//---------------------------------------------------------------------------------------------------------- // 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(SharpenV1Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/ImageProcessing/SharpenV1")] public class SharpenV1 : PostProcessEffectSettings { [Range(0.0f, 5.0f)] public FloatParameter Strength = new FloatParameter { value = 0.5f }; [Range(0.0f, 1.0f)] public FloatParameter Threshold = new FloatParameter { value = 0.1f }; } public sealed class SharpenV1Renderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-SharpenV1"; private Shader shader; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/SharpenV1"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int Strength = Shader.PropertyToID("_Strength"); internal static readonly int Threshold = Shader.PropertyToID("_Threshold"); } public override void Render(PostProcessRenderContext context) { CommandBuffer cmd = context.command; PropertySheet sheet = context.propertySheets.Get(shader); cmd.BeginSample(PROFILER_TAG); sheet.properties.SetFloat(ShaderIDs.Strength, settings.Strength); sheet.properties.SetFloat(ShaderIDs.Threshold, settings.Threshold); context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); cmd.EndSample(PROFILER_TAG); } } }