//---------------------------------------------------------------------------------------------------------- // 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(PixelizeSectorRenderer), PostProcessEvent.BeforeStack, "X-PostProcessing/Pixelize/PixelizeSector")] public class PixelizeSector : PostProcessEffectSettings { [Range(0.01f, 1.0f)] public FloatParameter pixelSize = new FloatParameter { value = 0.8f }; [Range(0.01f, 1.0f)] public FloatParameter circleRadius = new FloatParameter { value = 0.8f }; [Range(0.2f, 5.0f), Tooltip("Pixel interval X")] public FloatParameter pixelIntervalX = new FloatParameter { value = 1f }; [Range(0.2f, 5.0f), Tooltip("Pixel interval Y")] public FloatParameter pixelIntervalY = new FloatParameter { value = 1f }; [ColorUsageAttribute(true, true) /*replaced deprecated "ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)" - Marc*/] public ColorParameter BackgroundColor = new ColorParameter { value = new Color(0.0f, 0.0f, 0.0f) }; } public sealed class PixelizeSectorRenderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-PixelizeSector"; private Shader shader; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/PixelizeSector"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int Params = Shader.PropertyToID("_Params"); internal static readonly int Params2 = Shader.PropertyToID("_Params2"); } public override void Render(PostProcessRenderContext context) { CommandBuffer cmd = context.command; PropertySheet sheet = context.propertySheets.Get(shader); cmd.BeginSample(PROFILER_TAG); float size = (1.01f - settings.pixelSize) * 300f; Vector4 parameters = new Vector4(size, ((context.screenWidth * 2 / context.screenHeight) * size / Mathf.Sqrt(3f)), settings.circleRadius, 0f); sheet.properties.SetVector(ShaderIDs.Params, parameters); sheet.properties.SetVector(ShaderIDs.Params2, new Vector2(settings.pixelIntervalX, settings.pixelIntervalY)); sheet.properties.SetColor("_BackgroundColor", settings.BackgroundColor); cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); cmd.EndSample(PROFILER_TAG); } } }