mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
102 lines
3.7 KiB
C#
102 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(TentBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/TentBlur")]
|
|
public class TentBlur : PostProcessEffectSettings
|
|
{
|
|
[Range(0f, 5f)]
|
|
public FloatParameter BlurRadius = new FloatParameter { value = 3f };
|
|
|
|
[Range(1, 20)]
|
|
public IntParameter Iteration = new IntParameter { value = 6 };
|
|
|
|
[Range(1, 8)]
|
|
public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
|
|
}
|
|
|
|
public sealed class TentBlurRenderer : PostProcessEffectRenderer<TentBlur>
|
|
{
|
|
|
|
private const string PROFILER_TAG = "X-TentBlur";
|
|
private Shader shader;
|
|
|
|
|
|
public override void Init()
|
|
{
|
|
shader = Shader.Find("Hidden/X-PostProcessing/TentBlur");
|
|
}
|
|
|
|
public override void Release()
|
|
{
|
|
base.Release();
|
|
}
|
|
|
|
static class ShaderIDs
|
|
{
|
|
internal static readonly int BlurRadius = Shader.PropertyToID("_BlurOffset");
|
|
internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
|
|
internal static readonly int BufferRT2 = Shader.PropertyToID("_BufferRT2");
|
|
}
|
|
|
|
public override void Render(PostProcessRenderContext context)
|
|
{
|
|
|
|
CommandBuffer cmd = context.command;
|
|
PropertySheet sheet = context.propertySheets.Get(shader);
|
|
|
|
cmd.BeginSample(PROFILER_TAG);
|
|
|
|
int RTWidth = (int)(context.screenWidth / settings.RTDownScaling);
|
|
int RTHeight = (int)(context.screenHeight / settings.RTDownScaling);
|
|
cmd.GetTemporaryRT(ShaderIDs.BufferRT1, RTWidth, RTHeight, 0, FilterMode.Bilinear);
|
|
cmd.GetTemporaryRT(ShaderIDs.BufferRT2, RTWidth, RTHeight, 0, FilterMode.Bilinear);
|
|
|
|
// downsample screen copy into smaller RT
|
|
context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1);
|
|
|
|
|
|
for (int i = 0; i < settings.Iteration; i++)
|
|
{
|
|
if (settings.Iteration > 20)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector4 BlurRadius = new Vector4(settings.BlurRadius / (float)context.screenWidth, settings.BlurRadius / (float)context.screenHeight, 0, 0);
|
|
// RT1 -> RT2
|
|
sheet.properties.SetVector(ShaderIDs.BlurRadius, BlurRadius);
|
|
context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT1, ShaderIDs.BufferRT2, sheet, 0);
|
|
|
|
// RT2 -> RT1
|
|
sheet.properties.SetVector(ShaderIDs.BlurRadius, BlurRadius);
|
|
context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT2, ShaderIDs.BufferRT1, sheet, 0);
|
|
}
|
|
|
|
// Render blurred texture in blend pass
|
|
cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT1, context.destination, sheet, 1);
|
|
|
|
// release
|
|
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1);
|
|
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT2);
|
|
cmd.EndSample(PROFILER_TAG);
|
|
}
|
|
}
|
|
}
|
|
|