mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 09:35:11 +00:00
66 lines
2.2 KiB
C#
66 lines
2.2 KiB
C#
|
|
|||
|
//----------------------------------------------------------------------------------------------------------
|
|||
|
// 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(SharpenV3Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/ImageProcessing/SharpenV3")]
|
|||
|
public class SharpenV3 : PostProcessEffectSettings
|
|||
|
{
|
|||
|
|
|||
|
[Range(0.0f, 1.0f)]
|
|||
|
public FloatParameter Sharpness = new FloatParameter { value = 0.5f };
|
|||
|
}
|
|||
|
|
|||
|
public sealed class SharpenV3Renderer : PostProcessEffectRenderer<SharpenV3>
|
|||
|
{
|
|||
|
private const string PROFILER_TAG = "X-SharpenV3";
|
|||
|
private Shader shader;
|
|||
|
|
|||
|
public override void Init()
|
|||
|
{
|
|||
|
shader = Shader.Find("Hidden/X-PostProcessing/SharpenV3");
|
|||
|
}
|
|||
|
|
|||
|
public override void Release()
|
|||
|
{
|
|||
|
base.Release();
|
|||
|
}
|
|||
|
|
|||
|
static class ShaderIDs
|
|||
|
{
|
|||
|
internal static readonly int CentralFactor = Shader.PropertyToID("_CentralFactor");
|
|||
|
internal static readonly int SideFactor = Shader.PropertyToID("_SideFactor");
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
public override void Render(PostProcessRenderContext context)
|
|||
|
{
|
|||
|
CommandBuffer cmd = context.command;
|
|||
|
PropertySheet sheet = context.propertySheets.Get(shader);
|
|||
|
cmd.BeginSample(PROFILER_TAG);
|
|||
|
|
|||
|
sheet.properties.SetFloat(ShaderIDs.CentralFactor, 1.0f + (3.2f * settings.Sharpness));
|
|||
|
sheet.properties.SetFloat(ShaderIDs.SideFactor, 0.8f * settings.Sharpness);
|
|||
|
|
|||
|
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
|
|||
|
cmd.EndSample(PROFILER_TAG);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|