滤镜增加一个抽象类FilterChainEffect,用于支持多pass调用
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using AxibugEmuOnline.Client;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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public abstract class FilterChainEffect : FilterEffect
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{
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#region SealedForDisable
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protected sealed override string ShaderName => null;
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protected sealed override void OnInit(Material renderMat) { }
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protected sealed override void OnRenderer(Material renderMat, Texture src, RenderTexture result)
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{
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OnRenderer(src, result);
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}
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#endregion
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List<PassDefine> m_passes = new List<PassDefine>();
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static int Original;
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static int OriginalSize;
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static int Source;
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static int SourceSize;
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List<int> m_passOutputTexNames = new List<int>();
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static FilterChainEffect()
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{
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Original = Shader.PropertyToID(nameof(Original));
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OriginalSize = Shader.PropertyToID(nameof(OriginalSize));
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Source = Shader.PropertyToID(nameof(Source));
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SourceSize = Shader.PropertyToID(nameof(SourceSize));
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}
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protected sealed override void Init()
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{
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DefinePasses(ref m_passes);
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for (int i = 0; i < m_passes.Count; i++)
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{
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m_passes[i].Init(i);
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m_passOutputTexNames.Add(Shader.PropertyToID(m_passes[i].NormalOutputTextureName));
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if (m_passes[i].AliasOutputTextureName != null)
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m_passOutputTexNames.Add(Shader.PropertyToID(m_passes[i].AliasOutputTextureName));
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}
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}
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Dictionary<int, RenderTexture> m_outputCaches = new Dictionary<int, RenderTexture>();
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private void OnRenderer(Texture input, RenderTexture finalOut)
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{
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m_outputCaches.Clear();
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Vector4 originalSize = new Vector4(input.width, input.height, 1f / input.width, 1f / input.height);
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Texture lastoutput = input;
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for (int i = 0; i < m_passes.Count; i++)
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{
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var pass = m_passes[i];
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pass.Mat.SetTexture(Original, input);
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pass.Mat.SetVector(OriginalSize, originalSize);
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pass.Mat.SetTexture(Source, lastoutput);
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pass.Mat.SetVector(SourceSize, new Vector4(lastoutput.width, lastoutput.height, 1f / lastoutput.width, 1f / lastoutput.height));
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foreach (var existoutput in m_passOutputTexNames)
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{
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if (pass.Mat.HasTexture(existoutput) && m_outputCaches.TryGetValue(existoutput, out var passOutput))
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pass.Mat.SetTexture(existoutput, passOutput);
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}
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var output = pass.GetOutput(input, lastoutput, finalOut);
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m_outputCaches[pass.NormalOutputTextureName_PID] = output;
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if (pass.AliasOutputTextureName != null) m_outputCaches[pass.AliasOutputTextureName_PID] = output;
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Graphics.Blit(lastoutput, output, pass.Mat);
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lastoutput = output;
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}
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Graphics.Blit(lastoutput, finalOut);
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}
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protected abstract void DefinePasses(ref List<PassDefine> passes);
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public class PassDefine
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{
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public string ShaderName { get; private set; }
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public FilterMode FilterMode { get; private set; }
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public TextureWrapMode WrapMode { get; private set; }
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public EnumScaleMode ScaleMode { get; private set; }
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public float ScaleX { get; private set; }
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public float ScaleY { get; private set; }
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public string AliasOutputTextureName { get; private set; }
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public int AliasOutputTextureName_PID { get; private set; }
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public string NormalOutputTextureName { get; private set; }
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public int NormalOutputTextureName_PID { get; private set; }
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private PassDefine() { }
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public static PassDefine Create(
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string shaderName,
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FilterMode filterMode = FilterMode.Point,
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TextureWrapMode wrapMode = TextureWrapMode.Clamp,
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EnumScaleMode scaleMode = EnumScaleMode.Source, float scaleX = 1f, float scaleY = 1f,
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string outputAlias = null
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)
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{
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return new PassDefine()
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{
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ShaderName = shaderName,
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FilterMode = filterMode,
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WrapMode = wrapMode,
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ScaleMode = scaleMode,
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ScaleX = scaleX,
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ScaleY = scaleY,
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AliasOutputTextureName = outputAlias,
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};
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}
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public int PassIndex { get; private set; }
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public Material Mat { get; private set; }
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internal void Init(int passIndex)
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{
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Mat = new Material(Shader.Find(ShaderName));
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PassIndex = passIndex;
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NormalOutputTextureName = $"PassOutput{passIndex}";
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NormalOutputTextureName_PID = Shader.PropertyToID(NormalOutputTextureName);
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if (AliasOutputTextureName != null) AliasOutputTextureName_PID = Shader.PropertyToID(AliasOutputTextureName);
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}
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internal RenderTexture GetOutput(Texture original, Texture source, Texture final)
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{
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int width = 0;
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int height = 0;
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switch (ScaleMode)
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{
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case EnumScaleMode.Viewport:
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width = (int)(final.width * ScaleX);
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height = (int)(final.height * ScaleY);
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break;
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case EnumScaleMode.Source:
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width = (int)(source.width * ScaleX);
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height = (int)(source.height * ScaleY);
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break;
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case EnumScaleMode.Absolute:
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width = (int)ScaleX;
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height = (int)ScaleY;
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break;
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}
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var rt = RenderTexture.GetTemporary(width, height);
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rt.wrapMode = WrapMode;
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rt.filterMode = FilterMode;
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return rt;
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}
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}
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public enum EnumScaleMode
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{
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/// <summary> 以输入源为缩放基准 </summary
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Source,
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/// <summary> 以分辨率作为缩放基准 </summary
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Viewport,
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/// <summary> 以固定值定义尺寸 </summary
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Absolute
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4a8fe4b3dfe41f44a8b8840f194e7f43
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@ -9,26 +9,31 @@ namespace AxibugEmuOnline.Client
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{
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public abstract class FilterEffect
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{
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public bool Enable { get; set; }
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[Range(0.1f, 4f)]
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public FloatParameter RenderScale;
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public abstract string Name { get; }
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public IReadOnlyCollection<EditableParamerter> EditableParam => m_editableParamList.AsReadOnly();
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private static int m_iResolutionID = Shader.PropertyToID("_iResolution");
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List<EditableParamerter> m_editableParamList;
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Material m_material;
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public IReadOnlyCollection<EditableParamerter> EditableParam => m_editableParamList.AsReadOnly();
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public bool Enable { get; set; }
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[Range(0.1f, 4f)]
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public FloatParameter RenderScale;
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public abstract string Name { get; }
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protected virtual float m_defaultRenderScale { get => 1f; }
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protected abstract string ShaderName { get; }
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private static int m_iResolutionID = Shader.PropertyToID("_iResolution");
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public FilterEffect()
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{
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RenderScale = new FloatParameter(m_defaultRenderScale);
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GetEditableFilterParamters();
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m_material = new Material(Shader.Find(ShaderName));
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OnInit(m_material);
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Init();
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}
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protected virtual void Init()
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{
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var shader = Shader.Find(ShaderName);
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m_material = new Material(shader);
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OnInit(m_material);
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}
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protected virtual void OnInit(Material renderMat) { }
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