阶段性完成
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace LeTai.Asset.TranslucentImage
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{
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public static class Blitter
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{
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static Mesh fullscreenTriangle;
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/// <summary>
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/// A fullscreen triangle mesh.
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/// </summary>
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static Mesh FullscreenTriangle
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{
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get
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{
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if (fullscreenTriangle != null)
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return fullscreenTriangle;
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fullscreenTriangle = new Mesh { name = "Fullscreen Triangle" };
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fullscreenTriangle.SetVertices(
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new List<Vector3> {
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new Vector3(-1f, -1f, 0f),
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new Vector3(-1f, 3f, 0f),
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new Vector3(3f, -1f, 0f)
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}
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);
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fullscreenTriangle.SetIndices(new[] { 0, 1, 2 }, MeshTopology.Triangles, 0, false);
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fullscreenTriangle.UploadMeshData(false);
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return fullscreenTriangle;
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}
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}
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public static void Blit(
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CommandBuffer cmd,
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RenderTargetIdentifier source,
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RenderTargetIdentifier destination,
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Material material,
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int passIndex,
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MaterialPropertyBlock propertyBlock = null,
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Rect viewport = default
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)
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{
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cmd.SetGlobalTexture(ShaderID.MAIN_TEX, source);
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cmd.SetRenderTarget(new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1),
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RenderBufferLoadAction.DontCare,
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RenderBufferStoreAction.Store,
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RenderBufferLoadAction.DontCare,
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RenderBufferStoreAction.DontCare);
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if (viewport.width != 0)
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cmd.SetViewport(viewport);
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if (SystemInfo.graphicsShaderLevel >= 30
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#if !UNITY_2023_1_OR_NEWER
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&& SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2
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#endif
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)
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cmd.DrawProcedural(Matrix4x4.identity, material, passIndex, MeshTopology.Triangles, 3, 1, propertyBlock);
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else
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cmd.DrawMesh(FullscreenTriangle, Matrix4x4.identity, material, 0, passIndex, propertyBlock);
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}
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}
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}
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