HeavenStudio/Assets/X-PostProcessing/Effects/PixelizeQuad/PixelizeQuad.cs
wookywok 5d51d3be0f
Pixelize VFX! (#895)
Finally, the dark days of zooming the camera and viewport are over...
2024-04-28 02:45:33 +00:00

86 lines
2.9 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(PixelizeQuadRenderer), PostProcessEvent.BeforeStack, "X-PostProcessing/Pixelize/PixelizeQuad")]
public class PixelizeQuad : PostProcessEffectSettings
{
[Range(0.00f, 1.0f)]
public FloatParameter pixelSize = new FloatParameter { value = 0.5f };
public BoolParameter useAutoScreenRatio = new BoolParameter { value = true };
[Range(0.2f, 5.0f)]
public FloatParameter pixelRatio = new FloatParameter { value = 1f };
[Range(0.2f, 5.0f), Tooltip("像素缩放X")]
public FloatParameter pixelScaleX = new FloatParameter { value = 1f };
[Range(0.2f, 5.0f), Tooltip("像素缩放Y")]
public FloatParameter pixelScaleY = new FloatParameter { value = 1f };
}
public sealed class PixelizeQuadRenderer : PostProcessEffectRenderer<PixelizeQuad>
{
private const string PROFILER_TAG = "X-PixelizeQuad";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/PixelizeQuad");
}
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);
float size = (1.01f - settings.pixelSize) * 200f;
sheet.properties.SetFloat("_PixelSize", size);
float ratio = settings.pixelRatio;
if (settings.useAutoScreenRatio)
{
ratio = (float)(context.width / (float)context.height) ;
if (ratio==0)
{
ratio = 1f;
}
}
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(size, ratio, settings.pixelScaleX, settings.pixelScaleY));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}