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

112 lines
3.7 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(GlitchTileJitterRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/TileJitter")]
public class GlitchTileJitter : PostProcessEffectSettings
{
public DirectionParameter jitterDirection = new DirectionParameter { value = Direction.Horizontal };
public IntervalTypeParameter intervalType = new IntervalTypeParameter { value = IntervalType.Random };
[Range(0f, 25f)]
public FloatParameter frequency = new FloatParameter { value = 1f };
public DirectionParameter splittingDirection = new DirectionParameter { value = Direction.Vertical };
[Range(0f, 50f)]
public FloatParameter splittingNumber = new FloatParameter { value = 5f };
[Range(0f, 100f)]
public FloatParameter amount = new FloatParameter { value = 10f };
[Range(0f, 1f)]
public FloatParameter speed = new FloatParameter { value = 0.35f };
}
public sealed class GlitchTileJitterRenderer : PostProcessEffectRenderer<GlitchTileJitter>
{
private const string PROFILER_TAG = "X-GlitchTileJitter";
private Shader shader;
private float randomFrequency;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/TileJitter");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
UpdateFrequency(sheet);
if (settings.jitterDirection.value == Direction.Horizontal)
{
sheet.EnableKeyword("JITTER_DIRECTION_HORIZONTAL");
}
else
{
sheet.DisableKeyword("JITTER_DIRECTION_HORIZONTAL");
}
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.splittingNumber, settings.amount, settings.speed * 100f,
settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.frequency));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, settings.splittingDirection.value == Direction.Horizontal ? 0 : 1);
cmd.EndSample(PROFILER_TAG);
}
void UpdateFrequency(PropertySheet sheet)
{
if (settings.intervalType.value == IntervalType.Random)
{
randomFrequency = UnityEngine.Random.Range(0, settings.frequency);
}
if (settings.intervalType.value == IntervalType.Infinite)
{
sheet.EnableKeyword("USING_FREQUENCY_INFINITE");
}
else
{
sheet.DisableKeyword("USING_FREQUENCY_INFINITE");
}
}
}
}