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f14d2a423f
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
77 lines
2.9 KiB
C#
77 lines
2.9 KiB
C#
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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using XPostProcessing;
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namespace XPostProcessing
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{
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[Serializable]
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[PostProcess(typeof(RapidVignetteV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Vignette/RapidVignetteV2")]
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public class RapidVignetteV2 : PostProcessEffectSettings
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{
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public VignetteTypeParameter vignetteType = new VignetteTypeParameter { value = VignetteType.ClassicMode };
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[Range(0.0f, 5.0f)]
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public FloatParameter vignetteIndensity = new FloatParameter { value = 0.2f };
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[Range(-1f, 1f)]
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public FloatParameter vignetteSharpness = new FloatParameter { value = 0.1f };
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public Vector2Parameter vignetteCenter = new Vector2Parameter { value = new Vector2(0.5f, 0.5f) };
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[ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)]
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public ColorParameter vignetteColor = new ColorParameter { value = new Color(0.1f, 0.8f, 1.0f) };
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public GradientParameter grident1 = new GradientParameter { value = null };
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}
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public sealed class RapidVignetteV2Renderer : PostProcessEffectRenderer<RapidVignetteV2>
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{
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private Shader shader;
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private const string PROFILER_TAG = "X-RapidVignetteV2";
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/RapidVignetteV2");
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}
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public override void Release()
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{
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base.Release();
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}
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public override void Render(PostProcessRenderContext context)
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{
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CommandBuffer cmd = context.command;
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PropertySheet sheet = context.propertySheets.Get(shader);
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cmd.BeginSample(PROFILER_TAG);
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sheet.properties.SetFloat("_VignetteIndensity", settings.vignetteIndensity);
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sheet.properties.SetFloat("_VignetteSharpness", settings.vignetteSharpness);
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sheet.properties.SetVector("_VignetteCenter", settings.vignetteCenter);
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if (settings.vignetteType.value == VignetteType.ColorMode)
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{
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sheet.properties.SetColor("_VignetteColor", settings.vignetteColor);
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}
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context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.vignetteType.value);
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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