HeavenStudioPlus/Assets/X-PostProcessing/Effects/GlitchAnalogNoise/GlitchAnalogNoise.cs
wookywok 92962fef26
Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX!

* Updated Screen Jump default

* also airboarder works now

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-11 21:21:51 +00:00

79 lines
2.5 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]
[PostProcess(typeof(GlitchAnalogNoiseRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/AnalogNoise")]
public class GlitchAnalogNoise : PostProcessEffectSettings
{
[Range(0.0f, 1.0f)]
public FloatParameter NoiseSpeed = new FloatParameter { value = 0.5f };
[Range(0.0f, 1.0f)]
public FloatParameter NoiseFading = new FloatParameter { value = 0.5f };
[Range(0.0f, 1.0f)]
public FloatParameter LuminanceJitterThreshold = new FloatParameter { value = 0.8f };
}
public sealed class GlitchAnalogNoiseRenderer : PostProcessEffectRenderer<GlitchAnalogNoise>
{
private const string PROFILER_TAG = "X-GlitchAnalogNoise";
private Shader shader;
private float TimeX = 1.0f;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/AnalogNoise");
}
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);
TimeX += Time.deltaTime;
if (TimeX > 100)
{
TimeX = 0;
}
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.NoiseSpeed, settings.NoiseFading, settings.LuminanceJitterThreshold, TimeX));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}