127 lines
4.1 KiB
C#
127 lines
4.1 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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public sealed class IntervalTypeParameter : ParameterOverride<IntervalType> { };
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[Serializable]
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[PostProcess(typeof(GlitchLineBlockRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/LineBlock")]
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public class GlitchLineBlock : PostProcessEffectSettings
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{
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public DirectionParameter blockDirection = new DirectionParameter { value = Direction.Horizontal };
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public IntervalTypeParameter intervalType = new IntervalTypeParameter { value = IntervalType.Random };
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[Range(0f, 25f)]
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public FloatParameter frequency = new FloatParameter { value = 1f };
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[Range(0f, 1f)]
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public FloatParameter Amount = new FloatParameter { value = 0.5f };
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[Range(0.1f, 10f)]
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public FloatParameter LinesWidth = new FloatParameter { value = 1f };
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[Range(0f, 1f)]
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public FloatParameter Speed = new FloatParameter { value = 0.8f };
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[Range(0f, 13f)]
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public FloatParameter Offset = new FloatParameter { value = 1f };
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[Range(0f, 1f)]
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public FloatParameter Alpha = new FloatParameter { value = 1f };
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}
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public sealed class GlitchLineBlockRenderer : PostProcessEffectRenderer<GlitchLineBlock>
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{
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private const string PROFILER_TAG = "X-GlitchLineBlock";
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private Shader shader;
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private float TimeX = 1.0f;
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private float randomFrequency;
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private int frameCount = 0;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/Glitch/LineBlock");
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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 Params = Shader.PropertyToID("_Params");
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internal static readonly int Params2 = Shader.PropertyToID("_Params2");
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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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UpdateFrequency(sheet);
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TimeX += Time.deltaTime;
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if (TimeX > 100)
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{
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TimeX = 0;
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}
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sheet.properties.SetVector(ShaderIDs.Params, new Vector3(
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settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.frequency,
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TimeX * settings.Speed * 0.2f , settings.Amount));
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sheet.properties.SetVector(ShaderIDs.Params2, new Vector3(settings.Offset, 1 / settings.LinesWidth, settings.Alpha));
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.blockDirection.value);
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cmd.EndSample(PROFILER_TAG);
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}
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void UpdateFrequency(PropertySheet sheet)
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{
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if (settings.intervalType.value == IntervalType.Random)
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{
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if (frameCount > settings.frequency)
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{
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frameCount = 0;
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randomFrequency = UnityEngine.Random.Range(0, settings.frequency);
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}
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frameCount++;
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}
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if (settings.intervalType.value == IntervalType.Infinite)
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{
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sheet.EnableKeyword("USING_FREQUENCY_INFINITE");
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}
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else
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{
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sheet.DisableKeyword("USING_FREQUENCY_INFINITE");
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}
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}
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}
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}
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