HeavenStudioPlus/Assets/X-PostProcessing/Effects/RapidVignetteV2/RapidVignetteV2.cs

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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
using XPostProcessing;
namespace XPostProcessing
{
[Serializable]
[PostProcess(typeof(RapidVignetteV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Vignette/RapidVignetteV2")]
public class RapidVignetteV2 : PostProcessEffectSettings
{
public VignetteTypeParameter vignetteType = new VignetteTypeParameter { value = VignetteType.ClassicMode };
[Range(0.0f, 5.0f)]
public FloatParameter vignetteIndensity = new FloatParameter { value = 0.2f };
[Range(-1f, 1f)]
public FloatParameter vignetteSharpness = new FloatParameter { value = 0.1f };
public Vector2Parameter vignetteCenter = new Vector2Parameter { value = new Vector2(0.5f, 0.5f) };
[ColorUsageAttribute(true, true) /*replaced deprecated "ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)" - Marc*/]
public ColorParameter vignetteColor = new ColorParameter { value = new Color(0.1f, 0.8f, 1.0f) };
public GradientParameter grident1 = new GradientParameter { value = null };
}
public sealed class RapidVignetteV2Renderer : PostProcessEffectRenderer<RapidVignetteV2>
{
private Shader shader;
private const string PROFILER_TAG = "X-RapidVignetteV2";
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/RapidVignetteV2");
}
public override void Release()
{
base.Release();
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
sheet.properties.SetFloat("_VignetteIndensity", settings.vignetteIndensity);
sheet.properties.SetFloat("_VignetteSharpness", settings.vignetteSharpness);
sheet.properties.SetVector("_VignetteCenter", settings.vignetteCenter);
if (settings.vignetteType.value == VignetteType.ColorMode)
{
sheet.properties.SetColor("_VignetteColor", settings.vignetteColor);
}
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.vignetteType.value);
cmd.EndSample(PROFILER_TAG);
}
}
}