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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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public sealed class DirectionParameter : ParameterOverride<Direction> { }
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[Serializable]
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[PostProcess(typeof(GlitchScanLineJitterRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Glitch/ScanLineJitter")]
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public class GlitchScanLineJitter : PostProcessEffectSettings
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{
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public DirectionParameter JitterDirection = new DirectionParameter { value = Direction.Horizontal };
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public IntervalTypeParameter intervalType = new IntervalTypeParameter { value = IntervalType.Random };
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[Range(0f, 25f)]
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public FloatParameter frequency = new FloatParameter { value = 1f };
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[Range(0.0f, 1.0f)]
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public FloatParameter JitterIndensity = new FloatParameter { value = 0.1f };
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}
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public sealed class GlitchScanLineJitterRenderer : PostProcessEffectRenderer<GlitchScanLineJitter>
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{
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private const string PROFILER_TAG = "X-GlitchScanLineJitter";
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private Shader shader;
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private float randomFrequency;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/Glitch/ScanLineJitter");
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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 Params = Shader.PropertyToID("_Params");
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internal static readonly int JitterIndensity = Shader.PropertyToID("_ScanLineJitter");
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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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UpdateFrequency(sheet);
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float displacement = 0.005f + Mathf.Pow(settings.JitterIndensity, 3) * 0.1f;
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float threshold = Mathf.Clamp01(1.0f - settings.JitterIndensity * 1.2f);
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//sheet.properties.SetVector(ShaderIDs.Params, new Vector3(settings.amount, settings.speed, );
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sheet.properties.SetVector(ShaderIDs.Params, new Vector3(displacement, threshold, settings.intervalType.value == IntervalType.Random ? randomFrequency : settings.frequency));
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context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)settings.JitterDirection.value);
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cmd.EndSample(PROFILER_TAG);
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}
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void UpdateFrequency(PropertySheet sheet)
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{
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if (settings.intervalType.value == IntervalType.Random)
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{
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randomFrequency = UnityEngine.Random.Range(0, settings.frequency);
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}
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if (settings.intervalType.value == IntervalType.Infinite)
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{
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sheet.EnableKeyword("USING_FREQUENCY_INFINITE");
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}
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else
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{
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sheet.DisableKeyword("USING_FREQUENCY_INFINITE");
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}
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}
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}
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}
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