HeavenStudioPlus/Assets/X-PostProcessing/Effects/KawaseBlur/KawaseBlur.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

99 lines
3.5 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(KawaseBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/KawaseBlur")]
public class KawaseBlur : PostProcessEffectSettings
{
[Range(0.0f, 5.0f)]
public FloatParameter BlurRadius = new FloatParameter { value = 0.5f };
[Range(1, 10)]
public IntParameter Iteration = new IntParameter { value = 6 };
[Range(1, 8)]
public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
}
public sealed class KawaseBlurRenderer : PostProcessEffectRenderer<KawaseBlur>
{
private const string PROFILER_TAG = "X-KawaseBlur";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/KawaseBlur");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int BlurRadius = Shader.PropertyToID("_Offset");
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);
bool needSwitch = true;
for (int i = 0; i < settings.Iteration; i++)
{
sheet.properties.SetFloat(ShaderIDs.BlurRadius, i / settings.RTDownScaling + settings.BlurRadius);
context.command.BlitFullscreenTriangle(needSwitch ? ShaderIDs.BufferRT1 : ShaderIDs.BufferRT2, needSwitch ? ShaderIDs.BufferRT2 : ShaderIDs.BufferRT1, sheet, 0);
needSwitch = !needSwitch;
}
sheet.properties.SetFloat(ShaderIDs.BlurRadius, settings.Iteration / settings.RTDownScaling + settings.BlurRadius);
cmd.BlitFullscreenTriangle(needSwitch ? ShaderIDs.BufferRT1 : ShaderIDs.BufferRT2, context.destination, sheet, 0);
// release
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1);
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT2);
cmd.EndSample(PROFILER_TAG);
}
}
}