//---------------------------------------------------------------------------------------------------------- // 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 { public enum RadialBlurQuality { RadialBlur_4Tap_Fatest = 0, RadialBlur_6Tap = 1, RadialBlur_8Tap_Balance = 2, RadialBlur_10Tap = 3, RadialBlur_12Tap = 4, RadialBlur_20Tap_Quality = 5, RadialBlur_30Tap_Extreme = 6, } [Serializable] public sealed class RadialBlurQualityParameter : ParameterOverride { } [Serializable] [PostProcess(typeof(RadialBlurV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/RadialBlur/RadialBlurV2")] public class RadialBlurV2 : PostProcessEffectSettings { public RadialBlurQualityParameter QualityLevel = new RadialBlurQualityParameter { value = RadialBlurQuality.RadialBlur_8Tap_Balance }; [Range(-1.0f, 1.0f)] public FloatParameter BlurRadius = new FloatParameter { value = 0.6f }; [Range(0f, 1.0f)] public FloatParameter RadialCenterX = new FloatParameter { value = 0.5f }; [Range(0f, 1.0f)] public FloatParameter RadialCenterY = new FloatParameter { value = 0.5f }; } public sealed class RadialBlurV2Renderer : PostProcessEffectRenderer { private Shader shader; private const string PROFILER_TAG = "X-RadialBlurV2"; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/RadialBlurV2"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int Params = Shader.PropertyToID("_Params"); } public override void Render(PostProcessRenderContext context) { CommandBuffer cmd = context.command; PropertySheet sheet = context.propertySheets.Get(shader); cmd.BeginSample(PROFILER_TAG); sheet.properties.SetVector(ShaderIDs.Params, new Vector3(settings.BlurRadius * 0.02f, settings.RadialCenterX, settings.RadialCenterY)); context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.QualityLevel.value); cmd.EndSample(PROFILER_TAG); } } }