提交破碎效果
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@@ -0,0 +1,126 @@
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Shader "Hidden/BrokenGlassEffect"
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{
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Properties
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{
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_MainTex ("Main Texture", 2D) = "white" {}
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_MainTex2 ("Glass Texture", 2D) = "white" {}
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_Value ("Distortion Strength", Float) = 1.0
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_Bullet_1 ("Bullet 1", Float) = 1.0
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_Bullet_2 ("Bullet 2", Float) = 1.0
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_Bullet_3 ("Bullet 3", Float) = 1.0
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_Bullet_4 ("Bullet 4", Float) = 1.0
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||||
_Bullet_5 ("Bullet 5", Float) = 1.0
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||||
_Bullet_6 ("Bullet 6", Float) = 1.0
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||||
_Bullet_7 ("Bullet 7", Float) = 1.0
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_Bullet_8 ("Bullet 8", Float) = 1.0
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_Bullet_9 ("Bullet 9", Float) = 1.0
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_Bullet_10 ("Bullet 10", Float) = 1.0
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_Bullet_11 ("Bullet 11", Float) = 1.0
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_Bullet_12 ("Bullet 12", Float) = 1.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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Pass
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{
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Name "BrokenGlassEffect"
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ZTest Always Cull Off ZWrite Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler2D _MainTex2;
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float4 _MainTex_TexelSize;
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float _Value;
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float _Bullet_1;
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float _Bullet_2;
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float _Bullet_3;
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float _Bullet_4;
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float _Bullet_5;
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float _Bullet_6;
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float _Bullet_7;
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float _Bullet_8;
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float _Bullet_9;
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float _Bullet_10;
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float _Bullet_11;
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float _Bullet_12;
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionHCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv = input.uv;
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return output;
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}
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half4 Frag(Varyings i) : SV_Target
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{
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float2 uv = i.uv;
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float2 uv2 = uv;
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#if UNITY_UV_STARTS_AT_TOP
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if (_MainTex_TexelSize.y < 0)
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uv.y = 1-uv.y;
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#endif
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uv /= 2;
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float col = 0;
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// Red channel sampling
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col = (tex2D(_MainTex2, uv).rgb * _Bullet_1).r;
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uv += float2(0.5, 0);
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_2).r;
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uv += float2(0, 0.5);
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_3).r;
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uv -= float2(0.5, 0.0);
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_4).r;
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|
||||
// Green channel sampling
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_5).g;
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uv += float2(0.5, 0);
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_6).g;
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uv += float2(0, 0.5);
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_7).g;
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uv -= float2(0.5, 0.0);
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_8).g;
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||||
|
||||
// Blue channel sampling
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||||
col += (tex2D(_MainTex2, uv).rgb * _Bullet_9).b;
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||||
uv += float2(0.5, 0);
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_10).b;
|
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uv += float2(0, 0.5);
|
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_11).b;
|
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uv -= float2(0.5, 0.0);
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col += (tex2D(_MainTex2, uv).rgb * _Bullet_12).b;
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|
||||
uv2 += float2(col, col) / 4;
|
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|
||||
float3 col2 = tex2D(_MainTex, uv2).rgb;
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||||
float c = col;
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||||
col2 = col2 + float3(c, c, c);
|
||||
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||||
return float4(col2, 1.0);
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||||
}
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ENDHLSL
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}
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}
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}
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||||
@@ -0,0 +1,152 @@
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class BrokenGlassRenderFeature : ScriptableRendererFeature
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||||
{
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class BrokenGlassPass : ScriptableRenderPass
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{
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static readonly string ProfilerTag = "Broken Glass Effect";
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Material material;
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RenderTargetIdentifier source;
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RenderTargetHandle tempTexture;
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public float Value = 1f;
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public float Bullet_1 = 1f;
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public float Bullet_2 = 1f;
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public float Bullet_3 = 1f;
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public float Bullet_4 = 1f;
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public float Bullet_5 = 1f;
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public float Bullet_6 = 1f;
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public float Bullet_7 = 1f;
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public float Bullet_8 = 1f;
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public float Bullet_9 = 1f;
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public float Bullet_10 = 1f;
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public float Bullet_11 = 1f;
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public float Bullet_12 = 1f;
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public Texture2D GlassTexture;
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public BrokenGlassPass(Material mat)
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{
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material = mat;
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tempTexture.Init("_TempBrokenGlassTex");
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}
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public void Setup(RenderTargetIdentifier src)
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{
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source = src;
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (material == null)
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{
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Debug.LogError("BrokenGlassPass: Material is null!");
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return;
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}
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if (GlassTexture == null)
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||||
{
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Debug.LogError("BrokenGlassPass: GlassTexture is null!");
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return;
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||||
}
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CommandBuffer cmd = CommandBufferPool.Get(ProfilerTag);
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source = renderingData.cameraData.renderer.cameraColorTarget;
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RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
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opaqueDesc.depthBufferBits = 0;
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cmd.GetTemporaryRT(tempTexture.id, opaqueDesc);
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cmd.SetGlobalTexture("_MainTex2", GlassTexture);
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cmd.SetGlobalFloat("_Value", Value);
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cmd.SetGlobalFloat("_Bullet_1", Bullet_1);
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cmd.SetGlobalFloat("_Bullet_2", Bullet_2);
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||||
cmd.SetGlobalFloat("_Bullet_3", Bullet_3);
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cmd.SetGlobalFloat("_Bullet_4", Bullet_4);
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||||
cmd.SetGlobalFloat("_Bullet_5", Bullet_5);
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||||
cmd.SetGlobalFloat("_Bullet_6", Bullet_6);
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||||
cmd.SetGlobalFloat("_Bullet_7", Bullet_7);
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||||
cmd.SetGlobalFloat("_Bullet_8", Bullet_8);
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||||
cmd.SetGlobalFloat("_Bullet_9", Bullet_9);
|
||||
cmd.SetGlobalFloat("_Bullet_10", Bullet_10);
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||||
cmd.SetGlobalFloat("_Bullet_11", Bullet_11);
|
||||
cmd.SetGlobalFloat("_Bullet_12", Bullet_12);
|
||||
|
||||
Debug.Log($"BrokenGlassPass Parameters - Value: {Value}, Bullet_1: {Bullet_1}, Bullet_2: {Bullet_2}, Bullet_3: {Bullet_3}, Bullet_4: {Bullet_4}, Bullet_5: {Bullet_5}, Bullet_6: {Bullet_6}, Bullet_7: {Bullet_7}, Bullet_8: {Bullet_8}, Bullet_9: {Bullet_9}, Bullet_10: {Bullet_10}, Bullet_11: {Bullet_11}, Bullet_12: {Bullet_12}");
|
||||
|
||||
Blit(cmd, source, tempTexture.Identifier(), material, 0);
|
||||
Blit(cmd, tempTexture.Identifier(), source);
|
||||
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
public override void FrameCleanup(CommandBuffer cmd)
|
||||
{
|
||||
if (tempTexture != RenderTargetHandle.CameraTarget)
|
||||
cmd.ReleaseTemporaryRT(tempTexture.id);
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class BrokenGlassSettings
|
||||
{
|
||||
public Material Material;
|
||||
public Texture2D GlassTexture;
|
||||
[Range(0f, 2f)] public float Value = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_1 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_2 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_3 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_4 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_5 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_6 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_7 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_8 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_9 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_10 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_11 = 1f;
|
||||
[Range(0f, 2f)] public float Bullet_12 = 1f;
|
||||
public RenderPassEvent RenderPassEvent = RenderPassEvent.AfterRenderingTransparents;
|
||||
}
|
||||
|
||||
public BrokenGlassSettings settings = new BrokenGlassSettings();
|
||||
BrokenGlassPass pass;
|
||||
|
||||
public override void Create()
|
||||
{
|
||||
if (settings.Material == null)
|
||||
return;
|
||||
|
||||
pass = new BrokenGlassPass(settings.Material)
|
||||
{
|
||||
Value = settings.Value,
|
||||
Bullet_1 = settings.Bullet_1,
|
||||
Bullet_2 = settings.Bullet_2,
|
||||
Bullet_3 = settings.Bullet_3,
|
||||
Bullet_4 = settings.Bullet_4,
|
||||
Bullet_5 = settings.Bullet_5,
|
||||
Bullet_6 = settings.Bullet_6,
|
||||
Bullet_7 = settings.Bullet_7,
|
||||
Bullet_8 = settings.Bullet_8,
|
||||
Bullet_9 = settings.Bullet_9,
|
||||
Bullet_10 = settings.Bullet_10,
|
||||
Bullet_11 = settings.Bullet_11,
|
||||
Bullet_12 = settings.Bullet_12,
|
||||
GlassTexture = settings.GlassTexture,
|
||||
renderPassEvent = settings.RenderPassEvent
|
||||
};
|
||||
|
||||
Debug.Log("BrokenGlassRenderFeature Created");
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
if (settings.Material != null)
|
||||
{
|
||||
renderer.EnqueuePass(pass);
|
||||
}
|
||||
Debug.Log($"Material is null: {settings.Material == null}");
|
||||
}
|
||||
}
|
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@@ -0,0 +1,11 @@
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Reference in New Issue
Block a user