diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Utils/CommonUtils.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Utils/CommonUtils.cs index 30bea8febd0..6eaba2c95e0 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Utils/CommonUtils.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Utils/CommonUtils.cs @@ -457,14 +457,14 @@ namespace Gameplay screenTexture = RenderTexturePool.Instance.Create(SCREEN_SNAPSHOT, width, height); // 先渲图 - //CameraManager.Instance.SetMainCameraActive(false); + CameraManager.Instance.SetMainCameraActive(false); Camera uiCamera = CameraManager.Instance.UICamera; uiCamera.targetTexture = screenTexture; uiCamera.Render(); uiCamera.targetTexture = null; #region 高斯模糊处理 - Material material; + /*Material material; if (PerformanceManager.instance.deviceConfig.UseLowBlur) // 先不做处理,看看效果 { DebugUtil.Log("低品质截图"); @@ -474,11 +474,11 @@ namespace Gameplay { DebugUtil.Log("高品质高斯模糊截图"); material = await AssetManager.Instance.LoadAssetAsync("Assets/Art/UI/Material/NLD_URP_UI_GaussianBlur.mat"); - } + }*/ // 需要用一个缓存的rt,不然移动平台会出现方块 RenderTexture cacheRt = CameraManager.Instance.DefaultRenderTarget; - Graphics.Blit(screenTexture, cacheRt, material); + Graphics.Blit(screenTexture, cacheRt); Graphics.Blit(cacheRt, screenTexture); #endregion }