//---------------------------------------------------------------------------------------------------------- // 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] public sealed class IntervalTypeParameter : ParameterOverride { }; [Serializable] [PostProcess(typeof(GlitchLineBlockRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/LineBlock")] public class GlitchLineBlock : PostProcessEffectSettings { public DirectionParameter blockDirection = new DirectionParameter { value = Direction.Horizontal }; public IntervalTypeParameter intervalType = new IntervalTypeParameter { value = IntervalType.Random }; [Range(0f, 25f)] public FloatParameter frequency = new FloatParameter { value = 1f }; [Range(0f, 1f)] public FloatParameter Amount = new FloatParameter { value = 0.5f }; [Range(0.1f, 10f)] public FloatParameter LinesWidth = new FloatParameter { value = 1f }; [Range(0f, 1f)] public FloatParameter Speed = new FloatParameter { value = 0.8f }; [Range(0f, 13f)] public FloatParameter Offset = new FloatParameter { value = 1f }; [Range(0f, 1f)] public FloatParameter Alpha = new FloatParameter { value = 1f }; } public sealed class GlitchLineBlockRenderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-GlitchLineBlock"; private Shader shader; private float TimeX = 1.0f; private float randomFrequency; private int frameCount = 0; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/Glitch/LineBlock"); } 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); UpdateFrequency(sheet); TimeX += Time.deltaTime; if (TimeX > 100) { TimeX = 0; } sheet.properties.SetVector(ShaderIDs.Params, new Vector3( settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.frequency, TimeX * settings.Speed * 0.2f , settings.Amount)); sheet.properties.SetVector(ShaderIDs.Params2, new Vector3(settings.Offset, 1 / settings.LinesWidth, settings.Alpha)); cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.blockDirection.value); cmd.EndSample(PROFILER_TAG); } void UpdateFrequency(PropertySheet sheet) { if (settings.intervalType.value == IntervalType.Random) { if (frameCount > settings.frequency) { frameCount = 0; randomFrequency = UnityEngine.Random.Range(0, settings.frequency); } frameCount++; } if (settings.intervalType.value == IntervalType.Infinite) { sheet.EnableKeyword("USING_FREQUENCY_INFINITE"); } else { sheet.DisableKeyword("USING_FREQUENCY_INFINITE"); } } } }