UI update 02
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@@ -0,0 +1,162 @@
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.RenderGraphModule.Util;
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using UnityEngine.Rendering.Universal;
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public class UIBlurBehindRendererFeature : ScriptableRendererFeature
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{
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public const string GlobalTextureName = "_BansonicUIBlurSourceTex";
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private static readonly int GlobalTextureId = Shader.PropertyToID(GlobalTextureName);
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[Tooltip("When the UI blur background texture should be captured.")]
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public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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[Tooltip("Downsample factor for the captured screen texture. Higher values are cheaper and blurrier.")]
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[Range(1, 4)]
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public int captureDownsample = 2;
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private UIBlurBehindPass pass;
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public override void Create()
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{
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if (pass == null)
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{
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pass = new UIBlurBehindPass();
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}
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pass.renderPassEvent = renderPassEvent;
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pass.SetDownsample(captureDownsample);
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (pass == null)
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{
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return;
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}
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Camera camera = renderingData.cameraData.camera;
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if (camera == null)
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{
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return;
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}
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CameraType cameraType = renderingData.cameraData.cameraType;
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if (cameraType == CameraType.Preview || cameraType == CameraType.Reflection)
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{
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return;
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}
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pass.SetDownsample(captureDownsample);
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renderer.EnqueuePass(pass);
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}
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protected override void Dispose(bool disposing)
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{
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if (pass != null)
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{
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pass.Dispose();
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pass = null;
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}
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}
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private sealed class UIBlurBehindPass : ScriptableRenderPass
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{
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private int downsample = 2;
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private RTHandle blurSourceTexture;
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public void SetDownsample(int value)
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{
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downsample = Mathf.Clamp(value, 1, 4);
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requiresIntermediateTexture = true;
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}
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public void Dispose()
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{
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blurSourceTexture?.Release();
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blurSourceTexture = null;
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}
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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if (resourceData.isActiveTargetBackBuffer)
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{
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return;
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}
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RenderTextureDescriptor descriptor = cameraData.cameraTargetDescriptor;
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descriptor.msaaSamples = 1;
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descriptor.depthBufferBits = 0;
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descriptor.width = Mathf.Max(1, descriptor.width / downsample);
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descriptor.height = Mathf.Max(1, descriptor.height / downsample);
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descriptor.useMipMap = false;
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descriptor.autoGenerateMips = false;
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RenderingUtils.ReAllocateHandleIfNeeded(
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ref blurSourceTexture,
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descriptor,
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FilterMode.Bilinear,
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TextureWrapMode.Clamp,
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name: GlobalTextureName);
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if (blurSourceTexture == null)
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{
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return;
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}
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Shader.SetGlobalTexture(GlobalTextureId, blurSourceTexture);
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TextureHandle source = resourceData.activeColorTexture;
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TextureHandle destination = renderGraph.ImportTexture(blurSourceTexture);
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if (!source.IsValid() || !destination.IsValid())
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{
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return;
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}
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RenderGraphUtils.BlitMaterialParameters parameters = new(
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source,
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destination,
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Blitter.GetBlitMaterial(TextureDimension.Tex2D),
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0);
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renderGraph.AddBlitPass(parameters, "UI Blur Behind Capture Copy");
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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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RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
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descriptor.msaaSamples = 1;
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descriptor.depthBufferBits = 0;
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descriptor.width = Mathf.Max(1, descriptor.width / downsample);
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descriptor.height = Mathf.Max(1, descriptor.height / downsample);
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descriptor.useMipMap = false;
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descriptor.autoGenerateMips = false;
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RenderingUtils.ReAllocateHandleIfNeeded(
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ref blurSourceTexture,
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descriptor,
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FilterMode.Bilinear,
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TextureWrapMode.Clamp,
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name: GlobalTextureName);
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CommandBuffer cmd = CommandBufferPool.Get("UI Blur Behind Capture");
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try
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{
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if (blurSourceTexture == null)
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{
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return;
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}
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Blitter.BlitCameraTexture(cmd, renderingData.cameraData.renderer.cameraColorTargetHandle, blurSourceTexture);
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cmd.SetGlobalTexture(GlobalTextureId, blurSourceTexture.nameID);
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context.ExecuteCommandBuffer(cmd);
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}
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finally
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{
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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}
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}
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}
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