Files
Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

42 lines
1.5 KiB
C#

using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace zzwater
{
public class URPHelper
{
public static ScriptableRendererFeature FindAndCacheRendererFeature(string name)
{
// 获取当前 URP 资产
var urpAsset = (UniversalRenderPipelineAsset)GraphicsSettings.currentRenderPipeline;
// 使用反射获取 rendererData (因为它通常是私有的)
System.Reflection.FieldInfo propertyInfo = urpAsset.GetType().GetField("m_RendererDataList", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
if (propertyInfo != null)
{
ScriptableRendererData[] rendererDataList = (ScriptableRendererData[])propertyInfo.GetValue(urpAsset);
if (rendererDataList.Length > 0)
{
var rendererData = rendererDataList[0]; // 获取第一个渲染器数据,你可能需要调整此逻辑
// 查找指定名称的 FullScreenPassRendererFeature
foreach (var feature in rendererData.rendererFeatures)
{
if (feature.name == name)
{
return feature;
}
}
}
}
return null;
}
public static void RendererFeatureSetActive(bool active, string name)
{
FindAndCacheRendererFeature(name)?.SetActive(active);
}
}
}