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

78 lines
2.6 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(PixelizeHexagonGridRenderer), PostProcessEvent.BeforeStack, "X-PostProcessing/Pixelize/PixelizeHexagonGrid")]
public class PixelizeHexagonGrid : PostProcessEffectSettings
{
[Range(0.01f, 1.0f)]
public FloatParameter pixelSize = new FloatParameter { value = 0.05f };
[Range(0.01f, 5.0f)]
public FloatParameter gridWidth = new FloatParameter { value = 1.0f };
public BoolParameter useAutoScreenRatio = new BoolParameter { value = false };
[Range(0.2f, 5.0f)]
public FloatParameter pixelRatio = new FloatParameter { value = 1f };
[Range(0.2f, 5.0f)]
public FloatParameter pixelScaleX = new FloatParameter { value = 1f };
[Range(0.2f, 5.0f)]
public FloatParameter pixelScaleY = new FloatParameter { value = 1f };
}
public sealed class PixelizeHexagonGridRenderer : PostProcessEffectRenderer<PixelizeHexagonGrid>
{
private const string PROFILER_TAG = "X-PixelizeHexagonGrid";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/PixelizeHexagonGrid");
}
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);
sheet.properties.SetVector(ShaderIDs.Params, new Vector2(settings.pixelSize, settings.gridWidth));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}