HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchRGBSplitV3/GlitchRGBSplitV3.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 DirectionEXParameter : ParameterOverride<DirectionEX> { }
[Serializable]
[PostProcess(typeof(GlitchRGBSplitV3Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/RGBSplitV3")]
public class GlitchRGBSplitV3 : PostProcessEffectSettings
{
public DirectionEXParameter SplitDirection = new DirectionEXParameter { value = DirectionEX.Horizontal };
public IntervalTypeParameter intervalType = new IntervalTypeParameter { value = IntervalType.Random };
[Range(0.1f, 25f)]
public FloatParameter Frequency = new FloatParameter { value = 3f };
[Range(0f, 200f)]
public FloatParameter Amount = new FloatParameter { value = 30f };
[Range(0f, 15f)]
public FloatParameter Speed = new FloatParameter { value = 20f };
}
public sealed class GlitchRGBSplitV3Renderer : PostProcessEffectRenderer<GlitchRGBSplitV3>
{
private const string PROFILER_TAG = "X-GlitchRGBSplitV3";
private Shader shader;
private float randomFrequency;
private int frameCount = 0;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/RGBSplitV3");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
UpdateFrequency(sheet);
sheet.properties.SetVector(ShaderIDs.Params, new Vector3(settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.Frequency
, settings.Amount, settings.Speed));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.SplitDirection.value);
cmd.EndSample(PROFILER_TAG);
}
void UpdateFrequency(PropertySheet sheet)
{
if (settings.intervalType.value == IntervalType.Random)
{
if (frameCount > settings.Frequency)
{
frameCount = 0;
randomFrequency = UnityEngine.Random.Range(0, settings.Frequency);
}
frameCount++;
}
if (settings.intervalType.value == IntervalType.Infinite)
{
sheet.EnableKeyword("USING_Frequency_INFINITE");
}
else
{
sheet.DisableKeyword("USING_Frequency_INFINITE");
}
}
}
}