HeavenStudio/Assets/X-PostProcessing/Effects/PixelizeSector/PixelizeSector.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

75 lines
3 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(PixelizeSectorRenderer), PostProcessEvent.BeforeStack, "X-PostProcessing/Pixelize/PixelizeSector")]
public class PixelizeSector : PostProcessEffectSettings
{
[Range(0.01f, 1.0f)]
public FloatParameter pixelSize = new FloatParameter { value = 0.8f };
[Range(0.01f, 1.0f)]
public FloatParameter circleRadius = new FloatParameter { value = 0.8f };
[Range(0.2f, 5.0f), Tooltip("Pixel interval X")]
public FloatParameter pixelIntervalX = new FloatParameter { value = 1f };
[Range(0.2f, 5.0f), Tooltip("Pixel interval Y")]
public FloatParameter pixelIntervalY = new FloatParameter { value = 1f };
[ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)]
public ColorParameter BackgroundColor = new ColorParameter { value = new Color(0.0f, 0.0f, 0.0f) };
}
public sealed class PixelizeSectorRenderer : PostProcessEffectRenderer<PixelizeSector>
{
private const string PROFILER_TAG = "X-PixelizeSector";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/PixelizeSector");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
internal static readonly int Params2 = Shader.PropertyToID("_Params2");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
float size = (1.01f - settings.pixelSize) * 300f;
Vector4 parameters = new Vector4(size, ((context.screenWidth * 2 / context.screenHeight) * size / Mathf.Sqrt(3f)), settings.circleRadius, 0f);
sheet.properties.SetVector(ShaderIDs.Params, parameters);
sheet.properties.SetVector(ShaderIDs.Params2, new Vector2(settings.pixelIntervalX, settings.pixelIntervalY));
sheet.properties.SetColor("_BackgroundColor", settings.BackgroundColor);
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}