//---------------------------------------------------------------------------------------------------------- // 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(PixelizeLedV2Renderer), PostProcessEvent.BeforeStack, "X-PostProcessing/Pixelize/PixelizeLed")] public class PixelizeLed : PostProcessEffectSettings { [Range(0.01f, 1.0f)] public FloatParameter pixelSize = new FloatParameter { value = 0.5f }; [Range(0.01f, 1.0f)] public FloatParameter ledRadius = new FloatParameter { value = 1.0f }; [ColorUsageAttribute(true, true) /*replaced deprecated "ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)" - Marc*/] public ColorParameter BackgroundColor = new ColorParameter { value = new Color(0.0f, 0.0f, 0.0f) }; public BoolParameter useAutoScreenRatio = new BoolParameter { value = true }; [Range(0.2f, 5.0f)] public FloatParameter pixelRatio = new FloatParameter { value = 1f }; } public sealed class PixelizeLedV2Renderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-PixelizeLed"; private Shader shader; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/PixelizeLed"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int Params = Shader.PropertyToID("_Params"); internal static readonly int BackgroundColor = Shader.PropertyToID("_BackgroundColor"); } public override void Render(PostProcessRenderContext context) { CommandBuffer cmd = context.command; PropertySheet sheet = context.propertySheets.Get(shader); cmd.BeginSample(PROFILER_TAG); float size = (1.01f - settings.pixelSize) * 300f; float ratio = settings.pixelRatio; if (settings.useAutoScreenRatio) { ratio = (float)(context.width / (float)context.height); if (ratio == 0) { ratio = 1f; } } sheet.properties.SetVector(ShaderIDs.Params, new Vector4(size, ratio, settings.ledRadius)); sheet.properties.SetColor(ShaderIDs.BackgroundColor, settings.BackgroundColor); cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); cmd.EndSample(PROFILER_TAG); } } }