HeavenStudioPlus/Assets/X-PostProcessing/Effects/EdgeDetectionRoberts/EdgeDetectionRoberts.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;
namespace XPostProcessing
{
[Serializable]
[PostProcess(typeof(EdgeDetectionRobertsRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/EdgeDetection/EdgeDetectionRoberts")]
public class EdgeDetectionRoberts : PostProcessEffectSettings
{
[Range(0.05f, 5.0f)]
public FloatParameter edgeWidth = new FloatParameter { value = 0.3f };
[ColorUsageAttribute(true, true) /*replaced deprecated "ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)" - Marc*/]
public ColorParameter edgeColor = new ColorParameter { value = new Color(0.0f, 0.0f, 0.0f, 1) };
[Range(0.0f, 1.0f)]
public FloatParameter backgroundFade = new FloatParameter { value = 1f };
[ColorUsageAttribute(true, true) /*replaced deprecated "ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)" - Marc*/]
public ColorParameter backgroundColor = new ColorParameter { value = new Color(1.0f, 1.0f, 1.0f, 1) };
}
public sealed class EdgeDetectionRobertsRenderer : PostProcessEffectRenderer<EdgeDetectionRoberts>
{
private const string PROFILER_TAG = "X-EdgeDetectionRoberts";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/EdgeDetectionRoberts");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
internal static readonly int EdgeColor = Shader.PropertyToID("_EdgeColor");
internal static readonly int BackgroundColor = Shader.PropertyToID("_BackgroundColor");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
sheet.properties.SetVector(ShaderIDs.Params, new Vector2(settings.edgeWidth, settings.backgroundFade));
sheet.properties.SetColor(ShaderIDs.EdgeColor, settings.edgeColor);
sheet.properties.SetColor(ShaderIDs.BackgroundColor, settings.backgroundColor);
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}