URP运行时设置PostProcessing

参考代码如下:

一、灰度控制

[SerializeField]
Volume volume;

void Start()
{
    VolumeComponent colorAdjustments;
	VolumeProfile volumeProfile = volume.profile;
	VolumeComponent[] coms = volumeProfile.components.ToArray();
	for (int i = 0; i < coms.Length; i++)
	{
		if (coms[i].name.Contains("ColorAdjustments"))
		{
			colorAdjustments = coms[i];
			break;
		}
	}
	if (colorAdjustments) colorAdjustments.active = style == Style.Gray;
}

二、景深控制

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

public class DepthOfFieldCtrl : MonoBehaviour
{
	[SerializeField]
	Volume volume;

	DepthOfField depthOfField;
	MinFloatParameter minFloatParameter;

	void Start()
	{
		VolumeProfile volumeProfile = volume.profile;
		VolumeComponent[] coms = volumeProfile.components.ToArray();
		for (int i = 0; i < coms.Length; i++)
		{
			if (coms[i].name.Contains("DepthOfField"))
			{
				depthOfField = coms[i] as DepthOfField;
				if (depthOfField)
				{
					minFloatParameter = depthOfField.focusDistance;
					break;
				}
				else
				{
					Debug.Log("U3DLog:DepthOfField is null.");
				}
			}
		}

		if (minFloatParameter == null)
		{
			Debug.Log("U3DLog:MinFloatParameter is null.");
		}
	}

	void Update()
	{
		if (depthOfField)
		{
			SelObj selObj = SelObjManager.instance.currentSelObj;
			if (selObj)
			{
				depthOfField.active = true;
				if (minFloatParameter != null)
				{
					Vector3 localPos = Camera.main.transform.InverseTransformPoint(selObj.transform.position);
					minFloatParameter.value = Mathf.Abs(localPos.z);
				}
			}
			else
			{
				depthOfField.active = false;
			}
		}
	}
}

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转载自blog.csdn.net/ttod/article/details/130296697