直接放到相机上用即可,可以有效降低锯齿(相对于其他插件而言),另外这个脚本跟NatCorder录制视频冲突,具体原因后续再详查。
最近突然发现PC端用Antialiasing修改窗口分辨率时会黑屏,后来发现是每次修改分辨率时会Restart一次,也就是StopAntialiasing再StartAntialiasing。但是因为放在同一帧数执行导致了黑屏,对Restart函数稍作修改,修复了黑屏的bug。
using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine;
public class Antialiasing : MonoBehaviour
{
private static GameObject renderTargetCam;
private static TextureRenderer textureRenderer;
private static RenderTexture renderTexture;
public static float scale = 2;
private Camera mainCam;
private int screenX;
private int screenY;
private int targetX = 100;
private int targetY = 100;
private int hideFlagDontShowSave = 61;
public bool restart;
private bool rendering;
public static RenderTextureFormat Format = RenderTextureFormat.ARGB32;
public static GameObject RenderTargetCamera
{
get
{
return Antialiasing.renderTargetCam;
}
}
public static RenderTexture RenderTexture
{
get
{
return Antialiasing.renderTexture;
}
}
public Camera RenderingCamera
{
get
{
return this.mainCam;
}
}
private void OnEnable()
{
this.mainCam = base.GetComponent<Camera>();
if (this.mainCam == null)
{
Debug.LogError("Missing Camera on GameObject!");
base.enabled = false;
return;
}
this.hideFlagDontShowSave = 13;
this.targetX = Screen.width;
this.targetY = Screen.height;
//new Shader();
if (Application.isEditor)
{
this.restart = true;
return;
}
this.StartAntialiasing();
}
private void OnDisable()
{
this.StopAntialiasing();
}
private void Update()
{
if (this.screenX != Screen.width || this.screenY != Screen.height)
{
this.restart = true;
}
if (this.restart)
{
this.Restart();
}
}
private void Restart()
{
this.StopAntialiasing();
StartCoroutine(IERestart());
this.restart = false;
}
private IEnumerator IERestart()
{
yield return new WaitForEndOfFrame();
this.StartAntialiasing();
}
private void OnPreCull()
{
if (this.rendering && (this.screenX != Screen.width || this.screenY != Screen.height))
{
this.targetX = Screen.width;
this.targetY = Screen.height;
this.restart = true;
}
if (this.rendering)
{
this.mainCam.targetTexture = Antialiasing.renderTexture;
}
}
private void FinishedRendering()
{
if (this.rendering)
{
this.mainCam.targetTexture = null;
}
}
public void StartAntialiasing()
{
if (this.mainCam == null)
{
Debug.LogError("Missing Camera on Object!");
return;
}
this.screenX = Screen.width;
this.screenY = Screen.height;
int num = (int)((float)Screen.width * Antialiasing.scale);
int num2 = (int)((float)Screen.height * Antialiasing.scale);
if (num <= 0)
{
num = 100;
}
if (num2 <= 0)
{
num2 = 100;
}
if (Antialiasing.renderTexture == null || Antialiasing.renderTexture.width != num || Antialiasing.renderTexture.height != num2)
{
if (Antialiasing.renderTexture != null)
{
Antialiasing.renderTexture.Release();
}
Antialiasing.renderTexture = new RenderTexture(num, num2, 2, Antialiasing.Format);
Antialiasing.renderTexture.name = "SSAARenderTarget";
Antialiasing.renderTexture.hideFlags = (HideFlags)this.hideFlagDontShowSave;
}
if (Antialiasing.renderTargetCam == null)
{
Antialiasing.renderTargetCam = new GameObject("SSAARenderTargetCamera");
Antialiasing.renderTargetCam.hideFlags = (HideFlags)this.hideFlagDontShowSave;
Camera c = Antialiasing.renderTargetCam.AddComponent<Camera>();
c.CopyFrom(this.mainCam);
c.cullingMask = 0;
c.targetTexture = null;
c.depth = this.mainCam.depth + 0.5f;
Antialiasing.textureRenderer = Antialiasing.renderTargetCam.AddComponent<TextureRenderer>();
Antialiasing.textureRenderer.hideFlags = (HideFlags)this.hideFlagDontShowSave;
}
this.rendering = true;
}
public void StopAntialiasing()
{
if (this.mainCam != null && this.mainCam.targetTexture != null)
{
this.mainCam.targetTexture = null;
}
if (renderTargetCam != null)
{
GameObject.Destroy(renderTargetCam);
}
this.rendering = false;
}
}
public class TextureRenderer : MonoBehaviour
{
private Camera c;
public bool stereoFirstPass = true;
private void Awake()
{
this.c = gameObject.GetComponent<Camera>();
if (this.c == null)
{
Debug.LogError("TextureRenderer init fail! (no Camera)");
base.enabled = false;
}
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(Antialiasing.RenderTexture, destination);
Antialiasing.RenderTexture.DiscardContents();
}
}