//---------------------------------------------------------------------------------------------------------- // 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(GlitchImageBlockV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ImageBlockV2")] public class GlitchImageBlockV2 : PostProcessEffectSettings { [Range(0.0f, 1.0f)] public FloatParameter Fade = new FloatParameter { value = 1f }; [Range(0.0f, 1.0f)] public FloatParameter Speed = new FloatParameter { value = 0.5f }; [Range(0.0f, 10.0f)] public FloatParameter Amount = new FloatParameter { value = 1f }; [Range(0.0f, 50.0f)] public FloatParameter BlockLayer1_U = new FloatParameter { value = 2f }; [Range(0.0f, 50.0f)] public FloatParameter BlockLayer1_V = new FloatParameter { value = 16f }; [Range(0.0f, 50.0f)] public FloatParameter BlockLayer1_Indensity = new FloatParameter { value = 8f }; [Range(0.0f, 50.0f)] public FloatParameter RGBSplitIndensity = new FloatParameter { value = 2f }; public BoolParameter BlockVisualizeDebug = new BoolParameter { value = false }; } public sealed class GlitchImageBlockV2Renderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-GlitchImageBlockV2"; private Shader shader; private float TimeX = 1.0f; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ImageBlockV2"); } 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); TimeX += Time.deltaTime; if (TimeX > 100) { TimeX = 0; } sheet.properties.SetVector(ShaderIDs.Params, new Vector3(TimeX * settings.Speed, settings.Amount, settings.Fade)); sheet.properties.SetVector(ShaderIDs.Params2, new Vector4(settings.BlockLayer1_U, settings.BlockLayer1_V, settings.BlockLayer1_Indensity, settings.RGBSplitIndensity)); sheet.properties.SetFloat("_TimeX", TimeX * settings.Speed); sheet.properties.SetFloat("_Offset", settings.Amount); sheet.properties.SetFloat("_Fade", settings.Fade); sheet.properties.SetFloat("_BlockLayer1_U", settings.BlockLayer1_U); sheet.properties.SetFloat("_BlockLayer1_V", settings.BlockLayer1_V); sheet.properties.SetFloat("_BlockLayer1_Indensity", settings.BlockLayer1_Indensity); sheet.properties.SetFloat("_RGBSplit_Indensity", settings.RGBSplitIndensity); if (settings.BlockVisualizeDebug) { //debug cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 1); } else { cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); } cmd.EndSample(PROFILER_TAG); } } }