This commit is contained in:
李浩 2025-04-10 14:20:15 +08:00
parent 1b5f7ad4ff
commit 0a79c2c6ce
19 changed files with 835 additions and 212 deletions

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@ -38,16 +38,22 @@ public class BurRenderPassFeature : ScriptableRendererFeature
CommandBuffer cmd = CommandBufferPool.Get("Bur");
var dp = renderingData.cameraData.cameraTargetDescriptor;
dp.msaaSamples = 1;
dp.width /= 2;
dp.height /= 2;
cmd.GetTemporaryRT(BurTemp, dp);
cmd.GetTemporaryRT(BurTexture, dp);
//cmd.DisableShaderKeyword("UNITY_SHADER_EDITOR");
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,BurTemp);
//mat.SetFloat("_Value",Value);
cmd.SetGlobalVector("HorV",H);
cmd.Blit(renderingData.cameraData.renderer.cameraColorTarget,BurTexture,mat,0);
//cmd.SetRenderTarget(BurTexture);
//cmd.ClearRenderTarget(false,true,Color.black);
cmd.Blit(BurTemp,BurTexture,mat,0);
cmd.SetGlobalVector("HorV",V);
cmd.Blit(BurTexture,BurTemp,mat,0);
cmd.Blit(BurTemp,BurTexture,mat,1);
cmd.Blit(BurTexture,BurTemp,mat,1);
cmd.Blit(BurTemp,BurTexture,mat,1);
cmd.SetRenderTarget(renderingData.cameraData.renderer.cameraColorTarget);
cmd.ReleaseTemporaryRT(BurTemp);
cmd.ReleaseTemporaryRT(BurTexture);
@ -76,15 +82,30 @@ public class BurRenderPassFeature : ScriptableRendererFeature
m_ScriptablePass = new BurRenderPass();
// Configures where the render pass should be injected.
m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (renderingData.cameraData.camera.cameraType == CameraType.SceneView)
{
m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
Shader.EnableKeyword("UNITY_SHADER_EDITOR");
}
else
{
m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
Shader.DisableKeyword("UNITY_SHADER_EDITOR");
}
m_ScriptablePass.Value = Value;
renderer.EnqueuePass(m_ScriptablePass);
if (renderingData.cameraData.camera.cameraType == CameraType.SceneView ||
renderingData.cameraData.camera.tag == "MainCamera")
{
renderer.EnqueuePass(m_ScriptablePass);
}
}
protected override void Dispose(bool disposing)

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Shader "UI/UIBlur"
{
Properties
{
[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
// 模板测试属性 和 ColorMask 一般不控制,所以在属性面板上隐藏
[HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil ("Stencil ID", Float) = 0
[HideInInspector]_StencilOp ("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask ("Stencil Read Mask", Float) = 255
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
//ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ UNITY_UI_ALPHACLIP
#pragma multi_compile _ UNITY_SHADER_EDITOR
#include "UnityUI.cginc"
#include "UnityCG.cginc"
fixed4 _TextureSampleAdd; // Unity管理图片格式用Alpha8
float4 _ClipRect;// Unity管理2D剪裁使用
sampler2D _MainTex;
sampler2D _BurTexture;
struct a2v{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f{
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(a2v IN){
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);// 实例化处理
OUT.vertex = UnityObjectToClipPos(IN.vertex);// 模型空间到裁剪空间
OUT.color = IN.color;
OUT.texcoord = IN.texcoord;
return OUT;
}
fixed4 frag(v2f IN):SV_Target{
// 直接读取纹理颜色 并且乘上 ImageColor
//half4 color = tex2D(_MainTex,IN.texcoord) ;//* IN.color;
float2 uv=IN.vertex.xy/_ScreenParams.xy;
//#ifndef UNITY_SHADER_EDITOR
//uv=float2(uv.x,1-uv.y);
//#endif
half4 brackground = tex2D(_BurTexture,uv);//* IN.color;
//float alpha= color.a*IN.color.a;
//color.rgb=color.rgb*alpha+brackground.rgb*(1-alpha);
//alpha=smoothstep(0,0.2,color.a);
return float4(brackground.rgb,1);
}
ENDCG
}
}
}

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View File

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