Files
2026-06-30 21:21:30 +08:00

177 lines
5.0 KiB
C#

#if UNITY_EDITOR
using System.IO;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
[InitializeOnLoad]
public static class UIBlurBehindInstaller
{
private const string RendererDataPath = "Assets/Settings/Renderer2D.asset";
private const string MaterialFolderPath = "Assets/Materials";
private const string UIMaterialFolderPath = "Assets/Materials/UI";
private const string MaterialPath = "Assets/Materials/UI/Bansonic_UIBlurBehind.mat";
private const string ShaderName = "UI/Bansonic/Blur Behind";
private static bool installScheduled;
static UIBlurBehindInstaller()
{
ScheduleInstall();
}
[MenuItem("Bansonic/Rendering/Install UI Blur Behind")]
public static void EnsureInstalledMenu()
{
EnsureInstalled();
}
private static void ScheduleInstall()
{
if (installScheduled)
{
return;
}
installScheduled = true;
EditorApplication.delayCall += RunScheduledInstall;
}
private static void RunScheduledInstall()
{
installScheduled = false;
EnsureInstalled();
}
private static void EnsureInstalled()
{
if (EditorApplication.isCompiling || BuildPipeline.isBuildingPlayer)
{
ScheduleInstall();
return;
}
if (!EnsureRendererFeatureInstalled())
{
ScheduleInstall();
return;
}
if (!EnsureMaterialAsset())
{
ScheduleInstall();
}
}
private static bool EnsureRendererFeatureInstalled()
{
ScriptableRendererData rendererData = AssetDatabase.LoadAssetAtPath<ScriptableRendererData>(RendererDataPath);
if (rendererData == null)
{
return false;
}
if (!rendererData.TryGetRendererFeature<UIBlurBehindRendererFeature>(out UIBlurBehindRendererFeature feature))
{
feature = ScriptableObject.CreateInstance<UIBlurBehindRendererFeature>();
feature.name = "UI Blur Behind Renderer Feature";
feature.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
feature.captureDownsample = 2;
AssetDatabase.AddObjectToAsset(feature, rendererData);
rendererData.rendererFeatures.Add(feature);
rendererData.SetDirty();
EditorUtility.SetDirty(feature);
EditorUtility.SetDirty(rendererData);
TryValidateRendererFeatures(rendererData);
AssetDatabase.SaveAssets();
AssetDatabase.ImportAsset(RendererDataPath);
return true;
}
bool changed = false;
if (feature.renderPassEvent != RenderPassEvent.AfterRenderingPostProcessing)
{
feature.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
changed = true;
}
if (feature.captureDownsample != 2)
{
feature.captureDownsample = 2;
changed = true;
}
if (changed)
{
rendererData.SetDirty();
EditorUtility.SetDirty(feature);
EditorUtility.SetDirty(rendererData);
AssetDatabase.SaveAssets();
}
return true;
}
private static bool EnsureMaterialAsset()
{
Shader shader = Shader.Find(ShaderName);
if (shader == null)
{
return false;
}
EnsureFolder("Assets", "Materials");
EnsureFolder(MaterialFolderPath, "UI");
Material material = AssetDatabase.LoadAssetAtPath<Material>(MaterialPath);
if (material == null)
{
material = new Material(shader);
material.name = "Bansonic_UIBlurBehind";
material.SetFloat("_BlurRadius", 0.95f);
material.SetFloat("_BlurSpread", 0.28f);
material.SetFloat("_BackgroundOpacity", 1.0f);
material.SetFloat("_TintStrength", 0.0f);
AssetDatabase.CreateAsset(material, MaterialPath);
AssetDatabase.SaveAssets();
return true;
}
bool changed = false;
if (material.shader != shader)
{
material.shader = shader;
changed = true;
}
if (changed)
{
EditorUtility.SetDirty(material);
AssetDatabase.SaveAssets();
}
return true;
}
private static void EnsureFolder(string parentPath, string folderName)
{
string combined = Path.Combine(parentPath, folderName).Replace("\\", "/");
if (AssetDatabase.IsValidFolder(combined))
{
return;
}
AssetDatabase.CreateFolder(parentPath, folderName);
}
private static void TryValidateRendererFeatures(ScriptableRendererData rendererData)
{
MethodInfo validateMethod = typeof(ScriptableRendererData).GetMethod("ValidateRendererFeatures", BindingFlags.Instance | BindingFlags.NonPublic);
validateMethod?.Invoke(rendererData, null);
}
}
#endif