HeavenStudio/Assets/X-PostProcessing/Effects/RapidOldTVVignette/RapidOldTVVignette.cs
ThePurpleAnon 326ea3d895
Cleaning up those dang warnings (#826)
* done i think

wahoo

* this one too

lol
2024-04-07 21:25:54 +00:00

59 lines
2.1 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
namespace XPostProcessing
{
[Serializable]
[PostProcess(typeof(RapidOldTVVignetteRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Vignette/RapidOldTVVignette")]
public class RapidOldTVVignette : PostProcessEffectSettings
{
public VignetteTypeParameter vignetteType = new VignetteTypeParameter { value = VignetteType.ClassicMode };
[Range(0.0f, 5.0f)]
public FloatParameter vignetteIndensity = new FloatParameter { value = 1f };
public Vector2Parameter vignetteCenter = new Vector2Parameter { value = new Vector2(0.5f, 0.5f) };
[ColorUsageAttribute(true, true) /*replaced deprecated "ColorUsageAttribute(true, true, 0f, 20f, 0.125f, 3f)" - Marc*/]
public ColorParameter vignetteColor = new ColorParameter { value = new Color(0.1f, 0.8f, 1.0f) };
}
public sealed class RapidOldTVVignetteRenderer : PostProcessEffectRenderer<RapidOldTVVignette>
{
private Shader shader;
private const string PROFILER_TAG = "X-RapidOldTVVignette";
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/RapidOldTVVignette");
}
public override void Release()
{
base.Release();
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
sheet.properties.SetFloat("_VignetteIndensity", settings.vignetteIndensity);
sheet.properties.SetVector("_VignetteCenter", settings.vignetteCenter);
if (settings.vignetteType.value == VignetteType.ColorMode)
{
sheet.properties.SetVector("_VignetteColor", settings.vignetteColor);
}
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.vignetteType.value);
cmd.EndSample(PROFILER_TAG);
}
}
}