HeavenStudioPlus/Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeonV2/EdgeDetectionSobelNeonV2.cs

79 lines
2.9 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(EdgeDetectionSobelNeonV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/EdgeDetection/EdgeDetectionSobelNeonV2")]
public class EdgeDetectionSobelNeonV2 : PostProcessEffectSettings
{
[Range(0.05f, 5.0f)]
public FloatParameter EdgeWidth = new FloatParameter { value = 1f };
[Range(0.1f, 1.0f)]
public FloatParameter EdgeNeonFade = new FloatParameter { value = 1f };
[Range(0.0f, 1.0f)]
public FloatParameter BackgroundFade = new FloatParameter { value = 0f };
[Range(0.2f, 2.0f)]
public FloatParameter Brigtness = new FloatParameter { value = 1f };
[ColorUsageAttribute(true, true) /*replaced deprecated "ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)" - Marc*/]
public ColorParameter BackgroundColor = new ColorParameter { value = new Color(0.0f, 0.0f, 0.0f, 1.0f) };
}
public sealed class EdgeDetectionSobelNeonV2Renderer : PostProcessEffectRenderer<EdgeDetectionSobelNeonV2>
{
private const string PROFILER_TAG = "X-EdgeDetectionSobelNeonV2";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/EdgeDetectionSobelNeonV2");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
internal static readonly int BackgroundColor = Shader.PropertyToID("_BackgroundColor");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.EdgeWidth, settings.EdgeNeonFade, settings.Brigtness, settings.BackgroundFade));
sheet.properties.SetColor(ShaderIDs.BackgroundColor, settings.BackgroundColor);
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}