像素化
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@@ -1,47 +1,100 @@
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using UnityEngine;
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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 PixelateFeature : ScriptableRendererFeature
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{
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[System.Serializable]
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public class Settings
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public class PixelatePass : ScriptableRenderPass
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{
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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[Tooltip("用于像素化的材质")]
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public Material pixelateMaterial = null;
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private static readonly string ProfilerTag = "PixelateEffect";
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private static readonly int PixelateStrengthXID = Shader.PropertyToID("_PixelateStrengthX");
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private static readonly int PixelateStrengthYID = Shader.PropertyToID("_PixelateStrengthY");
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private static readonly int SourceTextureID = Shader.PropertyToID("_SourceTexture");
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public Material pixelateMaterial;
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public float pixelateX = 64f;
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public float pixelateY = 64f;
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private RTHandle sourceRT;
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private RTHandle transientRT;
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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sourceRT = renderingData.cameraData.renderer.cameraColorTargetHandle;
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RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
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descriptor.depthBufferBits = 0;
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RenderingUtils.ReAllocateIfNeeded(ref transientRT, descriptor, name: "_PixelateTransientRT");
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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 (pixelateMaterial == null) return;
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CommandBuffer cmd = CommandBufferPool.Get(ProfilerTag);
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pixelateMaterial.SetFloat(PixelateStrengthXID, pixelateX);
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pixelateMaterial.SetFloat(PixelateStrengthYID, pixelateY);
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cmd.SetGlobalTexture(SourceTextureID, sourceRT);
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cmd.SetRenderTarget(transientRT, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
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cmd.DrawProcedural(Matrix4x4.identity, pixelateMaterial, 0, MeshTopology.Triangles, 3);
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cmd.SetGlobalTexture(SourceTextureID, transientRT);
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cmd.SetRenderTarget(sourceRT, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
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cmd.DrawProcedural(Matrix4x4.identity, pixelateMaterial, 0, MeshTopology.Triangles, 3);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public void UpdateConfig(float x, float y)
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{
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pixelateX = x;
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pixelateY = y;
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}
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}
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public Settings settings = new Settings();
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private PixelatePass m_PixelatePass;
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[System.Serializable]
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public class PixelateSettings
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{
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[SerializeField] private Shader pixelateShader;
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private Material pixelateMaterial;
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public Material PixelateMaterial
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{
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get
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{
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if (pixelateMaterial == null && pixelateShader != null)
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{
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pixelateMaterial = new Material(pixelateShader)
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{
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hideFlags = HideFlags.HideAndDontSave
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};
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}
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return pixelateMaterial;
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}
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}
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[Min(2)] public float pixelateStrengthX = 64f;
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[Min(2)] public float pixelateStrengthY = 64f;
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public RenderPassEvent passEvent = RenderPassEvent.AfterRenderingTransparents;
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}
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public PixelateSettings settings = new();
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public PixelatePass pixelatePass;
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// 当Feature被创建或Inspector中的值被改变时调用
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public override void Create()
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{
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// 检查材质是否存在
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if (settings.pixelateMaterial != null)
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pixelatePass = new PixelatePass
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{
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m_PixelatePass = new PixelatePass(settings.pixelateMaterial);
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// 将Inspector中设置的事件赋值给Pass
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m_PixelatePass.renderPassEvent = settings.renderPassEvent;
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}
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else
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{
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// 如果材质为空,则不创建Pass,避免后续报错
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m_PixelatePass = null;
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}
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renderPassEvent = settings.passEvent,
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pixelateMaterial = settings.PixelateMaterial,
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pixelateX = settings.pixelateStrengthX,
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pixelateY = settings.pixelateStrengthY
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};
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}
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// 【核心修正】这个方法现在非常干净,只负责将创建好的Pass入队
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (m_PixelatePass == null)
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{
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// 如果Pass没有被成功创建(因为没材质),就直接返回
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return;
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}
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// 将我们的Pass添加到渲染队列中,URP会在正确的时间执行它
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renderer.EnqueuePass(m_PixelatePass);
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renderer.EnqueuePass(pixelatePass);
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}
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}
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}
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