mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-28 20:43:03 +00:00
f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
95 lines
3.2 KiB
C#
95 lines
3.2 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]
|
|
public sealed class GlitchRGBSplitDirectionParameter : ParameterOverride<DirectionEX> { }
|
|
|
|
[Serializable]
|
|
[PostProcess(typeof(GlitchRGBSplitRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/RGBSplit")]
|
|
public class GlitchRGBSplit : PostProcessEffectSettings
|
|
{
|
|
public GlitchRGBSplitDirectionParameter SplitDirection = new GlitchRGBSplitDirectionParameter { value = DirectionEX.Horizontal };
|
|
|
|
[Range(0.0f, 1.0f)]
|
|
public FloatParameter Fading = new FloatParameter { value = 1f };
|
|
|
|
[Range(0.0f, 5.0f)]
|
|
public FloatParameter Amount = new FloatParameter { value = 1f };
|
|
|
|
[Range(0.0f, 10.0f)]
|
|
public FloatParameter Speed = new FloatParameter { value = 1f };
|
|
|
|
[Range(0.0f, 1.0f)]
|
|
public FloatParameter CenterFading = new FloatParameter { value = 1f };
|
|
|
|
[Range(0.0f, 5.0f)]
|
|
public FloatParameter AmountR = new FloatParameter { value = 1f };
|
|
|
|
[Range(0.0f, 5.0f)]
|
|
public FloatParameter AmountB = new FloatParameter { value = 1f };
|
|
|
|
}
|
|
|
|
public sealed class GlitchRGBSplitRenderer : PostProcessEffectRenderer<GlitchRGBSplit>
|
|
{
|
|
|
|
private const string PROFILER_TAG = "X-GlitchRGBSplit";
|
|
private Shader shader;
|
|
private float TimeX = 1.0f;
|
|
|
|
|
|
public override void Init()
|
|
{
|
|
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/RGBSplit");
|
|
}
|
|
|
|
public override void Release()
|
|
{
|
|
base.Release();
|
|
}
|
|
|
|
static class ShaderIDs
|
|
{
|
|
internal static readonly int Params = Shader.PropertyToID("_Params");
|
|
internal static readonly int Params2 = Shader.PropertyToID("_Params2");
|
|
}
|
|
|
|
public override void Render(PostProcessRenderContext context)
|
|
{
|
|
|
|
CommandBuffer cmd = context.command;
|
|
PropertySheet sheet = context.propertySheets.Get(shader);
|
|
cmd.BeginSample(PROFILER_TAG);
|
|
|
|
TimeX += Time.deltaTime;
|
|
if (TimeX > 100)
|
|
{
|
|
TimeX = 0;
|
|
}
|
|
|
|
|
|
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.Fading, settings.Amount, settings.Speed, settings.CenterFading));
|
|
sheet.properties.SetVector(ShaderIDs.Params2, new Vector3(TimeX, settings.AmountR, settings.AmountB));
|
|
|
|
|
|
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.SplitDirection.value);
|
|
cmd.EndSample(PROFILER_TAG);
|
|
}
|
|
}
|
|
}
|
|
|