mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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104 lines
3.9 KiB
C#
104 lines
3.9 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(AuroraVignetteRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Vignette/AuroraVignette")]
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public class AuroraVignette : PostProcessEffectSettings
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{
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[Range(0.0f, 1.0f)]
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public FloatParameter vignetteArea = new FloatParameter { value = 0.8f };
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[Range(0.0f, 1.0f)]
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public FloatParameter vignetteSmothness = new FloatParameter { value = 0.5f };
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[Range(0.0f, 1.0f)]
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public FloatParameter vignetteFading = new FloatParameter { value = 1f };
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[Range(0.1f, 1f)]
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public FloatParameter colorChange = new FloatParameter { value = 0.1f };
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[Range(0.0f, 2.0f)]
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public FloatParameter colorFactorR = new FloatParameter { value = 1.0f };
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[Range(0.0f, 2.0f)]
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public FloatParameter colorFactorG = new FloatParameter { value = 1.0f };
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[Range(0.0f, 2.0f)]
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public FloatParameter colorFactorB = new FloatParameter { value = 1.0f };
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[Range(-2.0f, 2.0f)]
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public FloatParameter flowSpeed = new FloatParameter { value = 1.0f };
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}
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public sealed class AuroraVignetteRenderer : PostProcessEffectRenderer<AuroraVignette>
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{
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private Shader shader;
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private float TimeX = 1.0f;
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private const string PROFILER_TAG = "X-AuroraVignette";
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/AuroraVignette");
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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 vignetteArea = Shader.PropertyToID("_VignetteArea");
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internal static readonly int vignetteSmothness = Shader.PropertyToID("_VignetteSmothness");
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internal static readonly int colorChange = Shader.PropertyToID("_ColorChange");
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internal static readonly int colorFactor = Shader.PropertyToID("_ColorFactor");
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internal static readonly int TimeX = Shader.PropertyToID("_TimeX");
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internal static readonly int vignetteFading = Shader.PropertyToID("_Fading");
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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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TimeX += Time.deltaTime;
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if (TimeX > 100)
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{
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TimeX = 0;
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}
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sheet.properties.SetFloat(ShaderIDs.vignetteArea, settings.vignetteArea);
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sheet.properties.SetFloat(ShaderIDs.vignetteSmothness, settings.vignetteSmothness);
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sheet.properties.SetFloat(ShaderIDs.colorChange, settings.colorChange * 10f);
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sheet.properties.SetVector(ShaderIDs.colorFactor, new Vector3(settings.colorFactorR, settings.colorFactorG, settings.colorFactorB));
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sheet.properties.SetFloat(ShaderIDs.TimeX, TimeX * settings.flowSpeed);
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sheet.properties.SetFloat(ShaderIDs.vignetteFading, settings.vignetteFading);
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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