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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
116 lines
4 KiB
C#
116 lines
4 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;
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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(GlitchImageBlockV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ImageBlockV2")]
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public class GlitchImageBlockV2 : PostProcessEffectSettings
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{
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[Range(0.0f, 1.0f)]
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public FloatParameter Fade = new FloatParameter { value = 1f };
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[Range(0.0f, 1.0f)]
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public FloatParameter Speed = new FloatParameter { value = 0.5f };
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[Range(0.0f, 10.0f)]
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public FloatParameter Amount = new FloatParameter { value = 1f };
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[Range(0.0f, 50.0f)]
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public FloatParameter BlockLayer1_U = new FloatParameter { value = 2f };
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[Range(0.0f, 50.0f)]
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public FloatParameter BlockLayer1_V = new FloatParameter { value = 16f };
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[Range(0.0f, 50.0f)]
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public FloatParameter BlockLayer1_Indensity = new FloatParameter { value = 8f };
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[Range(0.0f, 50.0f)]
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public FloatParameter RGBSplitIndensity = new FloatParameter { value = 2f };
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public BoolParameter BlockVisualizeDebug = new BoolParameter { value = false };
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}
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public sealed class GlitchImageBlockV2Renderer : PostProcessEffectRenderer<GlitchImageBlockV2>
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{
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private const string PROFILER_TAG = "X-GlitchImageBlockV2";
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private Shader shader;
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private float TimeX = 1.0f;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ImageBlockV2");
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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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internal static readonly int Params2 = Shader.PropertyToID("_Params2");
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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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TimeX += Time.deltaTime;
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if (TimeX > 100)
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{
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TimeX = 0;
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}
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sheet.properties.SetVector(ShaderIDs.Params, new Vector3(TimeX * settings.Speed, settings.Amount, settings.Fade));
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sheet.properties.SetVector(ShaderIDs.Params2, new Vector4(settings.BlockLayer1_U, settings.BlockLayer1_V, settings.BlockLayer1_Indensity, settings.RGBSplitIndensity));
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sheet.properties.SetFloat("_TimeX", TimeX * settings.Speed);
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sheet.properties.SetFloat("_Offset", settings.Amount);
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sheet.properties.SetFloat("_Fade", settings.Fade);
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sheet.properties.SetFloat("_BlockLayer1_U", settings.BlockLayer1_U);
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sheet.properties.SetFloat("_BlockLayer1_V", settings.BlockLayer1_V);
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sheet.properties.SetFloat("_BlockLayer1_Indensity", settings.BlockLayer1_Indensity);
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sheet.properties.SetFloat("_RGBSplit_Indensity", settings.RGBSplitIndensity);
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if (settings.BlockVisualizeDebug)
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{
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//debug
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 1);
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}
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else
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{
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
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}
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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