HeavenStudioPlus/Assets/X-PostProcessing/Effects/PixelizeLed/PixelizeLed.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(PixelizeLedV2Renderer), PostProcessEvent.BeforeStack, "X-PostProcessing/Pixelize/PixelizeLed")]
public class PixelizeLed : PostProcessEffectSettings
{
[Range(0.01f, 1.0f)]
public FloatParameter pixelSize = new FloatParameter { value = 0.5f };
[Range(0.01f, 1.0f)]
public FloatParameter ledRadius = new FloatParameter { value = 1.0f };
[ColorUsageAttribute(true, true) /*replaced deprecated "ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)" - Marc*/]
public ColorParameter BackgroundColor = new ColorParameter { value = new Color(0.0f, 0.0f, 0.0f) };
public BoolParameter useAutoScreenRatio = new BoolParameter { value = true };
[Range(0.2f, 5.0f)]
public FloatParameter pixelRatio = new FloatParameter { value = 1f };
}
public sealed class PixelizeLedV2Renderer : PostProcessEffectRenderer<PixelizeLed>
{
private const string PROFILER_TAG = "X-PixelizeLed";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/PixelizeLed");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
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);
float size = (1.01f - settings.pixelSize) * 300f;
float ratio = settings.pixelRatio;
if (settings.useAutoScreenRatio)
{
ratio = (float)(context.width / (float)context.height);
if (ratio == 0)
{
ratio = 1f;
}
}
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(size, ratio, settings.ledRadius));
sheet.properties.SetColor(ShaderIDs.BackgroundColor, settings.BackgroundColor);
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}