)
        {
            tempID = Shader.PropertyToID("_Temp1");

            cb.GetTemporaryRT(tempID, -1, -1, 24, FilterMode.Bilinear);
            cb.SetRenderTarget(tempID);
            cb.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
        }
        else if(stage == EStage.Iterate)
        {
            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);
                subMeshCount = smr.sharedMesh.subMeshCount;
            }
            else if (curBodypartRenderer.renderer is MeshRenderer)
            {
                obj2Wod = curBodypartRenderer.renderer.transform.localToWorldMatrix;
                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", Color.red);
                mat.material.SetMatrix("_ObjectToWorld", obj2Wod);

                cb.DrawRenderer(curBodypartRenderer.renderer, mat.material, i);
            }
        }
        else if(stage == EStage.After)
        {
            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);
            tempID = Shader.PropertyToID("_Temp1");
            cb.ReleaseTemporaryRT(tempID);
        }
        else if(stage == EStage.Finished)
        {
        }
    }

}