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

127 lines
4.1 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;
using UnityEngine.Rendering.PostProcessing;
namespace XPostProcessing
{
[Serializable]
public sealed class IntervalTypeParameter : ParameterOverride<IntervalType> { };
[Serializable]
[PostProcess(typeof(GlitchLineBlockRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/LineBlock")]
public class GlitchLineBlock : PostProcessEffectSettings
{
public DirectionParameter blockDirection = new DirectionParameter { value = Direction.Horizontal };
public IntervalTypeParameter intervalType = new IntervalTypeParameter { value = IntervalType.Random };
[Range(0f, 25f)]
public FloatParameter frequency = new FloatParameter { value = 1f };
[Range(0f, 1f)]
public FloatParameter Amount = new FloatParameter { value = 0.5f };
[Range(0.1f, 10f)]
public FloatParameter LinesWidth = new FloatParameter { value = 1f };
[Range(0f, 1f)]
public FloatParameter Speed = new FloatParameter { value = 0.8f };
[Range(0f, 13f)]
public FloatParameter Offset = new FloatParameter { value = 1f };
[Range(0f, 1f)]
public FloatParameter Alpha = new FloatParameter { value = 1f };
}
public sealed class GlitchLineBlockRenderer : PostProcessEffectRenderer<GlitchLineBlock>
{
private const string PROFILER_TAG = "X-GlitchLineBlock";
private Shader shader;
private float TimeX = 1.0f;
private float randomFrequency;
private int frameCount = 0;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/LineBlock");
}
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);
UpdateFrequency(sheet);
TimeX += Time.deltaTime;
if (TimeX > 100)
{
TimeX = 0;
}
sheet.properties.SetVector(ShaderIDs.Params, new Vector3(
settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.frequency,
TimeX * settings.Speed * 0.2f , settings.Amount));
sheet.properties.SetVector(ShaderIDs.Params2, new Vector3(settings.Offset, 1 / settings.LinesWidth, settings.Alpha));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.blockDirection.value);
cmd.EndSample(PROFILER_TAG);
}
void UpdateFrequency(PropertySheet sheet)
{
if (settings.intervalType.value == IntervalType.Random)
{
if (frameCount > settings.frequency)
{
frameCount = 0;
randomFrequency = UnityEngine.Random.Range(0, settings.frequency);
}
frameCount++;
}
if (settings.intervalType.value == IntervalType.Infinite)
{
sheet.EnableKeyword("USING_FREQUENCY_INFINITE");
}
else
{
sheet.DisableKeyword("USING_FREQUENCY_INFINITE");
}
}
}
}