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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
75 lines
2.4 KiB
C#
75 lines
2.4 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(GlitchImageBlockV4Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ImageBlockV4")]
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public class GlitchImageBlockV4 : PostProcessEffectSettings
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{
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[Range(0f, 50f)]
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public FloatParameter Speed = new FloatParameter { value = 10f };
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[Range(0f, 50f)]
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public FloatParameter BlockSize = new FloatParameter { value = 8f };
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[Range(0f, 25f)]
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public FloatParameter MaxRGBSplitX = new FloatParameter { value = 1f };
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[Range(0f, 25f)]
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public FloatParameter MaxRGBSplitY = new FloatParameter { value = 1f };
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}
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public sealed class GlitchImageBlockV4Renderer : PostProcessEffectRenderer<GlitchImageBlockV4>
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{
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private const string PROFILER_TAG = "X-GlitchImageBlockV4";
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private Shader shader;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ImageBlockV4");
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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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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.Speed, settings.BlockSize, settings.MaxRGBSplitX, settings.MaxRGBSplitY));
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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