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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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96 lines
3.2 KiB
C#
96 lines
3.2 KiB
C#
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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namespace XPostProcessing
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{
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[Serializable]
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public sealed class GlitchRGBSplitDirectionParameter : ParameterOverride<DirectionEX> { }
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[Serializable]
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[PostProcess(typeof(GlitchRGBSplitRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/RGBSplit")]
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public class GlitchRGBSplit : PostProcessEffectSettings
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{
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public GlitchRGBSplitDirectionParameter SplitDirection = new GlitchRGBSplitDirectionParameter { value = DirectionEX.Horizontal };
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[Range(0.0f, 1.0f)]
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public FloatParameter Fading = new FloatParameter { value = 1f };
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[Range(0.0f, 5.0f)]
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public FloatParameter Amount = new FloatParameter { value = 1f };
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[Range(0.0f, 10.0f)]
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public FloatParameter Speed = new FloatParameter { value = 1f };
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[Range(0.0f, 1.0f)]
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public FloatParameter CenterFading = new FloatParameter { value = 1f };
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[Range(0.0f, 5.0f)]
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public FloatParameter AmountR = new FloatParameter { value = 1f };
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[Range(0.0f, 5.0f)]
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public FloatParameter AmountB = new FloatParameter { value = 1f };
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}
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public sealed class GlitchRGBSplitRenderer : PostProcessEffectRenderer<GlitchRGBSplit>
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{
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private const string PROFILER_TAG = "X-GlitchRGBSplit";
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private Shader shader;
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private float TimeX = 1.0f;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/Glitch/RGBSplit");
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}
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public override void Release()
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{
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base.Release();
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}
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static class ShaderIDs
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{
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internal static readonly int Params = Shader.PropertyToID("_Params");
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internal static readonly int Params2 = Shader.PropertyToID("_Params2");
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}
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public override void Render(PostProcessRenderContext context)
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{
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CommandBuffer cmd = context.command;
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PropertySheet sheet = context.propertySheets.Get(shader);
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cmd.BeginSample(PROFILER_TAG);
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TimeX += Time.deltaTime;
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if (TimeX > 100)
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{
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TimeX = 0;
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}
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.Fading, settings.Amount, settings.Speed, settings.CenterFading));
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sheet.properties.SetVector(ShaderIDs.Params2, new Vector3(TimeX, settings.AmountR, settings.AmountB));
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.SplitDirection.value);
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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