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RadialBlurV2.cs
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RadialBlurV2.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
{
public enum RadialBlurQuality
{
RadialBlur_4Tap_Fatest = 0,
RadialBlur_6Tap = 1,
RadialBlur_8Tap_Balance = 2,
RadialBlur_10Tap = 3,
RadialBlur_12Tap = 4,
RadialBlur_20Tap_Quality = 5,
RadialBlur_30Tap_Extreme = 6,
}
[Serializable]
public sealed class RadialBlurQualityParameter : ParameterOverride<RadialBlurQuality> { }
[Serializable]
[PostProcess(typeof(RadialBlurV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/RadialBlur/RadialBlurV2")]
public class RadialBlurV2 : PostProcessEffectSettings
{
public RadialBlurQualityParameter QualityLevel = new RadialBlurQualityParameter { value = RadialBlurQuality.RadialBlur_8Tap_Balance };
[Range(-1.0f, 1.0f)]
public FloatParameter BlurRadius = new FloatParameter { value = 0.6f };
[Range(0f, 1.0f)]
public FloatParameter RadialCenterX = new FloatParameter { value = 0.5f };
[Range(0f, 1.0f)]
public FloatParameter RadialCenterY = new FloatParameter { value = 0.5f };
}
public sealed class RadialBlurV2Renderer : PostProcessEffectRenderer<RadialBlurV2>
{
private Shader shader;
private const string PROFILER_TAG = "X-RadialBlurV2";
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/RadialBlurV2");
}
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);
sheet.properties.SetVector(ShaderIDs.Params, new Vector3(settings.BlurRadius * 0.02f, settings.RadialCenterX, settings.RadialCenterY));
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.QualityLevel.value);
cmd.EndSample(PROFILER_TAG);
}
}
}