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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
83 lines
No EOL
2.8 KiB
C#
83 lines
No EOL
2.8 KiB
C#
//----------------------------------------------------------------------------------------------------------
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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;
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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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[PostProcess(typeof(PixelizeTriangleRenderer), PostProcessEvent.BeforeStack, "X-PostProcessing/Pixelize/PixelizeTriangle")]
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public class PixelizeTriangle : PostProcessEffectSettings
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{
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[Range(0.001f, 1.0f)]
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public FloatParameter pixelSize = new FloatParameter { value = 0.5f };
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public BoolParameter useAutoScreenRatio = new BoolParameter { value = true };
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[Range(0.2f, 5.0f)]
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public FloatParameter pixelRatio = new FloatParameter { value = 1f };
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[Range(0.2f, 5.0f), Tooltip("像素缩放X")]
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public FloatParameter pixelScaleX = new FloatParameter { value = 1f };
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[Range(0.2f, 5.0f), Tooltip("像素缩放Y")]
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public FloatParameter pixelScaleY = new FloatParameter { value = 1f };
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}
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public sealed class PixelizeTriangleRenderer : PostProcessEffectRenderer<PixelizeTriangle>
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{
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private const string PROFILER_TAG = "X-PixelizeTriangle";
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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/PixelizeTriangle");
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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 Params = Shader.PropertyToID("_Params");
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}
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public override void Render(PostProcessRenderContext context)
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{
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CommandBuffer cmd = context.command;
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PropertySheet sheet = context.propertySheets.Get(shader);
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cmd.BeginSample(PROFILER_TAG);
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float size = (1.01f - settings.pixelSize) * 5f;
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float ratio = settings.pixelRatio;
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if (settings.useAutoScreenRatio)
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{
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ratio = (float)(context.width / (float)context.height);
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if (ratio == 0)
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{
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ratio = 1f;
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}
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}
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(size, ratio, settings.pixelScaleX * 20, settings.pixelScaleY * 20));
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
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cmd.EndSample(PROFILER_TAG);
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}
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}
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} |