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GlitchScreenJump.cs
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GlitchScreenJump.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.PostProcessing;
namespace XPostProcessing
{
[Serializable]
public sealed class GlitchScreenJumpDirectionParameter : ParameterOverride<Direction> { }
[Serializable]
[PostProcess(typeof(GlitchScreenJumpRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ScreenJump", false)]
public class GlitchScreenJump : PostProcessEffectSettings
{
public GlitchScreenJumpDirectionParameter ScreenJumpDirection = new GlitchScreenJumpDirectionParameter { value = Direction.Vertical };
[Range(0.0f, 1.0f)]
public FloatParameter ScreenJumpIndensity= new FloatParameter { value = 0.35f };
}
public sealed class GlitchScreenJumpRenderer : PostProcessEffectRenderer<GlitchScreenJump>
{
private Shader shader;
float ScreenJumpTime;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ScreenJump");
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int Params = Shader.PropertyToID("_Params");
}
public override void Render(PostProcessRenderContext context)
{
PropertySheet sheet = context.propertySheets.Get(shader);
ScreenJumpTime += Time.deltaTime * settings.ScreenJumpIndensity * 9.8f;
Vector2 ScreenJumpVector = new Vector2(settings.ScreenJumpIndensity, ScreenJumpTime);
sheet.properties.SetVector(ShaderIDs.Params, ScreenJumpVector);
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.ScreenJumpDirection.value);
}
}
}