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Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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Assets/CRTEffects.meta
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Assets/CRTEffects/README.md
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# CRTEffects
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post processing stack v2 にて使えるブラウン管風のエフェクトです。
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## 使い方
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このファイルをAssetに追加し、Post Processing Stack Volumeで"Custom/CRT"を追加すると適応されます。
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Unity2019.1.1f1にて動作を確認しています。
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## パラメータ
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- Distort - レンズ歪みの強さ
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- RGB Blend - 0だとRGBが完全に分離、1だと通常のRGB
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- Bottom Collapse - 画面下部の映像が圧縮された部分の大きさ
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- Noise Amount - 画面下部のノイズの量
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## 参考にさせていただいたサイト樣
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[notargs.com "ブラウン管風シェーダーを作った"](http://wordpress.notargs.com/blog/blog/2016/01/09/unity3d%e3%83%96%e3%83%a9%e3%82%a6%e3%83%b3%e7%ae%a1%e9%a2%a8%e3%82%b7%e3%82%a7%e3%83%bc%e3%83%80%e3%83%bc%e3%82%92%e4%bd%9c%e3%81%a3%e3%81%9f/)
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[おもちゃラボ "シェーダで作るノイズ5種盛り"](http://nn-hokuson.hatenablog.com/entry/2017/01/27/195659#fBm%E3%83%8E%E3%82%A4%E3%82%BA)
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[LIGHT11 "Post Processingで自作のポストエフェクトを実装する"](http://light11.hatenadiary.com/entry/2019/03/31/225111#FXAA%E3%82%92%E4%BD%BF%E3%81%86%E5%A0%B4%E5%90%88%E3%81%AF%E6%9B%B8%E3%81%8D%E6%96%B9%E3%81%AB%E6%B3%A8%E6%84%8F%E3%81%99%E3%82%8B)
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Assets/CRTEffects/Scripts.meta
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Assets/CRTEffects/Scripts.meta
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Assets/CRTEffects/Scripts/CRT.cs
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Assets/CRTEffects/Scripts/CRT.cs
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using System;
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using UnityEngine;
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// UnityEngine.Rendering.PostProcessingをusing
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using UnityEngine.Rendering.PostProcessing;
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[Serializable] // 必ずSerializableアトリビュートを付ける
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[PostProcess(typeof(CRTRenderer), PostProcessEvent.AfterStack, "Custom/CRT", true)]
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public sealed class CRT : PostProcessEffectSettings
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{
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[Range(0f, 1f)]
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public FloatParameter distort = new FloatParameter { value = 0.0f };
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[Range(0f, 1f)]
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public FloatParameter RGBBlend = new FloatParameter { value = 1f };
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[Range(0f, 1f)]
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public FloatParameter BottomCollapse = new FloatParameter { value = 0f };
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[Range(0f, 1f)]
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public FloatParameter NoiseAmount = new FloatParameter { value = 0f };
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/*// 有効化する条件はこうやって指定する(ちゃんとやっておいたほうがパフォーマンスにつながりそう)
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public override bool IsEnabledAndSupported(PostProcessRenderContext context)
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{
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//Debug.Log(base.IsEnabledAndSupported(context));
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return base.IsEnabledAndSupported(context) || distort != 0;
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//return true;
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}*/
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}
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Assets/CRTEffects/Scripts/CRT.cs.meta
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Assets/CRTEffects/Scripts/CRTRenderer.cs
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Assets/CRTEffects/Scripts/CRTRenderer.cs
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using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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public sealed class CRTRenderer : PostProcessEffectRenderer<CRT>
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{
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// 初期化時の処理
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public override void Init()
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{
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base.Init();
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}
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public override void Render(PostProcessRenderContext context)
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{
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// 内部的にプールされているMaterialPropertyBlockが保存されているPropertySheetを取得
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var sheet = context.propertySheets.Get(Shader.Find("Hidden/Custom/CRT"));
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// MaterialPropertyBlockに対してプロパティをセット
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sheet.properties.SetFloat("_Distort", settings.distort);
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sheet.properties.SetFloat("_RGBBlend", settings.RGBBlend);
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sheet.properties.SetFloat("_BottomCollapse", settings.BottomCollapse);
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sheet.properties.SetFloat("_NoiseAmount", settings.NoiseAmount);
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sheet.properties.SetFloat("_ScreenWidth", Screen.width);
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sheet.properties.SetFloat("_ScreenHeight", Screen.height);
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// CommandBufferのBlitFullscreenTriangleを使って描画
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context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
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}
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// 破棄時の処理
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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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}
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Assets/CRTEffects/Scripts/CRTRenderer.cs.meta
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Assets/CRTEffects/Shader/CRTShader.shader
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Assets/CRTEffects/Shader/CRTShader.shader
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Shader "Hidden/Custom/CRT"
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{
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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const float PI = 3.14159265;
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#pragma vertex VertDefault
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#pragma fragment Frag
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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float rand(float2 st) {
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return frac(sin(dot(st.xy, float2(12.9898, 78.233))) * 43758.5453);
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}
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float2 random2(float2 st){
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st = float2( dot(st,float2(127.1,311.7)),
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dot(st,float2(269.5,183.3)) );
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return -1.0 + 2.0*frac(sin(st)*43758.5453123);
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}
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float perlinNoise(float2 st)
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{
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float2 p = floor(st);
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float2 f = frac(st);
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float2 u = f*f*(3.0-2.0*f);
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float v00 = random2(p+float2(0,0));
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float v10 = random2(p+float2(1,0));
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float v01 = random2(p+float2(0,1));
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float v11 = random2(p+float2(1,1));
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return lerp( lerp( dot( v00, f - float2(0,0) ), dot( v10, f - float2(1,0) ), u.x ),
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lerp( dot( v01, f - float2(0,1) ), dot( v11, f - float2(1,1) ), u.x ),
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u.y)+0.5f;
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}
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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float _Distort;
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float _ScreenWidth;
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float _ScreenHeight;
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float _RGBBlend;
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float _BottomCollapse;
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float _NoiseAmount;
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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//レンズ歪み
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float2 distcoord = i.texcoord;
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distcoord -= 0.5;
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distcoord /= 1 - length(distcoord) * _Distort;
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distcoord += 0.5;
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//画面のズレ
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float2 linecoord = distcoord;
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//linecoord.x += (sin(_Time.r * 1.5 + linecoord.y * 0.7) > 0.9) * 0.05;
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float linedistsin = sin(_Time.g + linecoord.y * 2 * PI);
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float linedistwidth = 0.995;
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linecoord.x += (linedistsin > linedistwidth) * (linedistsin - linedistwidth);
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linecoord.x += (sin(_Time.a * 100 + linecoord.y * 10)) * 0.0005;
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//下部の圧縮された部分
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linecoord.x -= (linecoord.y < _BottomCollapse) * rand(float2(_Time.a,linecoord.y)) * 0.1;
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linecoord.y = linecoord.y < _BottomCollapse ? linecoord.y * (1 / _BottomCollapse) : linecoord.y;
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//rgbずれ
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float4 color;
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color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(0.002,0)).r ;
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color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(0,0)).g;
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color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, linecoord + float2(-0.002,0)).b;
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//下部のノイズ
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float noisevalue = perlinNoise(linecoord * float2(5,500) + rand(_Time) + _Time.ba);
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float noiseCrit = (1 - _NoiseAmount) + max(linecoord.y - _BottomCollapse, linecoord.y < _BottomCollapse) * 2;
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color.r = (noisevalue > noiseCrit) ? rand(linecoord + float2(0,1)) : color.r;
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color.g = (noisevalue > noiseCrit) ? rand(linecoord + float2(1,2)) : color.g;
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color.b = (noisevalue > noiseCrit) ? rand(linecoord + float2(3,4)) : color.b;
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//rgb配列
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float rgbmod = fmod((i.texcoord.x) * _ScreenWidth, 3);
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color.r *= max(rgbmod < 1, _RGBBlend);
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color.g *= max(1 < rgbmod && rgbmod < 2, _RGBBlend);
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color.b *= max(2 < rgbmod, _RGBBlend);
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rgbmod = fmod((i.texcoord.y) * _ScreenHeight, 4);
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color.rgb *= rgbmod >= 1;
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//レンズ歪みの外側
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color.rgb *= 1 - (distcoord.x < 0 || distcoord.x > 1 || distcoord.y < 0 || distcoord.y > 1);
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return color;
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}
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ENDHLSL
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}
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}
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}
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m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: 0
|
||||
m_FeatureLookupFlags: 1946038560
|
||||
- m_FirstAdjustmentRecord:
|
||||
m_GlyphIndex: 1000
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 1.8000001
|
||||
m_YAdvance: 0
|
||||
m_SecondAdjustmentRecord:
|
||||
m_GlyphIndex: 981
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: 0
|
||||
m_FeatureLookupFlags: 1946038560
|
||||
- m_FirstAdjustmentRecord:
|
||||
m_GlyphIndex: 1000
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 1.8000001
|
||||
m_YAdvance: 0
|
||||
m_SecondAdjustmentRecord:
|
||||
m_GlyphIndex: 982
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: 0
|
||||
m_FeatureLookupFlags: 1946038560
|
||||
- m_FirstAdjustmentRecord:
|
||||
m_GlyphIndex: 1000
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: -3.6000001
|
||||
m_YAdvance: 0
|
||||
m_SecondAdjustmentRecord:
|
||||
m_GlyphIndex: 988
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: 0
|
||||
m_FeatureLookupFlags: 1946038560
|
||||
- m_FirstAdjustmentRecord:
|
||||
m_GlyphIndex: 1000
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: -7.2000003
|
||||
m_YAdvance: 0
|
||||
m_SecondAdjustmentRecord:
|
||||
m_GlyphIndex: 999
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: 0
|
||||
m_FeatureLookupFlags: 1946038560
|
||||
- m_FirstAdjustmentRecord:
|
||||
m_GlyphIndex: 1000
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: -60
|
||||
m_SecondAdjustmentRecord:
|
||||
m_GlyphIndex: 944
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: 0
|
||||
m_FeatureLookupFlags: 1946038560
|
||||
- m_FirstAdjustmentRecord:
|
||||
m_GlyphIndex: 1000
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: -40
|
||||
m_SecondAdjustmentRecord:
|
||||
m_GlyphIndex: 966
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: 0
|
||||
m_FeatureLookupFlags: 1946038560
|
||||
- m_FirstAdjustmentRecord:
|
||||
m_GlyphIndex: 1000
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: -80
|
||||
m_SecondAdjustmentRecord:
|
||||
m_GlyphIndex: 7887
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: 0
|
||||
m_FeatureLookupFlags: 1946038560
|
||||
- m_FirstAdjustmentRecord:
|
||||
m_GlyphIndex: 1000
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: -140
|
||||
m_SecondAdjustmentRecord:
|
||||
m_GlyphIndex: 7888
|
||||
m_GlyphValueRecord:
|
||||
m_XPlacement: 0
|
||||
m_YPlacement: 0
|
||||
m_XAdvance: 0
|
||||
m_YAdvance: 0
|
||||
m_FeatureLookupFlags: 1946038560
|
||||
m_MarkToBaseAdjustmentRecords: []
|
||||
m_MarkToMarkAdjustmentRecords: []
|
||||
m_ShouldReimportFontFeatures: 0
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -87,6 +87,6 @@ Material:
|
|||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 0.9921569, g: 0.7686275, b: 0.9921569, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
|
|
@ -65,7 +65,7 @@ Material:
|
|||
- _MainTex:
|
||||
m_Texture: {fileID: 2800000, guid: 42ac679b050de8c4288fbafb9d353498, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Offset: {x: 0, y: -0.013172884}
|
||||
- _MetallicGlossMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 53060b147886931488ba4a4b3c5eb9f3
|
||||
guid: c8acac2b02dd6fe4e9f6b17af06b1032
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
|
|
|
@ -83,6 +83,6 @@ Material:
|
|||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _AddColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _Color: {r: 0.9528302, g: 0.87130237, b: 0.7775454, a: 1}
|
||||
- _Color: {r: 0.9529412, g: 0.87058824, b: 0.7764706, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
|
|
@ -87,6 +87,6 @@ Material:
|
|||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorAlpha: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorBravo: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorDelta: {r: 0.03921569, g: 0.0627451, b: 0.2352941, a: 1}
|
||||
- _ColorDelta: {r: 0.039215688, g: 0.0627451, b: 0.23529412, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
|
|
@ -500,9 +500,9 @@ namespace HeavenStudio.Games
|
|||
newArch.appearBeat = beat;
|
||||
newArch.gameObject.SetActive(true);
|
||||
if (crouch) {
|
||||
archBasic.CueCrouch(beat);
|
||||
archBasic.CueCrouch(beat+25);
|
||||
} else {
|
||||
newArch.CueDuck(beat);
|
||||
newArch.CueDuck(beat+25);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -511,7 +511,7 @@ namespace HeavenStudio.Games
|
|||
Wall newWall = Instantiate(wallBasic, transform);
|
||||
newWall.appearBeat = beat;
|
||||
newWall.gameObject.SetActive(true);
|
||||
newWall.CueJump(beat);
|
||||
newWall.CueJump(beat+25);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1096,6 +1096,7 @@ namespace HeavenStudio
|
|||
}),
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("colorGrading", "Color Grading")
|
||||
{
|
||||
resizable = true,
|
||||
|
@ -1128,6 +1129,124 @@ namespace HeavenStudio
|
|||
}),
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("gaussBlur", "Gaussian Blur")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 5f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 5f, 1f), "End Intensity", "Set the intensity at the end of the event."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Linear, new string[] { "intenStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("retroTv", "Retro TV")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Distortion", "Set the distortion at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 0.2f), "End Distortion", "Set the distortion at the end of the event."),
|
||||
|
||||
new("rgbStart", new EntityTypes.Float(0f, 1f, 1f), "Start RGB Blend", "Set the RGB blend at the start of the event."),
|
||||
new("rgbEnd", new EntityTypes.Float(0f, 1f, 1f), "End RGB Blend", "Set the RGB blend at the end of the event."),
|
||||
|
||||
new("bottomStart", new EntityTypes.Float(0f, 1f, 0f), "Start Bottom Collapse", "Set the bottom collapse at the start of the event."),
|
||||
new("bottomEnd", new EntityTypes.Float(0f, 1f, 0.02f), "End Bottom Collapse", "Set the bottom collapse at the end of the event."),
|
||||
|
||||
new("noiseStart", new EntityTypes.Float(0f, 1f, 0f), "Start Noise", "Set the noise at the start of the event."),
|
||||
new("noiseEnd", new EntityTypes.Float(0f, 1f, 0.3f), "End Noise", "Set the noise knee at the end of the event."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "rgbStart", "bottomStart", "noiseStart"})
|
||||
}),
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("scanJitter", "Scan Line Jitter")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 0.1f), "End Intensity", "Set the intensity at the end of the event."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("analogNoise", "Analog Noise")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Speed", "Set the speed at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Speed", "Set the speed at the end of the event."),
|
||||
|
||||
new("fadingStart", new EntityTypes.Float(0f, 1f, 0f), "Start Fading", "Set the fading at the start of the event."),
|
||||
new("fadingEnd", new EntityTypes.Float(0f, 1f, 0.1f), "End Fading", "Set the fading at the end of the event."),
|
||||
|
||||
new("thresholdStart", new EntityTypes.Float(0f, 1f, 0f), "Start Threshold", "Set the threshold at the start of the event."),
|
||||
new("thresholdEnd", new EntityTypes.Float(0f, 1f, 0.8f), "End Threshold", "Set the threshold at the end of the event."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "fadingStart", "thresholdStart"})
|
||||
}),
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("screenJump", "Screen Jump")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f, 0f), "Start Intensity", "Set the intensity at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 0.01f), "End Intensity", "Set the intensity at the end of the event."),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("sobelNeon", "Neon")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0.1f, 1f, 0.1f), "Start Intensity", "Set the edge fade at the start of the event."),
|
||||
new("intenEnd", new EntityTypes.Float(0.1f, 1f, 1f), "End Intensity", "Set the edge fade at the end of the event."),
|
||||
|
||||
new("edgeWidthStart", new EntityTypes.Float(0.05f, 5f, 0.05f), "Start Edge Width", "Set the edge width at the start of the event."),
|
||||
new("edgeWidthEnd", new EntityTypes.Float(0.05f, 5f, 2f), "End Edge Width", "Set the edge width at the end of the event."),
|
||||
|
||||
new("bgFadeStart", new EntityTypes.Float(0f, 1f, 0f), "Start Background Presence", "Set the background presence at the start of the event."),
|
||||
new("bgFadeEnd", new EntityTypes.Float(0f, 1f, 0f), "End Background Presence", "Set the background presence at the end of the event."),
|
||||
|
||||
|
||||
new("brightnessStart", new EntityTypes.Float(0f, 2f, 0f), "Start Brightness", "Set the brightness at the start of the event."),
|
||||
new("brightnessEnd", new EntityTypes.Float(0f, 2f, 1f), "End Brightness", "Set the brightness at the end of the event."),
|
||||
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "edgeWidthStart", "bgFadeStart", "brightnessStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
new GameAction("screenTiling", "Tile Screen")
|
||||
{
|
||||
resizable = true,
|
||||
|
@ -1159,7 +1278,9 @@ namespace HeavenStudio
|
|||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xScrollStart", "yScrollStart" })
|
||||
}),
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
}),
|
||||
|
||||
new Minigame("advanced", "Advanced", "", false, true, new List<GameAction>()
|
||||
|
|
|
@ -3,6 +3,7 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
using XPostProcessing;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
|
@ -17,10 +18,19 @@ namespace HeavenStudio
|
|||
private List<RiqEntity> _lensDs = new();
|
||||
private List<RiqEntity> _grains = new();
|
||||
private List<RiqEntity> _colorGradings = new();
|
||||
|
||||
private List<RiqEntity> _retroTvs = new();
|
||||
private List<RiqEntity> _scanJitters = new();
|
||||
private List<RiqEntity> _gaussBlurs = new();
|
||||
private List<RiqEntity> _analogNoises = new();
|
||||
private List<RiqEntity> _screenJumps = new();
|
||||
private List<RiqEntity> _sobelNeons = new();
|
||||
private void Awake()
|
||||
{
|
||||
_volume = GetComponent<PostProcessVolume>();
|
||||
UpdateRetroTV();
|
||||
UpdateAnalogNoise();
|
||||
UpdateSobelNeons();
|
||||
|
||||
}
|
||||
|
||||
private void Start()
|
||||
|
@ -36,6 +46,12 @@ namespace HeavenStudio
|
|||
_lensDs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "lensD" });
|
||||
_grains = EventCaller.GetAllInGameManagerList("vfx", new string[] { "grain" });
|
||||
_colorGradings = EventCaller.GetAllInGameManagerList("vfx", new string[] { "colorGrading" });
|
||||
_retroTvs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "retroTv" });
|
||||
_scanJitters = EventCaller.GetAllInGameManagerList("vfx", new string[] {"scanJitter"});
|
||||
_gaussBlurs = EventCaller.GetAllInGameManagerList("vfx", new string[] {"gaussBlur"});
|
||||
_analogNoises = EventCaller.GetAllInGameManagerList("vfx", new string[] {"analogNoise"});
|
||||
_screenJumps = EventCaller.GetAllInGameManagerList("vfx", new string[] {"screenJump"});
|
||||
_sobelNeons = EventCaller.GetAllInGameManagerList("vfx", new string[] {"sobelNeon"});
|
||||
|
||||
UpdateVignette();
|
||||
UpdateChromaticAbberations();
|
||||
|
@ -43,6 +59,13 @@ namespace HeavenStudio
|
|||
UpdateLensDistortions();
|
||||
UpdateGrain();
|
||||
UpdateColorGrading();
|
||||
UpdateRetroTV();
|
||||
UpdateScanJitter();
|
||||
UpdateGaussBlur();
|
||||
UpdateAnalogNoise();
|
||||
UpdateScreenJumps();
|
||||
UpdateSobelNeons();
|
||||
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -53,6 +76,13 @@ namespace HeavenStudio
|
|||
UpdateLensDistortions();
|
||||
UpdateGrain();
|
||||
UpdateColorGrading();
|
||||
UpdateRetroTV();
|
||||
UpdateScanJitter();
|
||||
UpdateGaussBlur();
|
||||
UpdateAnalogNoise();
|
||||
UpdateScreenJumps();
|
||||
UpdateSobelNeons();
|
||||
|
||||
}
|
||||
|
||||
private void UpdateVignette()
|
||||
|
@ -223,6 +253,145 @@ namespace HeavenStudio
|
|||
}
|
||||
}
|
||||
|
||||
private void UpdateRetroTV()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<CRT>(out var t)) return;
|
||||
t.enabled.Override(false);
|
||||
foreach (var e in _retroTvs)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
t.enabled.Override(newIntensity != 0);
|
||||
if (!t.enabled) continue;
|
||||
t.distort.Override(newIntensity);
|
||||
|
||||
float newRGBBlend = func(e["rgbStart"], e["rgbEnd"], clampNormal);
|
||||
t.RGBBlend.Override(newRGBBlend);
|
||||
|
||||
float newBottomCollapse = func(e["bottomStart"], e["bottomEnd"], clampNormal);
|
||||
t.BottomCollapse.Override(newBottomCollapse);
|
||||
|
||||
float newNoiseAmount = func(e["noiseStart"], e["noiseEnd"], clampNormal);
|
||||
t.NoiseAmount.Override(newNoiseAmount);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateScanJitter()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<GlitchScanLineJitter>(out var j)) return;
|
||||
j.enabled.Override(false);
|
||||
foreach (var e in _scanJitters)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
j.enabled.Override(newIntensity != 0);
|
||||
if (!j.enabled) continue;
|
||||
j.JitterIndensity.Override(newIntensity);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateGaussBlur()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<GaussianBlur>(out var g)) return;
|
||||
g.enabled.Override(false);
|
||||
foreach (var e in _gaussBlurs)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
g.enabled.Override(newIntensity != 0);
|
||||
if (!g.enabled) continue;
|
||||
g.BlurRadius.Override(newIntensity);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateAnalogNoise()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<GlitchAnalogNoise>(out var n)) return;
|
||||
n.enabled.Override(false);
|
||||
foreach (var e in _analogNoises)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
n.enabled.Override(newIntensity != 0);
|
||||
if (!n.enabled) continue;
|
||||
n.NoiseSpeed.Override(newIntensity);
|
||||
|
||||
float newFading = func(e["fadingStart"], e["fadingEnd"], clampNormal);
|
||||
n.NoiseFading.Override(newFading);
|
||||
|
||||
float newThreshold = func(e["thresholdStart"], e["thresholdEnd"], clampNormal);
|
||||
n.LuminanceJitterThreshold.Override(newThreshold);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateScreenJumps()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<GlitchScreenJump>(out var sj)) return;
|
||||
sj.enabled.Override(false);
|
||||
foreach (var e in _screenJumps)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
sj.enabled.Override(newIntensity != 0);
|
||||
if (!sj.enabled) continue;
|
||||
sj.ScreenJumpIndensity.Override(newIntensity);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSobelNeons()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<EdgeDetectionSobelNeonV2>(out var sn)) return;
|
||||
sn.enabled.Override(false);
|
||||
foreach (var e in _sobelNeons)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
sn.enabled.Override(newIntensity != 0.1);
|
||||
if (!sn.enabled) continue;
|
||||
sn.EdgeNeonFade.Override(newIntensity);
|
||||
|
||||
float newEdgeWidth = func(e["edgeWidthStart"], e["edgeWidthEnd"], clampNormal);
|
||||
sn.EdgeWidth.Override(newEdgeWidth);
|
||||
|
||||
float newBgFade = func(e["bgFadeStart"], e["bgFadeEnd"], clampNormal);
|
||||
sn.BackgroundFade.Override(newBgFade);
|
||||
|
||||
float newBrightness = func(e["brightnessStart"], e["brightnessEnd"], clampNormal);
|
||||
sn.Brigtness.Override(newBrightness);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private Color ColorEase(Color start, Color end, float time, Util.EasingFunction.Function func)
|
||||
{
|
||||
float newR = func(start.r, end.r, time);
|
||||
|
|
8
Assets/Shaders/OilPainting.meta
Normal file
8
Assets/Shaders/OilPainting.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 46904ac8a616d4b418176835de20e8d9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Shaders/OilPainting/BuiltInSampleScripts.meta
Normal file
8
Assets/Shaders/OilPainting/BuiltInSampleScripts.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 736fda2f215269048bb5447cbbcc7c86
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,28 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class BackgroundManager : MonoBehaviour
|
||||
{
|
||||
public ScreenCaptureManager screenCaptureManager;
|
||||
public ImageEffectController imageEffectController;
|
||||
public RawImage backgroundImage;
|
||||
public void CaptureAndSetBackground()
|
||||
{
|
||||
Texture2D capturedScreen = screenCaptureManager.CaptureScreen();
|
||||
RenderTexture rt = RenderTexture.GetTemporary(capturedScreen.width,
|
||||
capturedScreen.height);
|
||||
Graphics.Blit(capturedScreen, rt, imageEffectController.effectMaterial);
|
||||
Texture2D processedTexture = new Texture2D(capturedScreen.width,
|
||||
capturedScreen.height, TextureFormat.RGB24, false);
|
||||
RenderTexture.active = rt;
|
||||
processedTexture.ReadPixels(new Rect(0, 0, capturedScreen.width,
|
||||
capturedScreen.height), 0, 0);
|
||||
processedTexture.Apply();
|
||||
RenderTexture.active = null;
|
||||
backgroundImage.texture = processedTexture;
|
||||
RenderTexture.ReleaseTemporary(rt);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a1dd29b02afef1245986a3dbd0977bfb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,46 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class EffectSettingsUI : MonoBehaviour
|
||||
{
|
||||
public ImageEffectController imageEffectController;
|
||||
public BackgroundManager backgroundManager;
|
||||
public Slider impastoSlider;
|
||||
public Slider impastoSlider2;
|
||||
public Slider blurSlider;
|
||||
public Slider vignetteSlider;
|
||||
public Slider vignetteSlider2;
|
||||
public Button captureBtn;
|
||||
private void Start()
|
||||
{
|
||||
impastoSlider.onValueChanged.AddListener(UpdateImpastoIntensity);
|
||||
impastoSlider2.onValueChanged.AddListener(UpdateImpastoNormalIntensity);
|
||||
vignetteSlider2.onValueChanged.AddListener(UpdateVignetteSmoothness);
|
||||
blurSlider.onValueChanged.AddListener(UpdateBlurIntensity);
|
||||
vignetteSlider.onValueChanged.AddListener(UpdateVignetteIntensity);
|
||||
captureBtn.onClick.AddListener(() => backgroundManager.CaptureAndSetBackground());
|
||||
}
|
||||
private void UpdateImpastoIntensity(float value)
|
||||
{
|
||||
imageEffectController.impastoIntensity = value;
|
||||
}
|
||||
private void UpdateImpastoNormalIntensity(float value)
|
||||
{
|
||||
imageEffectController.normalInfluence = value;
|
||||
}
|
||||
private void UpdateVignetteSmoothness(float value)
|
||||
{
|
||||
imageEffectController.vignetteSmoothness = value;
|
||||
}
|
||||
private void UpdateBlurIntensity(float value)
|
||||
{
|
||||
imageEffectController.blurIntensity = value;
|
||||
}
|
||||
private void UpdateVignetteIntensity(float value)
|
||||
{
|
||||
imageEffectController.vignetteIntensity = value;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1b38bdbccb5df874aaa03fe2009647f2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,31 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ImageEffectController : MonoBehaviour
|
||||
{
|
||||
public ScreenCaptureManager screenCaptureManager;
|
||||
public Material effectMaterial;
|
||||
public float impastoIntensity;
|
||||
public float normalInfluence;
|
||||
public float blurIntensity;
|
||||
public float vignetteIntensity = 0.1357143f;
|
||||
public float vignetteSmoothness = 0.3328571f;
|
||||
#if UNITY_EDITOR
|
||||
private void Awake()
|
||||
{
|
||||
Application.targetFrameRate = 60;
|
||||
}
|
||||
#endif
|
||||
|
||||
private void OnRenderImage(RenderTexture source, RenderTexture destination)
|
||||
{
|
||||
effectMaterial.SetFloat("_Radius", impastoIntensity);
|
||||
effectMaterial.SetFloat("_NormalWeight", normalInfluence);
|
||||
effectMaterial.SetFloat("_BlurSize", blurIntensity);
|
||||
effectMaterial.SetFloat("_VignetteIntensity", vignetteIntensity);
|
||||
effectMaterial.SetFloat("_VignetteSmoothness", vignetteSmoothness);
|
||||
Graphics.Blit(source, destination, effectMaterial);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 818e57f7710a6244195e20cf7a12f0d9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,23 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ScreenCaptureManager : MonoBehaviour
|
||||
{
|
||||
public Texture2D CaptureScreen()
|
||||
{
|
||||
RenderTexture rt = new RenderTexture(Screen.width, Screen.height, 24);
|
||||
Camera.main.targetTexture = rt;
|
||||
Camera.main.Render();
|
||||
Camera.main.targetTexture = null;
|
||||
Texture2D screenShot = new Texture2D(Screen.width, Screen.height,
|
||||
TextureFormat.RGB24, false);
|
||||
RenderTexture.active = rt;
|
||||
screenShot.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
|
||||
screenShot.Apply();
|
||||
RenderTexture.active = null;
|
||||
Destroy(rt);
|
||||
return screenShot;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 05997ac2fa6a91345b94f9cff4ee83fe
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
21
Assets/Shaders/OilPainting/LICENSE
Normal file
21
Assets/Shaders/OilPainting/LICENSE
Normal file
|
@ -0,0 +1,21 @@
|
|||
MIT License
|
||||
|
||||
Copyright (c) 2023 Vladislav Sobolev
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
7
Assets/Shaders/OilPainting/LICENSE.meta
Normal file
7
Assets/Shaders/OilPainting/LICENSE.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b7763088423ea1d4fa1e66a9f8cde3d1
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
193
Assets/Shaders/OilPainting/OilPainting.shader
Normal file
193
Assets/Shaders/OilPainting/OilPainting.shader
Normal file
|
@ -0,0 +1,193 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Unlit/Oil Painting"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex("Texture", 2D) = "white" {}
|
||||
_NormalMap ("Normal Map", 2D) = "bump" {}
|
||||
_NormalWeight ("Normal Weight", Range(0, 10)) = 0.5
|
||||
_Radius ("Radius", Range(0, 10)) = 0
|
||||
[KeywordEnum(Low, Medium, High)] _Samples ("Sample amount", Float) = 0
|
||||
_BlurSize("Blur Size", Range(0, 0.1)) = 0
|
||||
_StandardDeviation("Standard Deviation", Range(0, 0.1)) = 0.02
|
||||
_VignetteIntensity("Vignette Intensity", Range(0, 1)) = 0.5
|
||||
_VignetteSmoothness("Vignette Smoothness", Range(0, 1)) = 0.2
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
#include "UnityCG.cginc"
|
||||
#define PI 3.14159265359
|
||||
#define E 2.71828182846
|
||||
#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
|
||||
float _BlurSize;
|
||||
float _StandardDeviation;
|
||||
float _VignetteIntensity;
|
||||
float _VignetteSmoothness;
|
||||
float _NormalWeight;
|
||||
#if _SAMPLES_LOW
|
||||
#define SAMPLES 10
|
||||
#elif _SAMPLES_MEDIUM
|
||||
#define SAMPLES 30
|
||||
#else
|
||||
#define SAMPLES 100
|
||||
#endif
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
half2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _NormalMap;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
|
||||
float vignette(float2 uv, float intensity, float smoothness)
|
||||
{
|
||||
float2 position = uv - 0.5;
|
||||
float distance = length(position);
|
||||
float vignette = smoothstep(smoothness, smoothness - intensity, distance);
|
||||
return vignette;
|
||||
}
|
||||
|
||||
v2f vert(appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
int _Radius;
|
||||
float4 _MainTex_TexelSize;
|
||||
|
||||
float4 frag(v2f i) : SV_Target
|
||||
{
|
||||
float3 normal = UnpackNormal(tex2D(_NormalMap, i.uv));
|
||||
half2 uv = i.uv;
|
||||
float3 col;
|
||||
float4 color = tex2D(_MainTex, uv);
|
||||
|
||||
//kuwahara with normal influence
|
||||
float3 mean[4] = {
|
||||
{0, 0, 0},
|
||||
{0, 0, 0},
|
||||
{0, 0, 0},
|
||||
{0, 0, 0}
|
||||
};
|
||||
|
||||
float3 sigma[4] = {
|
||||
{0, 0, 0},
|
||||
{0, 0, 0},
|
||||
{0, 0, 0},
|
||||
{0, 0, 0}
|
||||
};
|
||||
|
||||
float2 start[4] = {{-_Radius, -_Radius}, {-_Radius, 0}, {0, -_Radius}, {0, 0}};
|
||||
|
||||
float2 pos;
|
||||
float normalInfluence;
|
||||
for (int k = 0; k < 4; k++)
|
||||
{
|
||||
for (int i = 0; i <= _Radius; i++)
|
||||
{
|
||||
for (int j = 0; j <= _Radius; j++)
|
||||
{
|
||||
float2 kernelDirection = float2(i - 1, j - 1);
|
||||
kernelDirection = normalize(kernelDirection);
|
||||
normalInfluence = dot(normal, kernelDirection);
|
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//float weightedVariance = variance + normalInfluence * _NormalWeight;
|
||||
pos = float2(i, j) + start[k];
|
||||
col = tex2Dlod(_MainTex, float4(
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uv + float2(pos.x * _MainTex_TexelSize.x, pos.y * _MainTex_TexelSize.y),
|
||||
0., 0.)).rgb;
|
||||
mean[k] += col;
|
||||
sigma[k] += col * col;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float sigma2;
|
||||
|
||||
float n = pow(_Radius + 1, 2);
|
||||
float min = 1;
|
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|
||||
for (int l = 0; l < 4; l++)
|
||||
{
|
||||
mean[l] /= n;
|
||||
sigma[l] = abs(sigma[l] / n - mean[l] * mean[l]);
|
||||
sigma2 = sigma[l].r + sigma[l].g + sigma[l].b;
|
||||
|
||||
if (sigma2 < min + normalInfluence * _NormalWeight)
|
||||
{
|
||||
min = sigma2;
|
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color.rgb = mean[l].rgb;
|
||||
}
|
||||
}
|
||||
|
||||
// blur
|
||||
|
||||
//failsafe so we can use turn off the blur by setting the deviation to 0
|
||||
if (_StandardDeviation != 0)
|
||||
{
|
||||
float invAspect = _ScreenParams.y / _ScreenParams.x;
|
||||
float sum = SAMPLES;
|
||||
float sum2 = SAMPLES;
|
||||
float3 col2;
|
||||
//iterate over blur samples
|
||||
for (float index = 0; index < SAMPLES; index++)
|
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{
|
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//get the offset of the sample
|
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float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize;
|
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//get uv coordinate of sample
|
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float2 uv = i.uv + float2(0, offset);
|
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//calculate the result of the gaussian function
|
||||
float stDevSquared = _StandardDeviation * _StandardDeviation;
|
||||
float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(
|
||||
E, -((offset * offset) / (2 * stDevSquared)));
|
||||
//add result to sum
|
||||
sum += gauss;
|
||||
//multiply color with influence from gaussian function and add it to sum color
|
||||
col += tex2D(_MainTex, uv) * gauss;
|
||||
}
|
||||
//divide the sum of values by the amount of samples
|
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color.rgb = lerp(color.rgb, col / sum, 0.5);
|
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|
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for (float index = 0; index < SAMPLES; index++)
|
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{
|
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//get the offset of the sample
|
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float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize * invAspect;
|
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//get uv coordinate of sample
|
||||
float2 uv = i.uv + float2(offset, 0);
|
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//calculate the result of the gaussian function
|
||||
float stDevSquared = _StandardDeviation * _StandardDeviation;
|
||||
float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(
|
||||
E, -((offset * offset) / (2 * stDevSquared)));
|
||||
//add result to sum
|
||||
sum2 += gauss;
|
||||
//multiply color with influence from gaussian function and add it to sum color
|
||||
col2 += tex2D(_MainTex, uv) * gauss;
|
||||
}
|
||||
//divide the sum of values by the amount of samples
|
||||
color.rgb = lerp(color.rgb , col2 / sum2, 0.5);
|
||||
}
|
||||
|
||||
|
||||
float vignetteEffect = vignette(i.uv, _VignetteIntensity, _VignetteSmoothness);
|
||||
color.rgb = color.rgb * vignetteEffect;
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
10
Assets/Shaders/OilPainting/OilPainting.shader.meta
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10
Assets/Shaders/OilPainting/OilPainting.shader.meta
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Assets/Shaders/OilPainting/README.md
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2
Assets/Shaders/OilPainting/README.md
Normal file
|
@ -0,0 +1,2 @@
|
|||
# OilPainting
|
||||
Oil painting post processing unity shader for built in and URP
|
7
Assets/Shaders/OilPainting/README.md.meta
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7
Assets/Shaders/OilPainting/README.md.meta
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Assets/Shaders/OilPainting/Unlit_Oil Painting.mat
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44
Assets/Shaders/OilPainting/Unlit_Oil Painting.mat
Normal file
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@ -0,0 +1,44 @@
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8
Assets/Shaders/OilPainting/Unlit_Oil Painting.mat.meta
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8
Assets/Shaders/OilPainting/Unlit_Oil Painting.mat.meta
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Assets/X-PostProcessing.meta
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8
Assets/X-PostProcessing.meta
Normal file
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Assets/X-PostProcessing/Editor.meta
Normal file
8
Assets/X-PostProcessing/Editor.meta
Normal file
|
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@ -0,0 +1,70 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Rendering.PostProcessing;
|
||||
using UnityEngine;
|
||||
|
||||
public class XPostProcessingEditorUtility : Editor
|
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{
|
||||
|
||||
#region Collape Hierarchy相关工具函数
|
||||
|
||||
|
||||
public static void Collapse(GameObject go, bool collapse)
|
||||
{
|
||||
if (go == null || go.transform == null)
|
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{
|
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return;
|
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}
|
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// bail out immediately if the go doesn't have children
|
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if (go.transform.childCount == 0) return;
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// get a reference to the hierarchy window
|
||||
var hierarchy = GetFocusedWindow("Hierarchy");
|
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// select our go
|
||||
SelectObject(go);
|
||||
// create a new key event (RightArrow for collapsing, LeftArrow for folding)
|
||||
var key = new Event { keyCode = collapse ? KeyCode.RightArrow : KeyCode.LeftArrow, type = EventType.KeyDown };
|
||||
// finally, send the window the event
|
||||
hierarchy.SendEvent(key);
|
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}
|
||||
|
||||
public static void SelectObject(Object obj)
|
||||
{
|
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Selection.activeObject = obj;
|
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}
|
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public static EditorWindow GetFocusedWindow(string window)
|
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{
|
||||
FocusOnWindow(window);
|
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return EditorWindow.focusedWindow;
|
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}
|
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public static void FocusOnWindow(string window)
|
||||
{
|
||||
EditorApplication.ExecuteMenuItem("Window/" + window);
|
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}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
|
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|
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|
||||
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{
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}
|
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|
||||
{
|
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|
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}
|
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|
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[MenuItem("Windows/OpenFrameDebugger %F")]
|
||||
public static void OpenFrameDebugger()
|
||||
{
|
||||
EditorApplication.ExecuteMenuItem("Window/Frame Debugger");
|
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}
|
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|
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|
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|
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}
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Assets/X-PostProcessing/Effects.meta
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8
Assets/X-PostProcessing/Effects.meta
Normal file
|
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Assets/X-PostProcessing/Effects/AuroraVignette.meta
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Assets/X-PostProcessing/Effects/AuroraVignette.meta
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|
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Assets/X-PostProcessing/Effects/AuroraVignette/AuroraVignette.cs
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103
Assets/X-PostProcessing/Effects/AuroraVignette/AuroraVignette.cs
Normal file
|
@ -0,0 +1,103 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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(AuroraVignetteRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Vignette/AuroraVignette")]
|
||||
public class AuroraVignette : PostProcessEffectSettings
|
||||
{
|
||||
[Range(0.0f, 1.0f)]
|
||||
public FloatParameter vignetteArea = new FloatParameter { value = 0.8f };
|
||||
|
||||
[Range(0.0f, 1.0f)]
|
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public FloatParameter vignetteSmothness = new FloatParameter { value = 0.5f };
|
||||
|
||||
[Range(0.0f, 1.0f)]
|
||||
public FloatParameter vignetteFading = new FloatParameter { value = 1f };
|
||||
|
||||
[Range(0.1f, 1f)]
|
||||
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 };
|
||||
|
||||
[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)]
|
||||
public FloatParameter colorFactorB = new FloatParameter { value = 1.0f };
|
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|
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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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|
||||
|
||||
|
||||
}
|
||||
|
||||
public sealed class AuroraVignetteRenderer : PostProcessEffectRenderer<AuroraVignette>
|
||||
{
|
||||
private Shader shader;
|
||||
private float TimeX = 1.0f;
|
||||
private const string PROFILER_TAG = "X-AuroraVignette";
|
||||
|
||||
public override void Init()
|
||||
{
|
||||
shader = Shader.Find("Hidden/X-PostProcessing/AuroraVignette");
|
||||
}
|
||||
|
||||
public override void Release()
|
||||
{
|
||||
base.Release();
|
||||
}
|
||||
|
||||
static class ShaderIDs
|
||||
{
|
||||
internal static readonly int vignetteArea = Shader.PropertyToID("_VignetteArea");
|
||||
internal static readonly int vignetteSmothness = Shader.PropertyToID("_VignetteSmothness");
|
||||
internal static readonly int colorChange = Shader.PropertyToID("_ColorChange");
|
||||
internal static readonly int colorFactor = Shader.PropertyToID("_ColorFactor");
|
||||
internal static readonly int TimeX = Shader.PropertyToID("_TimeX");
|
||||
internal static readonly int vignetteFading = Shader.PropertyToID("_Fading");
|
||||
}
|
||||
|
||||
public override void Render(PostProcessRenderContext context)
|
||||
{
|
||||
CommandBuffer cmd = context.command;
|
||||
PropertySheet sheet = context.propertySheets.Get(shader);
|
||||
cmd.BeginSample(PROFILER_TAG);
|
||||
|
||||
TimeX += Time.deltaTime;
|
||||
if (TimeX > 100)
|
||||
{
|
||||
TimeX = 0;
|
||||
}
|
||||
|
||||
sheet.properties.SetFloat(ShaderIDs.vignetteArea, settings.vignetteArea);
|
||||
sheet.properties.SetFloat(ShaderIDs.vignetteSmothness, settings.vignetteSmothness);
|
||||
sheet.properties.SetFloat(ShaderIDs.colorChange, settings.colorChange * 10f);
|
||||
sheet.properties.SetVector(ShaderIDs.colorFactor, new Vector3(settings.colorFactorR, settings.colorFactorG, settings.colorFactorB));
|
||||
sheet.properties.SetFloat(ShaderIDs.TimeX, TimeX * settings.flowSpeed);
|
||||
sheet.properties.SetFloat(ShaderIDs.vignetteFading, settings.vignetteFading);
|
||||
|
||||
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
|
||||
cmd.EndSample(PROFILER_TAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 5af098a6abaa43e41a2a97a9351f5957
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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fileFormatVersion: 2
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guid: 2adfefa1549f2d747bd0ccbddad303b6
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folderAsset: yes
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userData:
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assetBundleName:
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|
|
@ -0,0 +1,71 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
using UnityEditor.Rendering.PostProcessing;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
|
||||
namespace XPostProcessing
|
||||
{
|
||||
[PostProcessEditor(typeof(AuroraVignette))]
|
||||
public sealed class AuroraVignetteEditor : PostProcessEffectEditor<AuroraVignette>
|
||||
{
|
||||
|
||||
SerializedParameterOverride vignetteArea;
|
||||
SerializedParameterOverride vignetteSmothness;
|
||||
SerializedParameterOverride vignetteFading;
|
||||
SerializedParameterOverride colorChange;
|
||||
SerializedParameterOverride colorFactorR;
|
||||
SerializedParameterOverride colorFactorG;
|
||||
SerializedParameterOverride colorFactorB;
|
||||
SerializedParameterOverride flowSpeed;
|
||||
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
vignetteArea = FindParameterOverride(x => x.vignetteArea);
|
||||
vignetteSmothness = FindParameterOverride(x => x.vignetteSmothness);
|
||||
vignetteFading = FindParameterOverride(x => x.vignetteFading);
|
||||
colorChange = FindParameterOverride(x => x.colorChange);
|
||||
colorFactorR = FindParameterOverride(x => x.colorFactorR);
|
||||
colorFactorG = FindParameterOverride(x => x.colorFactorG);
|
||||
colorFactorB = FindParameterOverride(x => x.colorFactorB);
|
||||
flowSpeed = FindParameterOverride(x => x.flowSpeed);
|
||||
}
|
||||
|
||||
public override string GetDisplayTitle()
|
||||
{
|
||||
return XPostProcessingEditorUtility.DISPLAY_TITLE_PREFIX + base.GetDisplayTitle();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
EditorUtilities.DrawHeaderLabel("Vignette");
|
||||
PropertyField(vignetteFading);
|
||||
PropertyField(vignetteArea);
|
||||
PropertyField(vignetteSmothness);
|
||||
|
||||
EditorUtilities.DrawHeaderLabel("Speed");
|
||||
PropertyField(flowSpeed);
|
||||
|
||||
EditorUtilities.DrawHeaderLabel("Color Adjustment");
|
||||
PropertyField(colorChange);
|
||||
PropertyField(colorFactorR);
|
||||
PropertyField(colorFactorG);
|
||||
PropertyField(colorFactorB);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 97c9a4be14619274cbd2468d65e0b1d3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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16
Assets/X-PostProcessing/Effects/AuroraVignette/README.md
Normal file
16
Assets/X-PostProcessing/Effects/AuroraVignette/README.md
Normal file
|
@ -0,0 +1,16 @@
|
|||
|
||||
# AuroraVignette
|
||||
|
||||
## Source Code List
|
||||
- [Shader Code](Shader/AuroraVignette.shader)
|
||||
- [C# Code](AuroraVignette.cs)
|
||||
- [Editor Code](Editor/AuroraVignetteEditor.cs)
|
||||
|
||||
|
||||
## Property
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Vignette/AuroraVignette/AuroraVignetteProperty.png)
|
||||
|
||||
## Gallery
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Vignette/AuroraVignette/AuroraVignette.png)
|
||||
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Vignette/AuroraVignette/AuroraVignette.gif)
|
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: b1760853c4cb0f44688c7129e00140c3
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TextScriptImporter:
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externalObjects: {}
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assetBundleName:
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guid: c4419eb66e407464397106198c0e714c
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,62 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Hidden/X-PostProcessing/AuroraVignette"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
#include "../../../Shaders/StdLib.hlsl"
|
||||
#include "../../../Shaders/XPostProcessing.hlsl"
|
||||
|
||||
uniform half _VignetteArea;
|
||||
uniform half _VignetteSmothness;
|
||||
uniform half _ColorChange;
|
||||
uniform half4 _Color;
|
||||
uniform half _TimeX;
|
||||
uniform half3 _ColorFactor;
|
||||
uniform half _Fading;
|
||||
|
||||
half4 Frag(VaryingsDefault i): SV_Target
|
||||
{
|
||||
float2 uv = i.texcoord;
|
||||
float2 uv0 = uv - float2(0.5 + 0.5 * sin(1.4 * 6.28 * uv.x + 2.8 * _TimeX), 0.5);
|
||||
float3 wave = float3(0.5 * (cos(sqrt(dot(uv0, uv0)) * 5.6) + 1.0), cos(4.62 * dot(uv, uv) + _TimeX), cos(distance(uv, float2(1.6 * cos(_TimeX * 2.0), 1.0 * sin(_TimeX * 1.7))) * 1.3));
|
||||
half waveFactor = dot(wave, _ColorFactor) / _ColorChange;
|
||||
half vignetteIndensity = 1.0 - smoothstep(_VignetteArea, _VignetteArea - 0.05 - _VignetteSmothness, length(float2(0.5, 0.5) - uv));
|
||||
half3 AuroraColor = half3
|
||||
(
|
||||
_ColorFactor.r * 0.5 * (sin(1.28 * waveFactor + _TimeX * 3.45) + 1.0),
|
||||
_ColorFactor.g * 0.5 * (sin(1.28 * waveFactor + _TimeX * 3.15) + 1.0),
|
||||
_ColorFactor.b * 0.4 * (sin(1.28 * waveFactor + _TimeX * 1.26) + 1.0)
|
||||
);
|
||||
half3 finalColor = lerp(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb, AuroraColor, vignetteIndensity * _Fading);
|
||||
return half4(finalColor, 1.0);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment Frag
|
||||
|
||||
ENDHLSL
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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||||
guid: 7de134a73c0f46849a4590aa389fcab2
|
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ShaderImporter:
|
||||
externalObjects: {}
|
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defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/X-PostProcessing/Effects/BokehBlur.meta
Normal file
8
Assets/X-PostProcessing/Effects/BokehBlur.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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||||
guid: 8fbdcb05f0ba11245914dc13d01ef05d
|
||||
folderAsset: yes
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DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
87
Assets/X-PostProcessing/Effects/BokehBlur/BokehBlur.cs
Normal file
87
Assets/X-PostProcessing/Effects/BokehBlur/BokehBlur.cs
Normal file
|
@ -0,0 +1,87 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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(BokehBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/BokehBlur")]
|
||||
public class BokehBlur : PostProcessEffectSettings
|
||||
{
|
||||
[Range(0f, 3f)]
|
||||
public FloatParameter BlurRadius = new FloatParameter { value = 1f };
|
||||
|
||||
[Range(8, 128)]
|
||||
public IntParameter Iteration = new IntParameter { value = 32 };
|
||||
|
||||
[Range(1, 10)]
|
||||
public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
|
||||
|
||||
}
|
||||
|
||||
public sealed class BokehBlurRenderer : PostProcessEffectRenderer<BokehBlur>
|
||||
{
|
||||
|
||||
private const string PROFILER_TAG = "X-BokehBlur";
|
||||
private Shader shader;
|
||||
private Vector4 mGoldenRot = new Vector4();
|
||||
|
||||
public override void Init()
|
||||
{
|
||||
shader = Shader.Find("Hidden/X-PostProcessing/BokehBlur");
|
||||
|
||||
// Precompute rotations
|
||||
float c = Mathf.Cos(2.39996323f);
|
||||
float s = Mathf.Sin(2.39996323f);
|
||||
mGoldenRot.Set(c, s, -s, c);
|
||||
}
|
||||
|
||||
public override void Release()
|
||||
{
|
||||
base.Release();
|
||||
}
|
||||
|
||||
static class ShaderIDs
|
||||
{
|
||||
internal static readonly int GoldenRot = Shader.PropertyToID("_GoldenRot");
|
||||
internal static readonly int Params = Shader.PropertyToID("_Params");
|
||||
internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
|
||||
}
|
||||
|
||||
public override void Render(PostProcessRenderContext context)
|
||||
{
|
||||
|
||||
CommandBuffer cmd = context.command;
|
||||
PropertySheet sheet = context.propertySheets.Get(shader);
|
||||
cmd.BeginSample(PROFILER_TAG);
|
||||
|
||||
int RTWidth = (int)(context.screenWidth / settings.RTDownScaling);
|
||||
int RTHeight = (int)(context.screenHeight / settings.RTDownScaling);
|
||||
cmd.GetTemporaryRT(ShaderIDs.BufferRT1, RTWidth, RTHeight, 0, FilterMode.Bilinear);
|
||||
|
||||
// downsample screen copy into smaller RT
|
||||
context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1);
|
||||
|
||||
sheet.properties.SetVector(ShaderIDs.GoldenRot, mGoldenRot);
|
||||
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.Iteration, settings.BlurRadius, 1f / context.width, 1f / context.height));
|
||||
|
||||
cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT1, context.destination, sheet, 0);
|
||||
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1);
|
||||
cmd.EndSample(PROFILER_TAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/X-PostProcessing/Effects/BokehBlur/BokehBlur.cs.meta
Normal file
11
Assets/X-PostProcessing/Effects/BokehBlur/BokehBlur.cs.meta
Normal file
|
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|
|||
fileFormatVersion: 2
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guid: 84ae5393ade3f4847ab851805bcf1777
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/X-PostProcessing/Effects/BokehBlur/Editor.meta
Normal file
8
Assets/X-PostProcessing/Effects/BokehBlur/Editor.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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||||
guid: 0c950f1c0d9478f44a4e2fa94c2a01e1
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,51 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
using UnityEditor.Rendering.PostProcessing;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
|
||||
namespace XPostProcessing
|
||||
{
|
||||
[PostProcessEditor(typeof(BokehBlur))]
|
||||
public sealed class BokehBlurEditor : PostProcessEffectEditor<BokehBlur>
|
||||
{
|
||||
|
||||
SerializedParameterOverride BlurRadius;
|
||||
SerializedParameterOverride Iteration;
|
||||
SerializedParameterOverride RTDownScaling;
|
||||
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
BlurRadius = FindParameterOverride(x => x.BlurRadius);
|
||||
Iteration = FindParameterOverride(x => x.Iteration);
|
||||
RTDownScaling = FindParameterOverride(x => x.RTDownScaling);
|
||||
}
|
||||
|
||||
public override string GetDisplayTitle()
|
||||
{
|
||||
return XPostProcessingEditorUtility.DISPLAY_TITLE_PREFIX + base.GetDisplayTitle();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
PropertyField(BlurRadius);
|
||||
PropertyField(Iteration);
|
||||
PropertyField(RTDownScaling);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
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guid: 3863883dc6dbf9f43a8c8cfe23b33ba4
|
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
15
Assets/X-PostProcessing/Effects/BokehBlur/README.md
Normal file
15
Assets/X-PostProcessing/Effects/BokehBlur/README.md
Normal file
|
@ -0,0 +1,15 @@
|
|||
|
||||
# Bokeh Blur
|
||||
|
||||
## Source Code List
|
||||
- [Shader Code](Shader/BokehBlur.shader)
|
||||
- [C# Code](BokehBlur.cs)
|
||||
- [Editor Code](Editor/BokehBlurEditor.cs)
|
||||
|
||||
## Property
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Blur/BokehBlur/BokehBlurProperty.png)
|
||||
|
||||
## Gallery
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Blur/BokehBlur/BokehBlur.jpg)
|
||||
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Blur/BokehBlur/BokehBlur.gif)
|
7
Assets/X-PostProcessing/Effects/BokehBlur/README.md.meta
Normal file
7
Assets/X-PostProcessing/Effects/BokehBlur/README.md.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 574ee3dc98fb922468f659240a7f45fc
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/X-PostProcessing/Effects/BokehBlur/Shader.meta
Normal file
8
Assets/X-PostProcessing/Effects/BokehBlur/Shader.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e7b572c0a276b454a966f54b6343e8e9
|
||||
folderAsset: yes
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||||
DefaultImporter:
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externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,71 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
|
||||
// reference : https://www.shadertoy.com/view/4d2Xzw
|
||||
|
||||
Shader "Hidden/X-PostProcessing/BokehBlur"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
#include "../../../Shaders/StdLib.hlsl"
|
||||
#include "../../../Shaders/XPostProcessing.hlsl"
|
||||
|
||||
half4 _GoldenRot;
|
||||
half4 _Params;
|
||||
|
||||
#define _Iteration _Params.x
|
||||
#define _Radius _Params.y
|
||||
#define _PixelSize _Params.zw
|
||||
|
||||
half4 BokehBlur(VaryingsDefault i)
|
||||
{
|
||||
half2x2 rot = half2x2(_GoldenRot);
|
||||
half4 accumulator = 0.0;
|
||||
half4 divisor = 0.0;
|
||||
|
||||
half r = 1.0;
|
||||
half2 angle = half2(0.0, _Radius);
|
||||
|
||||
for (int j = 0; j < _Iteration; j++)
|
||||
{
|
||||
r += 1.0 / r;
|
||||
angle = mul(rot, angle);
|
||||
half4 bokeh = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(i.texcoord + _PixelSize * (r - 1.0) * angle));
|
||||
accumulator += bokeh * bokeh;
|
||||
divisor += bokeh;
|
||||
}
|
||||
return accumulator / divisor;
|
||||
}
|
||||
|
||||
half4 Frag(VaryingsDefault i): SV_Target
|
||||
{
|
||||
return BokehBlur(i);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment Frag
|
||||
|
||||
ENDHLSL
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 9800d8b6c0e16c34d9b7b55758a26141
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/X-PostProcessing/Effects/BoxBlur.meta
Normal file
8
Assets/X-PostProcessing/Effects/BoxBlur.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 65833bbdfbd307448a2c235bdac8fd33
|
||||
folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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101
Assets/X-PostProcessing/Effects/BoxBlur/BoxBlur.cs
Normal file
101
Assets/X-PostProcessing/Effects/BoxBlur/BoxBlur.cs
Normal file
|
@ -0,0 +1,101 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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(BoxBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/BoxBlur")]
|
||||
public class BoxBlur : PostProcessEffectSettings
|
||||
{
|
||||
[Range(0f, 5f)]
|
||||
public FloatParameter BlurRadius = new FloatParameter { value = 3f };
|
||||
|
||||
[Range(1, 20)]
|
||||
public IntParameter Iteration = new IntParameter { value = 6 };
|
||||
|
||||
[Range(1, 8)]
|
||||
public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
|
||||
}
|
||||
|
||||
public sealed class BoxBlurRenderer : PostProcessEffectRenderer<BoxBlur>
|
||||
{
|
||||
private Shader shader;
|
||||
private const string PROFILER_TAG = "X-BoxBlur";
|
||||
|
||||
|
||||
public override void Init()
|
||||
{
|
||||
shader = Shader.Find("Hidden/X-PostProcessing/BoxBlur");
|
||||
}
|
||||
|
||||
public override void Release()
|
||||
{
|
||||
base.Release();
|
||||
}
|
||||
|
||||
static class ShaderIDs
|
||||
{
|
||||
internal static readonly int BlurRadius = Shader.PropertyToID("_BlurOffset");
|
||||
internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
|
||||
internal static readonly int BufferRT2 = Shader.PropertyToID("_BufferRT2");
|
||||
}
|
||||
|
||||
public override void Render(PostProcessRenderContext context)
|
||||
{
|
||||
|
||||
CommandBuffer cmd = context.command;
|
||||
PropertySheet sheet = context.propertySheets.Get(shader);
|
||||
|
||||
cmd.BeginSample(PROFILER_TAG);
|
||||
|
||||
int RTWidth = (int) (context.screenWidth / settings.RTDownScaling);
|
||||
int RTHeight = (int) (context.screenHeight / settings.RTDownScaling);
|
||||
cmd.GetTemporaryRT(ShaderIDs.BufferRT1, RTWidth, RTHeight, 0, FilterMode.Bilinear);
|
||||
cmd.GetTemporaryRT(ShaderIDs.BufferRT2, RTWidth, RTHeight, 0, FilterMode.Bilinear);
|
||||
|
||||
// downsample screen copy into smaller RT
|
||||
context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1);
|
||||
|
||||
|
||||
for (int i = 0; i < settings.Iteration; i++)
|
||||
{
|
||||
if (settings.Iteration > 20)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector4 BlurRadius = new Vector4(settings.BlurRadius / (float)context.screenWidth, settings.BlurRadius / (float)context.screenHeight, 0, 0);
|
||||
// RT1 -> RT2
|
||||
sheet.properties.SetVector(ShaderIDs.BlurRadius, BlurRadius);
|
||||
context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT1, ShaderIDs.BufferRT2, sheet, 0);
|
||||
|
||||
// RT2 -> RT1
|
||||
sheet.properties.SetVector(ShaderIDs.BlurRadius, BlurRadius);
|
||||
context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT2, ShaderIDs.BufferRT1, sheet, 0);
|
||||
}
|
||||
|
||||
// Render blurred texture in blend pass
|
||||
cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT1, context.destination, sheet, 1);
|
||||
|
||||
// release
|
||||
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1);
|
||||
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT2);
|
||||
cmd.EndSample(PROFILER_TAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/X-PostProcessing/Effects/BoxBlur/BoxBlur.cs.meta
Normal file
11
Assets/X-PostProcessing/Effects/BoxBlur/BoxBlur.cs.meta
Normal file
|
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|
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fileFormatVersion: 2
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guid: 0ad87ed76c4e75846a28e3a301084ed7
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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||||
defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
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8
Assets/X-PostProcessing/Effects/BoxBlur/Editor.meta
Normal file
8
Assets/X-PostProcessing/Effects/BoxBlur/Editor.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: c2753ddd19315da46bc8ee29381bf046
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
|
@ -0,0 +1,50 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
using UnityEditor.Rendering.PostProcessing;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
|
||||
namespace XPostProcessing
|
||||
{
|
||||
[PostProcessEditor(typeof(BoxBlur))]
|
||||
public sealed class BoxBlurEditor : PostProcessEffectEditor<BoxBlur>
|
||||
{
|
||||
|
||||
SerializedParameterOverride BlurRadius;
|
||||
SerializedParameterOverride Iteration;
|
||||
SerializedParameterOverride RTDownScaling;
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
BlurRadius = FindParameterOverride(x => x.BlurRadius);
|
||||
Iteration = FindParameterOverride(x => x.Iteration);
|
||||
RTDownScaling = FindParameterOverride(x => x.RTDownScaling);
|
||||
}
|
||||
|
||||
public override string GetDisplayTitle()
|
||||
{
|
||||
return XPostProcessingEditorUtility.DISPLAY_TITLE_PREFIX + base.GetDisplayTitle();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
PropertyField(BlurRadius);
|
||||
PropertyField(Iteration);
|
||||
PropertyField(RTDownScaling);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 92805384c671b88469299e1fecc6ec49
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
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||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
16
Assets/X-PostProcessing/Effects/BoxBlur/README.md
Normal file
16
Assets/X-PostProcessing/Effects/BoxBlur/README.md
Normal file
|
@ -0,0 +1,16 @@
|
|||
|
||||
# Box Blur
|
||||
|
||||
## Source Code List
|
||||
- [Shader Code](Shader/BoxBlur.shader)
|
||||
- [C# Code](BoxBlur.cs)
|
||||
- [Editor Code](Editor/BoxBlurEditor.cs)
|
||||
|
||||
|
||||
## Property
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Blur/BoxBlur/BoxBlurProperty.png)
|
||||
|
||||
## Gallery
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Blur/BoxBlur/BoxBlur.png)
|
||||
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Blur/BoxBlur/BoxBlur.gif)
|
7
Assets/X-PostProcessing/Effects/BoxBlur/README.md.meta
Normal file
7
Assets/X-PostProcessing/Effects/BoxBlur/README.md.meta
Normal file
|
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fileFormatVersion: 2
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8
Assets/X-PostProcessing/Effects/BoxBlur/Shader.meta
Normal file
8
Assets/X-PostProcessing/Effects/BoxBlur/Shader.meta
Normal file
|
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|
|||
fileFormatVersion: 2
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guid: 6e0ac6666a22b374cb3bf0370eaabe14
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folderAsset: yes
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
|
|
@ -0,0 +1,74 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Hidden/X-PostProcessing/BoxBlur"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
#include "../../../Shaders/StdLib.hlsl"
|
||||
#include "../../../Shaders/XPostProcessing.hlsl"
|
||||
|
||||
half4 _BlurOffset;
|
||||
|
||||
half4 BoxFilter_4Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize)
|
||||
{
|
||||
float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
|
||||
|
||||
half4 s = 0;
|
||||
s = SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xy) * 0.25h; // 1 MUL
|
||||
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zy) * 0.25h; // 1 MAD
|
||||
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xw) * 0.25h; // 1 MAD
|
||||
s += SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zw) * 0.25h; // 1 MAD
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
|
||||
float4 FragBoxBlur(VaryingsDefault i): SV_Target
|
||||
{
|
||||
return BoxFilter_4Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _BlurOffset.xy).rgba;
|
||||
}
|
||||
|
||||
float4 FragCombine(VaryingsDefault i): SV_Target
|
||||
{
|
||||
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment FragBoxBlur
|
||||
|
||||
ENDHLSL
|
||||
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment FragCombine
|
||||
|
||||
ENDHLSL
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
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|
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fileFormatVersion: 2
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guid: 8aa214df2a97e0849925b069cedda597
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
|
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: a722036b2f742e34aba6d68f784066aa
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,64 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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.PostProcessing;
|
||||
|
||||
|
||||
namespace XPostProcessing
|
||||
{
|
||||
|
||||
[Serializable]
|
||||
[PostProcess(typeof(ColorAdjustmentBleachBypassRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/ColorAdjustment/BleachBypass")]
|
||||
public class ColorAdjustmentBleachBypass : PostProcessEffectSettings
|
||||
{
|
||||
|
||||
[Range(0.0f, 1.0f)]
|
||||
public FloatParameter Indensity = new FloatParameter { value = 0.5f };
|
||||
|
||||
}
|
||||
|
||||
public sealed class ColorAdjustmentBleachBypassRenderer : PostProcessEffectRenderer<ColorAdjustmentBleachBypass>
|
||||
{
|
||||
private Shader shader;
|
||||
private const string PROFILER_TAG = "X-ColorAdjustmentBleachBypass";
|
||||
|
||||
|
||||
public override void Init()
|
||||
{
|
||||
shader = Shader.Find("Hidden/X-PostProcessing/ColorAdjustment/BleachBypass");
|
||||
}
|
||||
|
||||
public override void Release()
|
||||
{
|
||||
base.Release();
|
||||
}
|
||||
|
||||
static class ShaderIDs
|
||||
{
|
||||
internal static readonly int Indensity = Shader.PropertyToID("_Indensity");
|
||||
}
|
||||
|
||||
public override void Render(PostProcessRenderContext context)
|
||||
{
|
||||
context.command.BeginSample(PROFILER_TAG);
|
||||
PropertySheet sheet = context.propertySheets.Get(shader);
|
||||
|
||||
|
||||
sheet.properties.SetFloat(ShaderIDs.Indensity, settings.Indensity);
|
||||
|
||||
|
||||
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
|
||||
context.command.EndSample(PROFILER_TAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
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fileFormatVersion: 2
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guid: 2638595d43b44334d88d398c2ff5a6ad
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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DefaultImporter:
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externalObjects: {}
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,45 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
using UnityEditor.Rendering.PostProcessing;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
|
||||
namespace XPostProcessing
|
||||
{
|
||||
[PostProcessEditor(typeof(ColorAdjustmentBleachBypass))]
|
||||
public sealed class ColorAdjustmentBleachBypassEditor : PostProcessEffectEditor<ColorAdjustmentBleachBypass>
|
||||
{
|
||||
|
||||
SerializedParameterOverride Indensity;
|
||||
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
Indensity = FindParameterOverride(x => x.Indensity);
|
||||
}
|
||||
|
||||
public override string GetDisplayTitle()
|
||||
{
|
||||
return XPostProcessingEditorUtility.DISPLAY_TITLE_PREFIX + base.GetDisplayTitle();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
PropertyField(Indensity);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 88278f3ae9f415b4aa38c9097dafee28
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,16 @@
|
|||
|
||||
# ColorAdjustmentBleachBypass
|
||||
|
||||
## Source Code List
|
||||
- [Shader Code](Shader/ColorAdjustmentBleachBypass.shader)
|
||||
- [C# Code](ColorAdjustmentBleachBypass.cs)
|
||||
- [Editor Code](Editor/ColorAdjustmentBleachBypassEditor.cs)
|
||||
|
||||
|
||||
## Property
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/ColorAdjustment/ColorAdjustmentBleachBypass/ColorAdjustmentBleachBypassProperty.png)
|
||||
|
||||
## Gallery
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/ColorAdjustment/ColorAdjustmentBleachBypass/ColorAdjustmentBleachBypass.png)
|
||||
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/ColorAdjustment/ColorAdjustmentBleachBypass/ColorAdjustmentBleachBypass.gif)
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b335087f30a281342936cc1b98c88907
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d7038e813b5a0c74c81334e1824bced3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,58 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
|
||||
Shader "Hidden/X-PostProcessing/ColorAdjustment/BleachBypass"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
#include "../../../Shaders/StdLib.hlsl"
|
||||
#include "../../../Shaders/XPostProcessing.hlsl"
|
||||
|
||||
uniform half _Indensity;
|
||||
|
||||
half luminance(half3 color)
|
||||
{
|
||||
return dot(color, half3(0.222, 0.707, 0.071));
|
||||
}
|
||||
|
||||
//reference : https://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html
|
||||
half4 Frag(VaryingsDefault i): SV_Target
|
||||
{
|
||||
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
|
||||
half lum = luminance(color.rgb);
|
||||
half3 blend = half3(lum, lum, lum);
|
||||
half L = min(1.0, max(0.0, 10.0 * (lum - 0.45)));
|
||||
half3 result1 = 2.0 * color.rgb * blend;
|
||||
half3 result2 = 1.0 - 2.0 * (1.0 - blend) * (1.0 - color.rgb);
|
||||
half3 newColor = lerp(result1, result2, L);
|
||||
|
||||
return lerp(color, half4(newColor, color.a), _Indensity);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex VertDefault
|
||||
#pragma fragment Frag
|
||||
|
||||
ENDHLSL
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bbafedd278d3c9d4fb9d0d5a83ee1ccd
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8188b11e914929748ae65b9d47a46aab
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,62 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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(ColorAdjustmentBrightnessRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/ColorAdjustment/Brightness")]
|
||||
public class ColorAdjustmentBrightness : PostProcessEffectSettings
|
||||
{
|
||||
[Range(-0.9f ,1f)]
|
||||
public FloatParameter brightness = new FloatParameter { value = 0f };
|
||||
}
|
||||
|
||||
public sealed class ColorAdjustmentBrightnessRenderer : PostProcessEffectRenderer<ColorAdjustmentBrightness>
|
||||
{
|
||||
private Shader shader;
|
||||
private const string PROFILER_TAG = "X-ColorAdjustmentBrightness";
|
||||
|
||||
public override void Init()
|
||||
{
|
||||
shader = Shader.Find("Hidden/X-PostProcessing/ColorAdjustment/Brightness");
|
||||
}
|
||||
|
||||
public override void Release()
|
||||
{
|
||||
base.Release();
|
||||
}
|
||||
|
||||
static class ShaderIDs
|
||||
{
|
||||
internal static readonly int brightness = Shader.PropertyToID("_Brightness");
|
||||
}
|
||||
|
||||
public override void Render(PostProcessRenderContext context)
|
||||
{
|
||||
CommandBuffer cmd = context.command;
|
||||
PropertySheet sheet = context.propertySheets.Get(shader);
|
||||
cmd.BeginSample(PROFILER_TAG);
|
||||
|
||||
sheet.properties.SetFloat(ShaderIDs.brightness, settings.brightness + 1f);
|
||||
|
||||
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
|
||||
|
||||
cmd.EndSample(PROFILER_TAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ccd02f4c3282cc343bb7d404d538e601
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 482859c18c1521e4eb64d886bde30472
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,45 @@
|
|||
|
||||
//----------------------------------------------------------------------------------------------------------
|
||||
// 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.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
using UnityEditor.Rendering.PostProcessing;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
|
||||
namespace XPostProcessing
|
||||
{
|
||||
[PostProcessEditor(typeof(ColorAdjustmentBrightness))]
|
||||
public sealed class ColorAdjustmentBrightnessEditor : PostProcessEffectEditor<ColorAdjustmentBrightness>
|
||||
{
|
||||
|
||||
SerializedParameterOverride brightness;
|
||||
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
brightness = FindParameterOverride(x => x.brightness);
|
||||
}
|
||||
|
||||
public override string GetDisplayTitle()
|
||||
{
|
||||
return XPostProcessingEditorUtility.DISPLAY_TITLE_PREFIX + base.GetDisplayTitle();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
PropertyField(brightness);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 020cd58b993afe444a5c0256e9fac0c2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,16 @@
|
|||
|
||||
# ColorAdjustmentBrightness
|
||||
|
||||
## Source Code List
|
||||
- [Shader Code](Shader/ColorAdjustmentBrightness.shader)
|
||||
- [C# Code](ColorAdjustmentBrightness.cs)
|
||||
- [Editor Code](Editor/ColorAdjustmentBrightnessEditor.cs)
|
||||
|
||||
|
||||
## Property
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/ColorAdjustment/ColorAdjustmentBrightness/ColorAdjustmentBrightnessProperty.png)
|
||||
|
||||
## Gallery
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/ColorAdjustment/ColorAdjustmentBrightness/ColorAdjustmentBrightness.png)
|
||||
|
||||
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/ColorAdjustment/ColorAdjustmentBrightness/ColorAdjustmentBrightness.gif)
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue