//---------------------------------------------------------------------------------------------------------- // 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] public sealed class GlitchScreenShakeDirectionParameter : ParameterOverride { } [Serializable] [PostProcess(typeof(GlitchScreenShakeRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ScreenShake")] public class GlitchScreenShake : PostProcessEffectSettings { public GlitchScreenShakeDirectionParameter ScreenShakeDirection = new GlitchScreenShakeDirectionParameter { value = Direction.Horizontal }; [Range(0.0f, 1.0f)] public FloatParameter ScreenShakeIndensity = new FloatParameter { value = 0.5f }; } public sealed class GlitchScreenShakeRenderer : PostProcessEffectRenderer { private Shader shader; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ScreenShake"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int ScreenShakeIndensity = Shader.PropertyToID("_ScreenShake"); } public override void Render(PostProcessRenderContext context) { PropertySheet sheet = context.propertySheets.Get(shader); sheet.properties.SetFloat(ShaderIDs.ScreenShakeIndensity, settings.ScreenShakeIndensity * 0.25f); context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.ScreenShakeDirection.value); } } }