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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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109 lines
3.7 KiB
C#
109 lines
3.7 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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[PostProcess(typeof(GlitchWaveJitterRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/WaveJitter")]
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public class GlitchWaveJitter : PostProcessEffectSettings
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{
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public DirectionParameter jitterDirection = new DirectionParameter { value = Direction.Horizontal };
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public IntervalTypeParameter intervalType = new IntervalTypeParameter { value = IntervalType.Random };
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[Range(0f, 50f)]
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public FloatParameter frequency = new FloatParameter { value = 5f };
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[Range(0f, 50f)]
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public FloatParameter RGBSplit = new FloatParameter { value = 20f };
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[Range(0f, 1f)]
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public FloatParameter speed = new FloatParameter { value = 0.25f };
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[Range(0f, 2f)]
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public FloatParameter amount = new FloatParameter { value = 1f };
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public BoolParameter customResolution = new BoolParameter { value = false };
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public Vector2Parameter resolution = new Vector2Parameter { value = new Vector2(640f, 480f) };
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}
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public sealed class GlitchWaveJitterRenderer : PostProcessEffectRenderer<GlitchWaveJitter>
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{
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private const string PROFILER_TAG = "X-GlitchWaveJitter";
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private Shader shader;
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private float randomFrequency;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/Glitch/WaveJitter");
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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 Resolution = Shader.PropertyToID("_Resolution");
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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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UpdateFrequency(sheet);
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.frequency
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, settings.RGBSplit, settings.speed, settings.amount));
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sheet.properties.SetVector(ShaderIDs.Resolution, settings.customResolution ? settings.resolution : new Vector2(Screen.width, Screen.height));
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.jitterDirection.value);
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cmd.EndSample(PROFILER_TAG);
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}
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void UpdateFrequency(PropertySheet sheet)
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{
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if (settings.intervalType.value == IntervalType.Random)
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{
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randomFrequency = UnityEngine.Random.Range(0, settings.frequency);
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}
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if (settings.intervalType.value == IntervalType.Infinite)
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{
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sheet.EnableKeyword("USING_FREQUENCY_INFINITE");
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}
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else
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{
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sheet.DisableKeyword("USING_FREQUENCY_INFINITE");
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}
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}
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}
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}
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