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

102 lines
3.5 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]
public sealed class DirectionParameter : ParameterOverride<Direction> { }
[Serializable]
[PostProcess(typeof(GlitchScanLineJitterRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ScanLineJitter")]
public class GlitchScanLineJitter : 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 };
[Range(0.0f, 1.0f)]
public FloatParameter JitterIndensity = new FloatParameter { value = 0.1f };
}
public sealed class GlitchScanLineJitterRenderer : PostProcessEffectRenderer<GlitchScanLineJitter>
{
private const string PROFILER_TAG = "X-GlitchScanLineJitter";
private Shader shader;
private float randomFrequency;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ScanLineJitter");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
internal static readonly int JitterIndensity = Shader.PropertyToID("_ScanLineJitter");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
UpdateFrequency(sheet);
float displacement = 0.005f + Mathf.Pow(settings.JitterIndensity, 3) * 0.1f;
float threshold = Mathf.Clamp01(1.0f - settings.JitterIndensity * 1.2f);
//sheet.properties.SetVector(ShaderIDs.Params, new Vector3(settings.amount, settings.speed, );
sheet.properties.SetVector(ShaderIDs.Params, new Vector3(displacement, threshold, settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.frequency));
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.JitterDirection.value);
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");
}
}
}
}