2026-05-20 무기습득
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47
Assets/HighlightPlus/Runtime/Scripts/RenderingUtils.cs
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47
Assets/HighlightPlus/Runtime/Scripts/RenderingUtils.cs
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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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namespace HighlightPlus {
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public static class RenderingUtils {
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static Mesh _fullScreenMesh;
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static Mesh fullscreenMesh {
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get {
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if (_fullScreenMesh != null) {
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return _fullScreenMesh;
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}
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float num = 1f;
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float num2 = 0f;
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Mesh val = new Mesh();
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_fullScreenMesh = val;
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_fullScreenMesh.SetVertices(new List<Vector3> {
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new Vector3 (-1f, -1f, 0f),
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new Vector3 (-1f, 1f, 0f),
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new Vector3 (1f, -1f, 0f),
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new Vector3 (1f, 1f, 0f)
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});
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_fullScreenMesh.SetUVs(0, new List<Vector2> {
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new Vector2 (0f, num2),
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new Vector2 (0f, num),
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new Vector2 (1f, num2),
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new Vector2 (1f, num)
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});
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_fullScreenMesh.SetIndices(new int[6] { 0, 1, 2, 2, 1, 3 }, (MeshTopology)0, 0, false);
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_fullScreenMesh.UploadMeshData(true);
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return _fullScreenMesh;
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}
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}
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static Matrix4x4 matrix4x4Identity = Matrix4x4.identity;
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public static void FullScreenBlit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int passIndex) {
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destination = new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1);
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cmd.SetRenderTarget(destination);
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cmd.SetGlobalTexture(ShaderParams.MainTex, source);
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cmd.DrawMesh(fullscreenMesh, matrix4x4Identity, material, 0, passIndex);
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}
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}
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}
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