HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchScreenShake/GlitchScreenShake.cs

61 lines
2.1 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.PostProcessing;
namespace XPostProcessing
{
[Serializable]
public sealed class GlitchScreenShakeDirectionParameter : ParameterOverride<Direction> { }
[Serializable]
[PostProcess(typeof(GlitchScreenShakeRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ScreenShake")]
public class GlitchScreenShake : PostProcessEffectSettings
{
public GlitchScreenShakeDirectionParameter ScreenShakeDirection = new GlitchScreenShakeDirectionParameter { value = Direction.Horizontal };
[Range(0.0f, 1.0f)]
public FloatParameter ScreenShakeIndensity = new FloatParameter { value = 0.5f };
}
public sealed class GlitchScreenShakeRenderer : PostProcessEffectRenderer<GlitchScreenShake>
{
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ScreenShake");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int ScreenShakeIndensity = Shader.PropertyToID("_ScreenShake");
}
public override void Render(PostProcessRenderContext context)
{
PropertySheet sheet = context.propertySheets.Get(shader);
sheet.properties.SetFloat(ShaderIDs.ScreenShakeIndensity, settings.ScreenShakeIndensity * 0.25f);
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.ScreenShakeDirection.value);
}
}
}