HeavenStudioPlus/Assets/X-PostProcessing/Effects/DirectionalBlur/DirectionalBlur.cs
wookywok 92962fef26
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

98 lines
3.4 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(DirectionalBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/DirectionalBlur")]
public class DirectionalBlur : PostProcessEffectSettings
{
[Range(0.0f, 5.0f)]
public FloatParameter BlurRadius = new FloatParameter { value = 1f };
[Range(1, 30)]
public IntParameter Iteration = new IntParameter { value = 12 };
[Range(0.0f, 6.0f)]
public FloatParameter Angle = new FloatParameter { value = 0.5f };
[Range(1.0f, 10.0f)]
public FloatParameter RTDownScaling = new FloatParameter { value = 1.0f };
}
public sealed class DirectionalBlurRenderer : PostProcessEffectRenderer<DirectionalBlur>
{
private const string PROFILER_TAG = "X-DirectionalBlur";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/DirectionalBlur");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
internal static readonly int BufferRT = Shader.PropertyToID("_BufferRT");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
if (settings.RTDownScaling > 1)
{
int RTWidth = (int)(context.screenWidth / settings.RTDownScaling);
int RTHeight = (int)(context.screenHeight / settings.RTDownScaling);
cmd.GetTemporaryRT(ShaderIDs.BufferRT, RTWidth, RTHeight, 0, FilterMode.Bilinear);
// downsample screen copy into smaller RT
context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT);
}
float sinVal = (Mathf.Sin(settings.Angle) * settings.BlurRadius * 0.05f) / settings.Iteration;
float cosVal = (Mathf.Cos(settings.Angle) * settings.BlurRadius * 0.05f) / settings.Iteration;
sheet.properties.SetVector(ShaderIDs.Params, new Vector3(settings.Iteration, sinVal, cosVal));
if (settings.RTDownScaling > 1)
{
cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT, context.destination, sheet, 0);
}
else
{
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
}
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT);
cmd.EndSample(PROFILER_TAG);
}
}
}