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ichni_Official/Packages/NBPostProcessing/Runtime/NBPostProcess.cs

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// using ConfigSystem.MConfig;
// using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using System.Collections.Generic;
namespace MhRender.RendererFeatures
{
public class NBPostProcess : ScriptableRendererFeature
{
private NBPostProcessRenderPass _renderPass;
private DisturbanceMaskRenderPass _disturbanceMaskRenderPass;
private ScreenColorRenderPass _screenColorRenderPass;
public static Material NBPostProcessMaterial;
//public MaskFormat maskFormat = MaskFormat.RG32;
public Downsampling downSampling = Downsampling.None;
public LayerMask disturbanceLayerMask=1 << 25;
private Material _disturbanceDownSampleMat;
private Material _screenColorDownSampleMat;
private float _screenHeight;
private ProfilingSampler _profilingSampler;
// private PostProcessingManager manager;-+
static Mesh s_FullscreenTriangle;
/// <summary>
/// A fullscreen triangle mesh.抄自Unity的后处理包,拿到一个全屏的Triangle。
/// </summary>
static Mesh fullscreenTriangle;
// {
// get
// {
// if (s_FullscreenTriangle != null)
// return s_FullscreenTriangle;
//
// s_FullscreenTriangle = new Mesh
// {
// name = "Fullscreen Triangle"
// };
//
// // Because we have to support older platforms (GLES2/3, DX9 etc) we can't do all of
// // this directly in the vertex shader using vertex ids :(
// s_FullscreenTriangle.SetVertices(new List<Vector3>
// {
// new Vector3 (-1f, -1f, 0f),
// new Vector3 (-1f, 3f, 0f),
// new Vector3 (3f, -1f, 0f)
// // new Vector3 (3f, -1f, 0f),
// // new Vector3 (-1f, 3f, 0f),
// // new Vector3 (-1f, -1f, 0f)
// });
// s_FullscreenTriangle.SetIndices(new[]
// {
// 0,
// 1,
// 2
// }, MeshTopology.Triangles, 0, false);
// s_FullscreenTriangle.UploadMeshData(false);
//
// meshTest = s_FullscreenTriangle;
// return s_FullscreenTriangle;
// }
// }
private bool canFind = false;
public override void Create()
{
if (Shader.Find("XuanXuan/ColorBlit") == null ||
Shader.Find("XuanXuan/Postprocess/NBPostProcessUber") == null)
{
canFind = false;
return;
}
else
{
canFind = true;
}
#if UNIVERSAL_RP_13_1_2_OR_NEWER
_screenColorDownSampleMat = CoreUtils.CreateEngineMaterial(Shader.Find("XuanXuan/ColorBlit"));
#else
_screenColorDownSampleMat = CoreUtils.CreateEngineMaterial(Shader.Find("XuanXuan/ColorBufferBlit"));
#endif
_screenColorRenderPass = new ScreenColorRenderPass(_screenColorDownSampleMat, downSampling);
_screenColorRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
_profilingSampler = new ProfilingSampler("DisturbanceRender");
_disturbanceDownSampleMat = CoreUtils.CreateEngineMaterial(Shader.Find("XuanXuan/ColorBlit"));
_disturbanceMaskRenderPass = new DisturbanceMaskRenderPass(_profilingSampler,_disturbanceDownSampleMat,downSampling,disturbanceLayerMask);
_disturbanceMaskRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
#if !UNIVERSAL_RP_13_1_2_OR_NEWER
_profilingSampler = new ProfilingSampler("DisturbanceDownRTBlit");
#endif
if (fullscreenTriangle == null)
{
/*UNITY_NEAR_CLIP_VALUE*/
float nearClipZ = -1;
if (SystemInfo.usesReversedZBuffer)
nearClipZ = 1;
fullscreenTriangle = new Mesh();
fullscreenTriangle.vertices = GetFullScreenTriangleVertexPosition(nearClipZ);
fullscreenTriangle.uv = GetFullScreenTriangleTexCoord();
fullscreenTriangle.triangles = new int[3] { 0, 1, 2 };
}
// Shader shader = Shader.Find("XuanXuan/Postprocess/NBPostProcessUber");
NBPostProcessMaterial = CoreUtils.CreateEngineMaterial(Shader.Find("XuanXuan/Postprocess/NBPostProcessUber"));
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NBPostProcessingManager.InitMat();
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// if (Application.isPlaying)
// {
// manager = PostProcessingManager.Instance;
// }
_renderPass = new NBPostProcessRenderPass(NBPostProcessMaterial,fullscreenTriangle);
_renderPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
}
#if UNIVERSAL_RP_13_1_2_OR_NEWER
public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
{
if ((renderingData.cameraData.cameraType == CameraType.Game ||
renderingData.cameraData.cameraType == CameraType.SceneView) && canFind)
{
//_disturbanceMaskRenderPass.SetUp(renderer.cameraDepthTargetHandle);
//if (renderingData.cameraData.cameraType == CameraType.Game)
//{
// _screenHeight = renderer.cameraDepthTargetHandle.rt.descriptor.height;
//}
_disturbanceMaskRenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
_disturbanceMaskRenderPass.SetUp(renderer.cameraColorTargetHandle);
_screenColorRenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
_screenColorRenderPass.SetUp(renderer.cameraColorTargetHandle);
}
}
#endif
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if ((renderingData.cameraData.cameraType == CameraType.Game ||
renderingData.cameraData.cameraType == CameraType.SceneView) && canFind)
{
#if !UNIVERSAL_RP_13_1_2_OR_NEWER
// _disturbanceMaskRenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
// _disturbanceMaskRenderPass.SetUp(renderer.cameraColorTargetHandle);
_screenColorRenderPass.ConfigureInput(ScriptableRenderPassInput.Color);
_screenColorRenderPass.SetUp(renderer);
#endif
renderer.EnqueuePass(_screenColorRenderPass);
renderer.EnqueuePass(_disturbanceMaskRenderPass);
renderer.EnqueuePass(_renderPass);
}
}
// Should match Common.hlsl
static Vector3[] GetFullScreenTriangleVertexPosition(float z /*= UNITY_NEAR_CLIP_VALUE*/)
{
var r = new Vector3[3];
for (int i = 0; i < 3; i++)
{
Vector2 uv = new Vector2((i << 1) & 2, i & 2);
r[i] = new Vector3(uv.x * 2.0f - 1.0f, uv.y * 2.0f - 1.0f, z);
}
return r;
}
// Should match Common.hlsl
static Vector2[] GetFullScreenTriangleTexCoord()
{
var r = new Vector2[3];
for (int i = 0; i < 3; i++)
{
if (SystemInfo.graphicsUVStartsAtTop)
r[i] = new Vector2((i << 1) & 2, 1.0f - (i & 2));
else
r[i] = new Vector2((i << 1) & 2, i & 2);
}
return r;
}
protected override void Dispose(bool disposing)
{
CoreUtils.Destroy(_disturbanceDownSampleMat);
//CoreUtils.Destroy(NBPostProcessMaterial);
_disturbanceMaskRenderPass?.Dispose();
CoreUtils.Destroy(_screenColorDownSampleMat);
_screenColorRenderPass?.Dispose();
}
}
public class DisturbanceMaskRenderPass : ScriptableRenderPass
{
private ProfilingSampler _profilingSampler;
#if UNIVERSAL_RP_13_1_2_OR_NEWER
private RTHandle _DisturbanceMaskRTHandle;
private RTHandle _cameraDepthRTHandle;
private RTHandle _DownRT;
#else
private static readonly int _DisturbanceMaskRTID = Shader.PropertyToID("_DisturbanceMaskRT");
private static readonly int _DownRTID = Shader.PropertyToID("_DisturbanceMaskTex");
private RenderTargetIdentifier _DisturbanceMaskRTHandle = new RenderTargetIdentifier (_DisturbanceMaskRTID);
private RenderTargetIdentifier _cameraDepthRTHandle;
private RenderTargetIdentifier _DownRT = new RenderTargetIdentifier (_DownRTID);
#endif
private Material tempMat;
private readonly Downsampling _downSampling;
//private readonly MaskFormat _maskFormat;
private Material _renderMaskMat ;
public LayerMask _DisturbanceMaskLayer = 1 << 25;
private FilteringSettings _Filtering;
private static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
private static readonly int SampleOffset = Shader.PropertyToID("_SampleOffset");
private readonly List<ShaderTagId> _shaderTag = new List<ShaderTagId>()
{
new ShaderTagId("UniversalForward"),
new ShaderTagId("SRPDefaultUnlit"),
new ShaderTagId("UniversalForwardOnly")
};
public DisturbanceMaskRenderPass(ProfilingSampler profilingSampler,Material DisturbanceMaskMat, Downsampling downSampling,LayerMask disturbanceMaskLayer)
{
_profilingSampler = profilingSampler;
_renderMaskMat = DisturbanceMaskMat;
_downSampling = downSampling;
_DisturbanceMaskLayer = disturbanceMaskLayer;
}
#if UNIVERSAL_RP_13_1_2_OR_NEWER
public void SetUp ( RTHandle cameraRTHandle )
{
RenderTextureDescriptor descrip = cameraRTHandle.rt.descriptor;
descrip.colorFormat = RenderTextureFormat.RG32;
descrip.depthBufferBits = 0;
RenderingUtils.ReAllocateIfNeeded(ref _DisturbanceMaskRTHandle, descrip, name: "DisturbanceMaskRT");
switch (_downSampling)
{
case Downsampling._2xBilinear:
descrip.width /= 2;
descrip.height /= 2;
break;
case Downsampling._4xBilinear:
descrip.width /= 4;
descrip.height /= 4;
break;
case Downsampling._4xBox:
descrip.width /= 4;
descrip.height /= 4;
break;
}
RenderingUtils.ReAllocateIfNeeded(ref _DownRT, descrip, name:"MaskDownCopyRT");
}
#else
//在AddPass之前触发
public void SetUpDisturbanceMask(RenderTextureDescriptor descrip ,CommandBuffer cmd)
{
descrip.colorFormat = RenderTextureFormat.RG32;
descrip.depthBufferBits = 0;
cmd.GetTemporaryRT(_DisturbanceMaskRTID, descrip,FilterMode.Bilinear);
switch (_downSampling)
{
case Downsampling._2xBilinear:
descrip.width /= 2;
descrip.height /= 2;
break;
case Downsampling._4xBilinear:
descrip.width /= 4;
descrip.height /= 4;
break;
case Downsampling._4xBox:
descrip.width /= 4;
descrip.height /= 4;
break;
}
cmd.GetTemporaryRT(_DownRTID, descrip,FilterMode.Bilinear);
}
#endif
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
_Filtering = new FilteringSettings(RenderQueueRange.all, _DisturbanceMaskLayer);
#if UNIVERSAL_RP_13_1_2_OR_NEWER
_cameraDepthRTHandle = renderingData.cameraData.renderer.cameraDepthTargetHandle;
#else
_cameraDepthRTHandle = renderingData.cameraData.renderer.cameraDepthTarget;
SetUpDisturbanceMask(renderingData.cameraData.cameraTargetDescriptor,cmd);
#endif
}
private readonly Color _clearDisturbanceMaskColor = new Color(0.5f, 0.5f, 0f, 1f);
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
#if UNIVERSAL_RP_13_1_2_OR_NEWER
ConfigureTarget(_DisturbanceMaskRTHandle, _cameraDepthRTHandle);
#else
ConfigureTarget(_DisturbanceMaskRTID, _cameraDepthRTHandle);
#endif
//将RT清空
ConfigureClear(ClearFlag.Color, _clearDisturbanceMaskColor);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (!(renderingData.cameraData.cameraType == CameraType.Game || renderingData.cameraData.cameraType == CameraType.SceneView))
return;
if (!_renderMaskMat)
{
return;
}
var DisturbanceDraw = CreateDrawingSettings(_shaderTag, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, _profilingSampler))
{
context.DrawRenderers(renderingData.cullResults, ref DisturbanceDraw, ref _Filtering);
#if UNIVERSAL_RP_13_1_2_OR_NEWER
_renderMaskMat.SetTexture(CameraTexture, _DisturbanceMaskRTHandle);
switch (_downSampling)
{
case Downsampling._2xBilinear:
Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
break;
case Downsampling._4xBilinear:
Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
break;
case Downsampling._4xBox:
_renderMaskMat.SetFloat(SampleOffset, 2);
Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 1);
break;
default:
Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
break;
}
#else
// cmd.SetGlobalTexture(_DisturbanceMaskRTID, _DisturbanceMaskRTHandle);
//Bug:在非播放状态时_DisturbanceMaskRTID在这里会经常丢失。造成画面闪烁。但是只要有一个DistortObject在Scene中并LockInspector就不会闪烁非常奇怪。
cmd.SetGlobalTexture(CameraTexture, _DisturbanceMaskRTHandle);
// _renderMaskMat.SetTexture(CameraTexture, Shader.GetGlobalTexture(_DisturbanceMaskRTID));
cmd.SetRenderTarget(_DownRT);
switch (_downSampling)
{
case Downsampling._2xBilinear:
// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 2);
Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,0);
break;
case Downsampling._4xBilinear:
// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 2);
Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,0);
break;
case Downsampling._4xBox:
_renderMaskMat.SetFloat(SampleOffset, 2);
// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 1);
// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 1);
// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 3);
Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,1);
break;
default:
// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 2);
Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,0);
break;
}
#endif
cmd.SetGlobalTexture("_DisturbanceMaskTex", _DownRT);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
#if !UNIVERSAL_RP_13_1_2_OR_NEWER
// Cleanup any allocated resources that were created during the execution of this render pass.
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(_DisturbanceMaskRTID);
cmd.ReleaseTemporaryRT(_DownRTID);
}
//JustForSimple
public void Dispose()
{
}
#else
public void Dispose()
{
_DisturbanceMaskRTHandle?.Release();
_DownRT?.Release();
}
#endif
}
public class NBPostProcessRenderPass : ScriptableRenderPass
{
private ProfilingSampler _profilingSampler;
public static Material _material;
public Mesh _fullScreenMesh;
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public NBPostProcessFlags _shaderFlag => NBPostProcessingManager.flags;
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private Vector4 _lastOutlineProps;
public Vector4 outLinePorps = Vector4.one;
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (!(renderingData.cameraData.cameraType == CameraType.Game || renderingData.cameraData.cameraType == CameraType.SceneView))
return;
// if(!_shaderFlag.CheckFlagBits(NBPostProcessFlags.FLAG_BIT_NB_POSTPROCESS_ON))return;//Disturbance需要执行
//ConfigureTarget()
CommandBuffer cmdBuffer = CommandBufferPool.Get();
cmdBuffer.Clear();
// cmdBuffer.name = "NBPostProcess";
using (new ProfilingScope(cmdBuffer,_profilingSampler))
{
Camera camera = renderingData.cameraData.camera;
cmdBuffer.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
if(_material == null) return;
cmdBuffer.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _material, 0, 0);
cmdBuffer.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
}
context.ExecuteCommandBuffer(cmdBuffer);
CommandBufferPool.Release(cmdBuffer);
}
public NBPostProcessRenderPass(Material mat,Mesh mesh)
{
_material = mat;
_fullScreenMesh = mesh;
_profilingSampler ??= new ProfilingSampler("NBPostProcess");
}
}
}