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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
60 lines
2.1 KiB
C#
60 lines
2.1 KiB
C#
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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using System;
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using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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namespace XPostProcessing
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{
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[Serializable]
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public sealed class GlitchScreenShakeDirectionParameter : ParameterOverride<Direction> { }
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[Serializable]
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[PostProcess(typeof(GlitchScreenShakeRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ScreenShake")]
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public class GlitchScreenShake : PostProcessEffectSettings
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{
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public GlitchScreenShakeDirectionParameter ScreenShakeDirection = new GlitchScreenShakeDirectionParameter { value = Direction.Horizontal };
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[Range(0.0f, 1.0f)]
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public FloatParameter ScreenShakeIndensity = new FloatParameter { value = 0.5f };
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}
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public sealed class GlitchScreenShakeRenderer : PostProcessEffectRenderer<GlitchScreenShake>
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{
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private Shader shader;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ScreenShake");
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}
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public override void Release()
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{
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base.Release();
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}
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static class ShaderIDs
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{
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internal static readonly int ScreenShakeIndensity = Shader.PropertyToID("_ScreenShake");
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}
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public override void Render(PostProcessRenderContext context)
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{
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PropertySheet sheet = context.propertySheets.Get(shader);
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sheet.properties.SetFloat(ShaderIDs.ScreenShakeIndensity, settings.ScreenShakeIndensity * 0.25f);
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context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.ScreenShakeDirection.value);
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}
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}
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}
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