HeavenStudioPlus/Assets/X-PostProcessing/Effects/SharpenV3/SharpenV3.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

65 lines
2.2 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(SharpenV3Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/ImageProcessing/SharpenV3")]
public class SharpenV3 : PostProcessEffectSettings
{
[Range(0.0f, 1.0f)]
public FloatParameter Sharpness = new FloatParameter { value = 0.5f };
}
public sealed class SharpenV3Renderer : PostProcessEffectRenderer<SharpenV3>
{
private const string PROFILER_TAG = "X-SharpenV3";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/SharpenV3");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int CentralFactor = Shader.PropertyToID("_CentralFactor");
internal static readonly int SideFactor = Shader.PropertyToID("_SideFactor");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
sheet.properties.SetFloat(ShaderIDs.CentralFactor, 1.0f + (3.2f * settings.Sharpness));
sheet.properties.SetFloat(ShaderIDs.SideFactor, 0.8f * settings.Sharpness);
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}