HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchRGBSplit/GlitchRGBSplit.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]
public sealed class GlitchRGBSplitDirectionParameter : ParameterOverride<DirectionEX> { }
[Serializable]
[PostProcess(typeof(GlitchRGBSplitRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/RGBSplit")]
public class GlitchRGBSplit : PostProcessEffectSettings
{
public GlitchRGBSplitDirectionParameter SplitDirection = new GlitchRGBSplitDirectionParameter { value = DirectionEX.Horizontal };
[Range(0.0f, 1.0f)]
public FloatParameter Fading = new FloatParameter { value = 1f };
[Range(0.0f, 5.0f)]
public FloatParameter Amount = new FloatParameter { value = 1f };
[Range(0.0f, 10.0f)]
public FloatParameter Speed = new FloatParameter { value = 1f };
[Range(0.0f, 1.0f)]
public FloatParameter CenterFading = new FloatParameter { value = 1f };
[Range(0.0f, 5.0f)]
public FloatParameter AmountR = new FloatParameter { value = 1f };
[Range(0.0f, 5.0f)]
public FloatParameter AmountB = new FloatParameter { value = 1f };
}
public sealed class GlitchRGBSplitRenderer : PostProcessEffectRenderer<GlitchRGBSplit>
{
private const string PROFILER_TAG = "X-GlitchRGBSplit";
private Shader shader;
private float TimeX = 1.0f;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/RGBSplit");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
internal static readonly int Params2 = Shader.PropertyToID("_Params2");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
TimeX += Time.deltaTime;
if (TimeX > 100)
{
TimeX = 0;
}
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.Fading, settings.Amount, settings.Speed, settings.CenterFading));
sheet.properties.SetVector(ShaderIDs.Params2, new Vector3(TimeX, settings.AmountR, settings.AmountB));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.SplitDirection.value);
cmd.EndSample(PROFILER_TAG);
}
}
}