mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 09:35:11 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
101 lines
3.5 KiB
C#
101 lines
3.5 KiB
C#
|
|
//----------------------------------------------------------------------------------------------------------
|
|
// 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<Direction> { }
|
|
|
|
[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<GlitchScanLineJitter>
|
|
{
|
|
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");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|