HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchWaveJitter/GlitchWaveJitter.cs
wookywok f14d2a423f Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-11 21:21:51 +00:00

108 lines
3.7 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(GlitchWaveJitterRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/WaveJitter")]
public class GlitchWaveJitter : PostProcessEffectSettings
{
public DirectionParameter jitterDirection = new DirectionParameter { value = Direction.Horizontal };
public IntervalTypeParameter intervalType = new IntervalTypeParameter { value = IntervalType.Random };
[Range(0f, 50f)]
public FloatParameter frequency = new FloatParameter { value = 5f };
[Range(0f, 50f)]
public FloatParameter RGBSplit = new FloatParameter { value = 20f };
[Range(0f, 1f)]
public FloatParameter speed = new FloatParameter { value = 0.25f };
[Range(0f, 2f)]
public FloatParameter amount = new FloatParameter { value = 1f };
public BoolParameter customResolution = new BoolParameter { value = false };
public Vector2Parameter resolution = new Vector2Parameter { value = new Vector2(640f, 480f) };
}
public sealed class GlitchWaveJitterRenderer : PostProcessEffectRenderer<GlitchWaveJitter>
{
private const string PROFILER_TAG = "X-GlitchWaveJitter";
private Shader shader;
private float randomFrequency;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/WaveJitter");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
internal static readonly int Resolution = Shader.PropertyToID("_Resolution");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
UpdateFrequency(sheet);
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.frequency
, settings.RGBSplit, settings.speed, settings.amount));
sheet.properties.SetVector(ShaderIDs.Resolution, settings.customResolution ? settings.resolution : new Vector2(Screen.width, Screen.height));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.jitterDirection.value);
cmd.EndSample(PROFILER_TAG);
}
void UpdateFrequency(PropertySheet sheet)
{
if (settings.intervalType.value == IntervalType.Random)
{
randomFrequency = UnityEngine.Random.Range(0, settings.frequency);
}
if (settings.intervalType.value == IntervalType.Infinite)
{
sheet.EnableKeyword("USING_FREQUENCY_INFINITE");
}
else
{
sheet.DisableKeyword("USING_FREQUENCY_INFINITE");
}
}
}
}