UI update 02

This commit is contained in:
FloatGaming
2026-06-30 21:21:30 +08:00
parent b2a1e307a4
commit f62f643cfc
1666 changed files with 211081 additions and 22799 deletions
@@ -0,0 +1,162 @@
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.RenderGraphModule.Util;
using UnityEngine.Rendering.Universal;
public class UIBlurBehindRendererFeature : ScriptableRendererFeature
{
public const string GlobalTextureName = "_BansonicUIBlurSourceTex";
private static readonly int GlobalTextureId = Shader.PropertyToID(GlobalTextureName);
[Tooltip("When the UI blur background texture should be captured.")]
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
[Tooltip("Downsample factor for the captured screen texture. Higher values are cheaper and blurrier.")]
[Range(1, 4)]
public int captureDownsample = 2;
private UIBlurBehindPass pass;
public override void Create()
{
if (pass == null)
{
pass = new UIBlurBehindPass();
}
pass.renderPassEvent = renderPassEvent;
pass.SetDownsample(captureDownsample);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (pass == null)
{
return;
}
Camera camera = renderingData.cameraData.camera;
if (camera == null)
{
return;
}
CameraType cameraType = renderingData.cameraData.cameraType;
if (cameraType == CameraType.Preview || cameraType == CameraType.Reflection)
{
return;
}
pass.SetDownsample(captureDownsample);
renderer.EnqueuePass(pass);
}
protected override void Dispose(bool disposing)
{
if (pass != null)
{
pass.Dispose();
pass = null;
}
}
private sealed class UIBlurBehindPass : ScriptableRenderPass
{
private int downsample = 2;
private RTHandle blurSourceTexture;
public void SetDownsample(int value)
{
downsample = Mathf.Clamp(value, 1, 4);
requiresIntermediateTexture = true;
}
public void Dispose()
{
blurSourceTexture?.Release();
blurSourceTexture = null;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
if (resourceData.isActiveTargetBackBuffer)
{
return;
}
RenderTextureDescriptor descriptor = cameraData.cameraTargetDescriptor;
descriptor.msaaSamples = 1;
descriptor.depthBufferBits = 0;
descriptor.width = Mathf.Max(1, descriptor.width / downsample);
descriptor.height = Mathf.Max(1, descriptor.height / downsample);
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
RenderingUtils.ReAllocateHandleIfNeeded(
ref blurSourceTexture,
descriptor,
FilterMode.Bilinear,
TextureWrapMode.Clamp,
name: GlobalTextureName);
if (blurSourceTexture == null)
{
return;
}
Shader.SetGlobalTexture(GlobalTextureId, blurSourceTexture);
TextureHandle source = resourceData.activeColorTexture;
TextureHandle destination = renderGraph.ImportTexture(blurSourceTexture);
if (!source.IsValid() || !destination.IsValid())
{
return;
}
RenderGraphUtils.BlitMaterialParameters parameters = new(
source,
destination,
Blitter.GetBlitMaterial(TextureDimension.Tex2D),
0);
renderGraph.AddBlitPass(parameters, "UI Blur Behind Capture Copy");
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
descriptor.msaaSamples = 1;
descriptor.depthBufferBits = 0;
descriptor.width = Mathf.Max(1, descriptor.width / downsample);
descriptor.height = Mathf.Max(1, descriptor.height / downsample);
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
RenderingUtils.ReAllocateHandleIfNeeded(
ref blurSourceTexture,
descriptor,
FilterMode.Bilinear,
TextureWrapMode.Clamp,
name: GlobalTextureName);
CommandBuffer cmd = CommandBufferPool.Get("UI Blur Behind Capture");
try
{
if (blurSourceTexture == null)
{
return;
}
Blitter.BlitCameraTexture(cmd, renderingData.cameraData.renderer.cameraColorTargetHandle, blurSourceTexture);
cmd.SetGlobalTexture(GlobalTextureId, blurSourceTexture.nameID);
context.ExecuteCommandBuffer(cmd);
}
finally
{
cmd.Clear();
CommandBufferPool.Release(cmd);
}
}
}
}