HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchImageBlockV2/GlitchImageBlockV2.cs

117 lines
4.0 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]
[PostProcess(typeof(GlitchImageBlockV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ImageBlockV2")]
public class GlitchImageBlockV2 : PostProcessEffectSettings
{
[Range(0.0f, 1.0f)]
public FloatParameter Fade = new FloatParameter { value = 1f };
[Range(0.0f, 1.0f)]
public FloatParameter Speed = new FloatParameter { value = 0.5f };
[Range(0.0f, 10.0f)]
public FloatParameter Amount = new FloatParameter { value = 1f };
[Range(0.0f, 50.0f)]
public FloatParameter BlockLayer1_U = new FloatParameter { value = 2f };
[Range(0.0f, 50.0f)]
public FloatParameter BlockLayer1_V = new FloatParameter { value = 16f };
[Range(0.0f, 50.0f)]
public FloatParameter BlockLayer1_Indensity = new FloatParameter { value = 8f };
[Range(0.0f, 50.0f)]
public FloatParameter RGBSplitIndensity = new FloatParameter { value = 2f };
public BoolParameter BlockVisualizeDebug = new BoolParameter { value = false };
}
public sealed class GlitchImageBlockV2Renderer : PostProcessEffectRenderer<GlitchImageBlockV2>
{
private const string PROFILER_TAG = "X-GlitchImageBlockV2";
private Shader shader;
private float TimeX = 1.0f;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ImageBlockV2");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
internal static readonly int Params2 = Shader.PropertyToID("_Params2");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
TimeX += Time.deltaTime;
if (TimeX > 100)
{
TimeX = 0;
}
sheet.properties.SetVector(ShaderIDs.Params, new Vector3(TimeX * settings.Speed, settings.Amount, settings.Fade));
sheet.properties.SetVector(ShaderIDs.Params2, new Vector4(settings.BlockLayer1_U, settings.BlockLayer1_V, settings.BlockLayer1_Indensity, settings.RGBSplitIndensity));
sheet.properties.SetFloat("_TimeX", TimeX * settings.Speed);
sheet.properties.SetFloat("_Offset", settings.Amount);
sheet.properties.SetFloat("_Fade", settings.Fade);
sheet.properties.SetFloat("_BlockLayer1_U", settings.BlockLayer1_U);
sheet.properties.SetFloat("_BlockLayer1_V", settings.BlockLayer1_V);
sheet.properties.SetFloat("_BlockLayer1_Indensity", settings.BlockLayer1_Indensity);
sheet.properties.SetFloat("_RGBSplit_Indensity", settings.RGBSplitIndensity);
if (settings.BlockVisualizeDebug)
{
//debug
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 1);
}
else
{
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
}
cmd.EndSample(PROFILER_TAG);
}
}
}