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Retro VFX! (also airboarder works now) (#780)
* Super Retro VFX! * Updated Screen Jump default * also airboarder works now --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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namespace XPostProcessing
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{
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[Serializable]
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[PostProcess(typeof(DualGaussianBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/DualGaussianBlur")]
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public class DualGaussianBlur : PostProcessEffectSettings
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{
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[Range(0.0f, 15.0f)]
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public FloatParameter BlurRadius = new FloatParameter { value = 5.0f };
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[Range(1.0f, 8.0f)]
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public IntParameter Iteration = new IntParameter { value = 4 };
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[Range(1, 10)]
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public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
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}
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public sealed class DualGaussianBlurRenderer : PostProcessEffectRenderer<DualGaussianBlur>
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{
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private const string PROFILER_TAG = "X-DualGaussianBlur";
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private Shader shader;
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// [down,up]
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Level[] m_Pyramid;
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const int k_MaxPyramidSize = 16;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/DualGaussianBlur");
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m_Pyramid = new Level[k_MaxPyramidSize];
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for (int i = 0; i < k_MaxPyramidSize; i++)
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{
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m_Pyramid[i] = new Level
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{
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down_vertical = Shader.PropertyToID("_BlurMipDownV" + i),
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down_horizontal = Shader.PropertyToID("_BlurMipDownH" + i),
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up_vertical = Shader.PropertyToID("_BlurMipUpV" + i),
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up_horizontal = Shader.PropertyToID("_BlurMipUpH" + i),
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};
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}
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}
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public override void Release()
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{
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base.Release();
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}
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static class ShaderIDs
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{
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internal static readonly int BlurOffset = Shader.PropertyToID("_BlurOffset");
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internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
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internal static readonly int BufferRT2 = Shader.PropertyToID("_BufferRT2");
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}
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struct Level
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{
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internal int down_vertical;
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internal int down_horizontal;
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internal int up_horizontal;
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internal int up_vertical;
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}
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public override void Render(PostProcessRenderContext context)
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{
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CommandBuffer cmd = context.command;
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PropertySheet sheet = context.propertySheets.Get(shader);
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cmd.BeginSample(PROFILER_TAG);
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int tw = (int)(context.screenWidth / settings.RTDownScaling);
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int th = (int)(context.screenHeight / settings.RTDownScaling);
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Vector4 BlurOffset = new Vector4(settings.BlurRadius / (float)context.screenWidth, settings.BlurRadius / (float)context.screenHeight, 0, 0);
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sheet.properties.SetVector(ShaderIDs.BlurOffset, BlurOffset);
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// Downsample
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RenderTargetIdentifier lastDown = context.source;
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for (int i = 0; i < settings.Iteration; i++)
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{
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int mipDownV = m_Pyramid[i].down_vertical;
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int mipDowH = m_Pyramid[i].down_horizontal;
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int mipUpV = m_Pyramid[i].up_vertical;
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int mipUpH = m_Pyramid[i].up_horizontal;
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context.GetScreenSpaceTemporaryRT(cmd, mipDownV, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw, th);
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context.GetScreenSpaceTemporaryRT(cmd, mipDowH, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw, th);
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context.GetScreenSpaceTemporaryRT(cmd, mipUpV, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw, th);
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context.GetScreenSpaceTemporaryRT(cmd, mipUpH, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw, th);
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// horizontal blur
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sheet.properties.SetVector(ShaderIDs.BlurOffset, new Vector4(settings.BlurRadius / context.screenWidth, 0, 0, 0));
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context.command.BlitFullscreenTriangle(lastDown, mipDowH, sheet, 0);
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// vertical blur
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sheet.properties.SetVector(ShaderIDs.BlurOffset, new Vector4(0, settings.BlurRadius / context.screenHeight, 0, 0));
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context.command.BlitFullscreenTriangle(mipDowH, mipDownV, sheet, 0);
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lastDown = mipDownV;
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tw = Mathf.Max(tw / 2, 1);
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th = Mathf.Max(th / 2, 1);
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}
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// Upsample
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int lastUp = m_Pyramid[settings.Iteration - 1].down_vertical;
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for (int i = settings.Iteration - 2; i >= 0; i--)
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{
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int mipUpV = m_Pyramid[i].up_vertical;
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int mipUpH = m_Pyramid[i].up_horizontal;
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// horizontal blur
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sheet.properties.SetVector(ShaderIDs.BlurOffset, new Vector4(settings.BlurRadius / context.screenWidth, 0, 0, 0));
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context.command.BlitFullscreenTriangle(lastUp, mipUpH, sheet, 0);
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// vertical blur
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sheet.properties.SetVector(ShaderIDs.BlurOffset, new Vector4(0, settings.BlurRadius / context.screenHeight, 0, 0));
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context.command.BlitFullscreenTriangle(mipUpH, mipUpV, sheet, 0);
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lastUp = mipUpV;
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}
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// Render blurred texture in blend pass
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cmd.BlitFullscreenTriangle(lastUp, context.destination, sheet, 1);
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// Cleanup
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for (int i = 0; i < settings.Iteration; i++)
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{
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if (m_Pyramid[i].down_vertical != lastUp)
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cmd.ReleaseTemporaryRT(m_Pyramid[i].down_vertical);
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if (m_Pyramid[i].down_horizontal != lastUp)
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cmd.ReleaseTemporaryRT(m_Pyramid[i].down_horizontal);
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if (m_Pyramid[i].up_horizontal != lastUp)
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cmd.ReleaseTemporaryRT(m_Pyramid[i].up_horizontal);
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if (m_Pyramid[i].up_vertical != lastUp)
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cmd.ReleaseTemporaryRT(m_Pyramid[i].up_vertical);
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}
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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