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