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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
83 lines
2.8 KiB
C#
83 lines
2.8 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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public enum RadialBlurQuality
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{
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RadialBlur_4Tap_Fatest = 0,
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RadialBlur_6Tap = 1,
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RadialBlur_8Tap_Balance = 2,
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RadialBlur_10Tap = 3,
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RadialBlur_12Tap = 4,
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RadialBlur_20Tap_Quality = 5,
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RadialBlur_30Tap_Extreme = 6,
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}
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[Serializable]
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public sealed class RadialBlurQualityParameter : ParameterOverride<RadialBlurQuality> { }
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[Serializable]
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[PostProcess(typeof(RadialBlurV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/RadialBlur/RadialBlurV2")]
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public class RadialBlurV2 : PostProcessEffectSettings
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{
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public RadialBlurQualityParameter QualityLevel = new RadialBlurQualityParameter { value = RadialBlurQuality.RadialBlur_8Tap_Balance };
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[Range(-1.0f, 1.0f)]
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public FloatParameter BlurRadius = new FloatParameter { value = 0.6f };
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[Range(0f, 1.0f)]
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public FloatParameter RadialCenterX = new FloatParameter { value = 0.5f };
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[Range(0f, 1.0f)]
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public FloatParameter RadialCenterY = new FloatParameter { value = 0.5f };
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}
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public sealed class RadialBlurV2Renderer : PostProcessEffectRenderer<RadialBlurV2>
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{
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private Shader shader;
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private const string PROFILER_TAG = "X-RadialBlurV2";
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/RadialBlurV2");
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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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}
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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 Vector3(settings.BlurRadius * 0.02f, settings.RadialCenterX, settings.RadialCenterY));
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context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.QualityLevel.value);
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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