//---------------------------------------------------------------------------------------------------------- // 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 GlitchRGBSplitDirectionParameter : ParameterOverride { } [Serializable] [PostProcess(typeof(GlitchRGBSplitRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/RGBSplit")] public class GlitchRGBSplit : PostProcessEffectSettings { public GlitchRGBSplitDirectionParameter SplitDirection = new GlitchRGBSplitDirectionParameter { value = DirectionEX.Horizontal }; [Range(0.0f, 1.0f)] public FloatParameter Fading = new FloatParameter { value = 1f }; [Range(0.0f, 5.0f)] public FloatParameter Amount = new FloatParameter { value = 1f }; [Range(0.0f, 10.0f)] public FloatParameter Speed = new FloatParameter { value = 1f }; [Range(0.0f, 1.0f)] public FloatParameter CenterFading = new FloatParameter { value = 1f }; [Range(0.0f, 5.0f)] public FloatParameter AmountR = new FloatParameter { value = 1f }; [Range(0.0f, 5.0f)] public FloatParameter AmountB = new FloatParameter { value = 1f }; } public sealed class GlitchRGBSplitRenderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-GlitchRGBSplit"; private Shader shader; private float TimeX = 1.0f; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/Glitch/RGBSplit"); } 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 Vector4(settings.Fading, settings.Amount, settings.Speed, settings.CenterFading)); sheet.properties.SetVector(ShaderIDs.Params2, new Vector3(TimeX, settings.AmountR, settings.AmountB)); cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.SplitDirection.value); cmd.EndSample(PROFILER_TAG); } } }