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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
2.4 KiB
C#
77 lines
2.4 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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namespace XPostProcessing
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{
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[Serializable]
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[PostProcess(typeof(GlitchRGBSplitV5Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/RGBSplitV5")]
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public class GlitchRGBSplitV5 : PostProcessEffectSettings
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{
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[Range(0.0f, 5.0f)]
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public FloatParameter Amplitude = new FloatParameter { value = 3f };
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[Range(0.0f, 1.0f)]
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public FloatParameter Speed = new FloatParameter { value = 0.1f };
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}
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public sealed class GlitchRGBSplitV5Renderer : PostProcessEffectRenderer<GlitchRGBSplitV5>
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{
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private const string PROFILER_TAG = "X-GlitchRGBSplitV5";
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private Shader shader;
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private Texture2D NoiseTex;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/Glitch/RGBSplitV5");
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NoiseTex = Resources.Load("X-Noise256") as Texture2D;
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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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static class ShaderIDs
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{
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internal static readonly int NoiseTex = Shader.PropertyToID("_NoiseTex");
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internal static readonly int Params = Shader.PropertyToID("_Params");
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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.SetVector(ShaderIDs.Params, new Vector2(settings.Amplitude, settings.Speed));
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if (NoiseTex != null)
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{
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sheet.properties.SetTexture(ShaderIDs.NoiseTex, NoiseTex);
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}
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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