//---------------------------------------------------------------------------------------------------------- // 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(AuroraVignetteRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Vignette/AuroraVignette")] public class AuroraVignette : PostProcessEffectSettings { [Range(0.0f, 1.0f)] public FloatParameter vignetteArea = new FloatParameter { value = 0.8f }; [Range(0.0f, 1.0f)] public FloatParameter vignetteSmothness = new FloatParameter { value = 0.5f }; [Range(0.0f, 1.0f)] public FloatParameter vignetteFading = new FloatParameter { value = 1f }; [Range(0.1f, 1f)] public FloatParameter colorChange = new FloatParameter { value = 0.1f }; [Range(0.0f, 2.0f)] public FloatParameter colorFactorR = new FloatParameter { value = 1.0f }; [Range(0.0f, 2.0f)] public FloatParameter colorFactorG = new FloatParameter { value = 1.0f }; [Range(0.0f, 2.0f)] public FloatParameter colorFactorB = new FloatParameter { value = 1.0f }; [Range(-2.0f, 2.0f)] public FloatParameter flowSpeed = new FloatParameter { value = 1.0f }; } public sealed class AuroraVignetteRenderer : PostProcessEffectRenderer { private Shader shader; private float TimeX = 1.0f; private const string PROFILER_TAG = "X-AuroraVignette"; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/AuroraVignette"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int vignetteArea = Shader.PropertyToID("_VignetteArea"); internal static readonly int vignetteSmothness = Shader.PropertyToID("_VignetteSmothness"); internal static readonly int colorChange = Shader.PropertyToID("_ColorChange"); internal static readonly int colorFactor = Shader.PropertyToID("_ColorFactor"); internal static readonly int TimeX = Shader.PropertyToID("_TimeX"); internal static readonly int vignetteFading = Shader.PropertyToID("_Fading"); } 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.SetFloat(ShaderIDs.vignetteArea, settings.vignetteArea); sheet.properties.SetFloat(ShaderIDs.vignetteSmothness, settings.vignetteSmothness); sheet.properties.SetFloat(ShaderIDs.colorChange, settings.colorChange * 10f); sheet.properties.SetVector(ShaderIDs.colorFactor, new Vector3(settings.colorFactorR, settings.colorFactorG, settings.colorFactorB)); sheet.properties.SetFloat(ShaderIDs.TimeX, TimeX * settings.flowSpeed); sheet.properties.SetFloat(ShaderIDs.vignetteFading, settings.vignetteFading); cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); cmd.EndSample(PROFILER_TAG); } } }