//---------------------------------------------------------------------------------------------------------- // 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 GlitchScreenJumpDirectionParameter : ParameterOverride { } [Serializable] [PostProcess(typeof(GlitchScreenJumpRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ScreenJump", false)] public class GlitchScreenJump : PostProcessEffectSettings { public GlitchScreenJumpDirectionParameter ScreenJumpDirection = new GlitchScreenJumpDirectionParameter { value = Direction.Vertical }; [Range(0.0f, 1.0f)] public FloatParameter ScreenJumpIndensity= new FloatParameter { value = 0.35f }; } public sealed class GlitchScreenJumpRenderer : PostProcessEffectRenderer { private Shader shader; float ScreenJumpTime; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ScreenJump"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int Params = Shader.PropertyToID("_Params"); } public override void Render(PostProcessRenderContext context) { PropertySheet sheet = context.propertySheets.Get(shader); ScreenJumpTime += Time.deltaTime * settings.ScreenJumpIndensity * 9.8f; Vector2 ScreenJumpVector = new Vector2(settings.ScreenJumpIndensity, ScreenJumpTime); sheet.properties.SetVector(ShaderIDs.Params, ScreenJumpVector); context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.ScreenJumpDirection.value); } } }