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AuroraVignette.cs
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AuroraVignette.cs
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//----------------------------------------------------------------------------------------------------------
// 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(AuroraVignetteRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Vignette/AuroraVignette")]
public class AuroraVignette : PostProcessEffectSettings
{
[Range(0.0f, 1.0f)]
public FloatParameter vignetteArea = new FloatParameter { value = 0.8f };
[Range(0.0f, 1.0f)]
public FloatParameter vignetteSmothness = new FloatParameter { value = 0.5f };
[Range(0.0f, 1.0f)]
public FloatParameter vignetteFading = new FloatParameter { value = 1f };
[Range(0.1f, 1f)]
public FloatParameter colorChange = new FloatParameter { value = 0.1f };
[Range(0.0f, 2.0f)]
public FloatParameter colorFactorR = new FloatParameter { value = 1.0f };
[Range(0.0f, 2.0f)]
public FloatParameter colorFactorG = new FloatParameter { value = 1.0f };
[Range(0.0f, 2.0f)]
public FloatParameter colorFactorB = new FloatParameter { value = 1.0f };
[Range(-2.0f, 2.0f)]
public FloatParameter flowSpeed = new FloatParameter { value = 1.0f };
}
public sealed class AuroraVignetteRenderer : PostProcessEffectRenderer<AuroraVignette>
{
private Shader shader;
private float TimeX = 1.0f;
private const string PROFILER_TAG = "X-AuroraVignette";
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/AuroraVignette");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int vignetteArea = Shader.PropertyToID("_VignetteArea");
internal static readonly int vignetteSmothness = Shader.PropertyToID("_VignetteSmothness");
internal static readonly int colorChange = Shader.PropertyToID("_ColorChange");
internal static readonly int colorFactor = Shader.PropertyToID("_ColorFactor");
internal static readonly int TimeX = Shader.PropertyToID("_TimeX");
internal static readonly int vignetteFading = Shader.PropertyToID("_Fading");
}
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.SetFloat(ShaderIDs.vignetteArea, settings.vignetteArea);
sheet.properties.SetFloat(ShaderIDs.vignetteSmothness, settings.vignetteSmothness);
sheet.properties.SetFloat(ShaderIDs.colorChange, settings.colorChange * 10f);
sheet.properties.SetVector(ShaderIDs.colorFactor, new Vector3(settings.colorFactorR, settings.colorFactorG, settings.colorFactorB));
sheet.properties.SetFloat(ShaderIDs.TimeX, TimeX * settings.flowSpeed);
sheet.properties.SetFloat(ShaderIDs.vignetteFading, settings.vignetteFading);
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}