2021-04-24 03:06:03 +02:00
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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 BlendPass : ScriptableRenderPass
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{
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2021-04-26 00:44:43 +02:00
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private GlitchFeature.Settings _settings;
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2021-04-24 03:06:03 +02:00
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private RenderTargetIdentifier _src;
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private RenderTargetIdentifier _dest;
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2021-04-26 00:44:43 +02:00
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private int _temporaryRTID = Shader.PropertyToID("_TempRT");
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private RenderTargetIdentifier _temp;
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2021-04-24 03:06:03 +02:00
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2021-04-26 00:44:43 +02:00
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public BlendPass(GlitchFeature.Settings settings)
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2021-04-24 03:06:03 +02:00
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{
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2021-04-26 00:44:43 +02:00
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_settings = settings;
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_src = new RenderTargetIdentifier(_settings.stencilTex);
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_dest = new RenderTargetIdentifier(_settings.blendTex);
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_temp = new RenderTargetIdentifier(_temporaryRTID);
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2021-04-24 03:06:03 +02:00
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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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var cmd = CommandBufferPool.Get();
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2021-04-26 00:44:43 +02:00
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cmd.GetTemporaryRT(_temporaryRTID, _settings.blendTex.descriptor);
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2021-04-24 03:06:03 +02:00
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// set properties on material
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2021-04-26 00:44:43 +02:00
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var blend = _settings.blendMat;
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blend.SetFloat("_Sample", _settings.sample * Time.deltaTime);
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blend.SetTexture("_BlendTex", _settings.blendTex);
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2021-04-25 01:59:37 +02:00
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// blend.SetFloat("_DeltaTime", Time.deltaTime);
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2021-04-24 03:06:03 +02:00
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2021-04-25 01:59:37 +02:00
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// blend.SetTexture("_GlitchTex", Settings.glitchTex);
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// blend.SetTexture("_BlendTex", Settings.blendTex);
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2021-04-24 03:06:03 +02:00
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2021-04-26 00:44:43 +02:00
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cmd.Blit(_src,_temporaryRTID,blend);
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cmd.Blit(_temporaryRTID, _dest);
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context.ExecuteCommandBuffer(cmd);
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}
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public override void FrameCleanup(CommandBuffer cmd)
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{
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2021-04-26 00:44:43 +02:00
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cmd.ReleaseTemporaryRT(_temporaryRTID);
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2021-04-24 03:06:03 +02:00
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}
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}
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