HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchRGBSplitV5/GlitchRGBSplitV5.cs

78 lines
2.4 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(GlitchRGBSplitV5Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/RGBSplitV5")]
public class GlitchRGBSplitV5 : PostProcessEffectSettings
{
[Range(0.0f, 5.0f)]
public FloatParameter Amplitude = new FloatParameter { value = 3f };
[Range(0.0f, 1.0f)]
public FloatParameter Speed = new FloatParameter { value = 0.1f };
}
public sealed class GlitchRGBSplitV5Renderer : PostProcessEffectRenderer<GlitchRGBSplitV5>
{
private const string PROFILER_TAG = "X-GlitchRGBSplitV5";
private Shader shader;
private Texture2D NoiseTex;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/RGBSplitV5");
NoiseTex = Resources.Load("X-Noise256") as Texture2D;
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int NoiseTex = Shader.PropertyToID("_NoiseTex");
internal static readonly int Params = Shader.PropertyToID("_Params");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
sheet.properties.SetVector(ShaderIDs.Params, new Vector2(settings.Amplitude, settings.Speed));
if (NoiseTex != null)
{
sheet.properties.SetTexture(ShaderIDs.NoiseTex, NoiseTex);
}
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}