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ichni_Official/Assets/Shaders/ScriptablePostProcessor/Volumes/Pixelate.cs

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using System;
using Echovoid.Runtime.Behavior.Rendering;
using SLSUtilities.Rendering.PostProcessing;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace SLSUtilities.Rendering.PostProcessing
{
[Serializable, VolumeComponentMenu("SLS/Postprocessing/Pixelate")]
public class PixelateVolume : ScriptablePostProcessorVolume
{
public override CustomPostProcessInjectionPoint InjectionPoint => CustomPostProcessInjectionPoint.AfterPostProcess;
public override int OrderInInjectionPoint => 100;
[Tooltip("是否强制开启像素化效果")]
public BoolParameter forceActive = new BoolParameter(false);
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[Tooltip("横向分辨率比例0 到 11 为当前渲染分辨率")]
public FloatParameter strengthX = new FloatParameter(1f);
[Tooltip("纵向分辨率比例0 到 11 为当前渲染分辨率")]
public FloatParameter strengthY = new FloatParameter(1f);
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// 返回我们在 Shader 里定义的名字,保证管家可以据此获取材质
public override string GetShaderName() => "Hidden/Custom/Pixelate";
public override bool IsActive()
{
// 当激活开关开启时才执行后期渲染(节省平时不开时的性能)
return forceActive.value;
}
public override void Render(CommandBuffer cmd, ref RenderingData renderingData, RTHandle source, RTHandle destination)
{
if (material == null) return;
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cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthX, Mathf.Clamp01(strengthX.value));
cmd.SetGlobalFloat(InternalShaderHelpers.ID._PixelateStrengthY, Mathf.Clamp01(strengthY.value));
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// 使用你的统一管家分发的 Blitter 进行优雅渲染
Blitter.BlitCameraTexture(cmd, source, destination, material, 0);
}
}
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}