1.修复了一些错误\n2.导入了URP的Sample

This commit is contained in:
2025-10-02 22:19:52 +08:00
parent a77faec0fa
commit 1ecb1b0ba4
558 changed files with 147322 additions and 39 deletions

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
// This pass performs a blit from a source texture to a destination texture set up by the RendererFeature.
public class DistortTunnelPass_CopyColor : ScriptableRenderPass
{
private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DistortTunnelPass_CopyColor");
private RTHandle m_Source;
private RTHandle m_OutputHandle;
public DistortTunnelPass_CopyColor(RenderPassEvent evt)
{
renderPassEvent = evt;
}
public void SetRTHandles(RTHandle src, ref RTHandle dest)
{
m_Source = src;
m_OutputHandle = dest;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
{
ConfigureTarget(m_OutputHandle);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cameraData = renderingData.cameraData;
if (cameraData.camera.cameraType != CameraType.Game)
return;
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
Blitter.BlitCameraTexture(cmd, m_Source, m_OutputHandle, 0);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
}

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
// This pass takes the outputs from the CopyColor pass and the Tunnel pass as inputs and blits them to the screen with a Material that creates the distortion effect.
public class DistortTunnelPass_Distort : ScriptableRenderPass
{
private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DistortTunnelPass_Distort");
private Material m_Material;
private RTHandle m_OutputHandle;
public DistortTunnelPass_Distort(Material mat, RenderPassEvent evt)
{
renderPassEvent = evt;
m_Material = mat;
}
public void SetRTHandles(ref RTHandle copyColorRT, ref RTHandle tunnelRT, RTHandle dest)
{
if (m_Material == null)
return;
m_OutputHandle = dest;
m_Material.SetTexture(copyColorRT.name,copyColorRT);
m_Material.SetTexture(tunnelRT.name,tunnelRT);
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
ConfigureTarget(m_OutputHandle);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cameraData = renderingData.cameraData;
if (cameraData.camera.cameraType != CameraType.Game)
return;
if (m_Material == null)
return;
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
Blitter.BlitCameraTexture(cmd, m_OutputHandle, m_OutputHandle, m_Material, 0);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
}

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
// This pass renders a certain object (object called "Tunnel" in this sample) to an RTHandle set by the Renderer Feature.
public class DistortTunnelPass_Tunnel : ScriptableRenderPass
{
private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DistortTunnelPass_Tunnel");
private RTHandle m_OutputHandle;
private Renderer m_TunnelObject;
public DistortTunnelPass_Tunnel(RenderPassEvent evt)
{
renderPassEvent = evt;
// Get the "Tunnel" renderer object from the scene
SetTunnelObject();
}
private void SetTunnelObject()
{
if (m_TunnelObject != null)
return;
var tunnelGO = GameObject.Find("Tunnel");
if (tunnelGO != null)
m_TunnelObject = tunnelGO.GetComponent<Renderer>();
}
public void SetRTHandles(ref RTHandle dest)
{
m_OutputHandle = dest;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
{
ConfigureTarget(m_OutputHandle);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cameraData = renderingData.cameraData;
if (cameraData.camera.cameraType != CameraType.Game)
return;
if (!m_TunnelObject)
return;
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
cmd.DrawRenderer(m_TunnelObject, m_TunnelObject.sharedMaterial,0,0);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
}

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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
// This Renderer Feature creates and stores all the RTHandles for the final effect.
// The RTHandles are being set as input or output for the 3 passes:
// 1. CopyColor pass: Blit the screen color texture to an RTHandle.
// 2. Tunnel pass: Render a "tunnel" object from the scene to another RTHandle.
// 3. Distort pass: Uses the two RTHandles to create the final effect, and blits the result back to screen.
public class DistortTunnelRendererFeature : ScriptableRendererFeature
{
public RenderPassEvent passEvent = RenderPassEvent.AfterRenderingSkybox;
public Shader distortShader;
private Material m_DistortMaterial;
private DistortTunnelPass_CopyColor m_CopyColorPass;
private DistortTunnelPass_Tunnel m_TunnelPass;
private DistortTunnelPass_Distort m_DistortPass;
private RTHandle m_CopyColorTexHandle;
private const string k_CopyColorTexName = "_TunnelDistortBgTexture";
private RTHandle m_TunnelTexHandle;
private const string k_TunnelTexName = "_TunnelDistortTexture";
public override void Create()
{
m_CopyColorPass = new DistortTunnelPass_CopyColor(passEvent);
m_TunnelPass = new DistortTunnelPass_Tunnel(passEvent);
m_DistortMaterial = CoreUtils.CreateEngineMaterial(distortShader);
m_DistortPass = new DistortTunnelPass_Distort(m_DistortMaterial, passEvent);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (renderingData.cameraData.cameraType != CameraType.Game)
return;
renderer.EnqueuePass(m_CopyColorPass);
renderer.EnqueuePass(m_TunnelPass);
renderer.EnqueuePass(m_DistortPass);
}
public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
{
if (renderingData.cameraData.cameraType != CameraType.Game)
return;
//Create RTHandles
var desc = renderingData.cameraData.cameraTargetDescriptor;
desc.depthBufferBits = 0;
desc.msaaSamples = 1;
RenderingUtils.ReAllocateIfNeeded(ref m_CopyColorTexHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_CopyColorTexName );
RenderingUtils.ReAllocateIfNeeded(ref m_TunnelTexHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_TunnelTexName );
// Provide the necessary RTHandles to the passes
m_CopyColorPass.SetRTHandles(renderer.cameraColorTargetHandle,ref m_CopyColorTexHandle);
m_TunnelPass.SetRTHandles(ref m_TunnelTexHandle);
m_DistortPass.SetRTHandles(ref m_CopyColorTexHandle,ref m_TunnelTexHandle,renderer.cameraColorTargetHandle);
}
protected override void Dispose(bool disposing)
{
CoreUtils.Destroy(m_DistortMaterial);
m_DistortPass = null;
m_TunnelPass = null;
m_CopyColorPass = null;
m_CopyColorTexHandle?.Release();
m_TunnelTexHandle?.Release();
}
}

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