HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchDigitalStripe/GlitchDigitalStripe.cs
ThePurpleAnon 8d275a9e89 Cleaning up those dang warnings (#826)
* done i think

wahoo

* this one too

lol
2024-04-07 21:25:54 +00:00

151 lines
5.5 KiB
C#
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

//----------------------------------------------------------------------------------------------------------
// 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
//----------------------------------------------------------------------------------------------------------
//reference : https://github.com/keijiro/KinoGlitch
using System;
using System.IO;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
namespace XPostProcessing
{
[Serializable]
[PostProcess(typeof(GlitchDigitalStripeRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/DigitalStripe")]
public class GlitchDigitalStripe : PostProcessEffectSettings
{
[Range(0.0f, 1.0f)]
public FloatParameter intensity = new FloatParameter { value = 0.25f };
[Range(1, 10)]
public IntParameter frequncy = new IntParameter { value = 3 };
[Range(0f, 0.99f)]
public FloatParameter stripeLength = new FloatParameter { value = 0.89f };
[Range(8, 256)]
public IntParameter noiseTextureWidth = new IntParameter { value = 20 };
[Range(8, 256)]
public IntParameter noiseTextureHeight = new IntParameter { value = 20 };
public BoolParameter needStripColorAdjust = new BoolParameter { value = false };
[ColorUsageAttribute(true, true) /*replaced deprecated "ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)" - Marc*/]
public ColorParameter StripColorAdjustColor = new ColorParameter { value = new Color(0.1f, 0.1f, 0.1f) };
[Range(0, 10)]
public FloatParameter StripColorAdjustIndensity = new FloatParameter { value = 2f };
}
public sealed class GlitchDigitalStripeRenderer : PostProcessEffectRenderer<GlitchDigitalStripe>
{
private const string PROFILER_TAG = "X-GlitchDigitalStripe";
private Shader shader;
Texture2D _noiseTexture;
RenderTexture _trashFrame1;
RenderTexture _trashFrame2;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/DigitalStripe");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int indensity = Shader.PropertyToID("_Indensity");
internal static readonly int noiseTex = Shader.PropertyToID("_NoiseTex");
internal static readonly int StripColorAdjustColor = Shader.PropertyToID("_StripColorAdjustColor");
internal static readonly int StripColorAdjustIndensity = Shader.PropertyToID("_StripColorAdjustIndensity");
}
void UpdateNoiseTexture(int frame, int noiseTextureWidth, int noiseTextureHeight, float stripLength)
{
int frameCount = Time.frameCount;
if (frameCount % frame != 0)
{
return;
}
_noiseTexture = new Texture2D(noiseTextureWidth, noiseTextureHeight, TextureFormat.ARGB32, false);
_noiseTexture.wrapMode = TextureWrapMode.Clamp;
_noiseTexture.filterMode = FilterMode.Point;
_trashFrame1 = new RenderTexture(Screen.width, Screen.height, 0);
_trashFrame2 = new RenderTexture(Screen.width, Screen.height, 0);
_trashFrame1.hideFlags = HideFlags.DontSave;
_trashFrame2.hideFlags = HideFlags.DontSave;
Color32 color = XPostProcessingUtility.RandomColor();
for (int y = 0; y < _noiseTexture.height; y++)
{
for (int x = 0; x < _noiseTexture.width; x++)
{
//随机值若大于给定strip随机阈值重新随机颜色
if (UnityEngine.Random.value > stripLength)
{
color = XPostProcessingUtility.RandomColor();
}
//设置贴图像素值
_noiseTexture.SetPixel(x, y, color);
}
}
_noiseTexture.Apply();
var bytes = _noiseTexture.EncodeToPNG();
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
UpdateNoiseTexture(settings.frequncy, settings.noiseTextureWidth,settings.noiseTextureHeight, settings.stripeLength);
sheet.properties.SetFloat(ShaderIDs.indensity, settings.intensity);
if (_noiseTexture != null)
{
sheet.properties.SetTexture(ShaderIDs.noiseTex, _noiseTexture);
}
if (settings.needStripColorAdjust == true)
{
sheet.EnableKeyword("NEED_TRASH_FRAME");
sheet.properties.SetColor(ShaderIDs.StripColorAdjustColor, settings.StripColorAdjustColor);
sheet.properties.SetFloat(ShaderIDs.StripColorAdjustIndensity, settings.StripColorAdjustIndensity);
}
else
{
sheet.DisableKeyword("NEED_TRASH_FRAME");
}
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}