//---------------------------------------------------------------------------------------------------------- // 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 DirectionParameter : ParameterOverride { } [Serializable] [PostProcess(typeof(GlitchScanLineJitterRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ScanLineJitter")] public class GlitchScanLineJitter : PostProcessEffectSettings { public DirectionParameter JitterDirection = new DirectionParameter { value = Direction.Horizontal }; public IntervalTypeParameter intervalType = new IntervalTypeParameter { value = IntervalType.Random }; [Range(0f, 25f)] public FloatParameter frequency = new FloatParameter { value = 1f }; [Range(0.0f, 1.0f)] public FloatParameter JitterIndensity = new FloatParameter { value = 0.1f }; } public sealed class GlitchScanLineJitterRenderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-GlitchScanLineJitter"; private Shader shader; private float randomFrequency; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ScanLineJitter"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int Params = Shader.PropertyToID("_Params"); internal static readonly int JitterIndensity = Shader.PropertyToID("_ScanLineJitter"); } public override void Render(PostProcessRenderContext context) { CommandBuffer cmd = context.command; PropertySheet sheet = context.propertySheets.Get(shader); cmd.BeginSample(PROFILER_TAG); UpdateFrequency(sheet); float displacement = 0.005f + Mathf.Pow(settings.JitterIndensity, 3) * 0.1f; float threshold = Mathf.Clamp01(1.0f - settings.JitterIndensity * 1.2f); //sheet.properties.SetVector(ShaderIDs.Params, new Vector3(settings.amount, settings.speed, ); sheet.properties.SetVector(ShaderIDs.Params, new Vector3(displacement, threshold, settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.frequency)); context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.JitterDirection.value); cmd.EndSample(PROFILER_TAG); } void UpdateFrequency(PropertySheet sheet) { if (settings.intervalType.value == IntervalType.Random) { randomFrequency = UnityEngine.Random.Range(0, settings.frequency); } if (settings.intervalType.value == IntervalType.Infinite) { sheet.EnableKeyword("USING_FREQUENCY_INFINITE"); } else { sheet.DisableKeyword("USING_FREQUENCY_INFINITE"); } } } }