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>
This commit is contained in:
wookywok
2024-03-11 16:21:51 -05:00
committed by GitHub
parent bc93a7ab94
commit 92962fef26
915 changed files with 32248 additions and 73 deletions

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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.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Rendering.PostProcessing;
using UnityEngine.Rendering.PostProcessing;
namespace XPostProcessing
{
[PostProcessEditor(typeof(PixelizeQuad))]
public sealed class PixelizeQuadEditor : PostProcessEffectEditor<PixelizeQuad>
{
SerializedParameterOverride pixelSize;
SerializedParameterOverride useAutoScreenRatio;
SerializedParameterOverride pixelRatio;
SerializedParameterOverride pixelScaleX;
SerializedParameterOverride pixelScaleY;
public override void OnEnable()
{
pixelSize = FindParameterOverride(x => x.pixelSize);
useAutoScreenRatio = FindParameterOverride(x => x.useAutoScreenRatio);
pixelRatio = FindParameterOverride(x => x.pixelRatio);
pixelScaleX = FindParameterOverride(x => x.pixelScaleX);
pixelScaleY = FindParameterOverride(x => x.pixelScaleY);
}
public override string GetDisplayTitle()
{
return XPostProcessingEditorUtility.DISPLAY_TITLE_PREFIX + base.GetDisplayTitle();
}
public override void OnInspectorGUI()
{
EditorUtilities.DrawHeaderLabel("Core Property");
PropertyField(pixelSize);
PropertyField(useAutoScreenRatio);
if (useAutoScreenRatio.value.boolValue == false)
{
PropertyField(pixelRatio);
}
EditorUtilities.DrawHeaderLabel("Pixel Scale");
PropertyField(pixelScaleX);
PropertyField(pixelScaleY);
}
}
}

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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(PixelizeQuadRenderer), PostProcessEvent.BeforeStack, "X-PostProcessing/Pixelize/PixelizeQuad")]
public class PixelizeQuad : PostProcessEffectSettings
{
[Range(0.01f, 1.0f)]
public FloatParameter pixelSize = new FloatParameter { value = 0.5f };
public BoolParameter useAutoScreenRatio = new BoolParameter { value = true };
[Range(0.2f, 5.0f)]
public FloatParameter pixelRatio = new FloatParameter { value = 1f };
[Range(0.2f, 5.0f), Tooltip("像素缩放X")]
public FloatParameter pixelScaleX = new FloatParameter { value = 1f };
[Range(0.2f, 5.0f), Tooltip("像素缩放Y")]
public FloatParameter pixelScaleY = new FloatParameter { value = 1f };
}
public sealed class PixelizeQuadRenderer : PostProcessEffectRenderer<PixelizeQuad>
{
private const string PROFILER_TAG = "X-PixelizeQuad";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/PixelizeQuad");
}
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);
float size = (1.01f - settings.pixelSize) * 200f;
sheet.properties.SetFloat("_PixelSize", size);
float ratio = settings.pixelRatio;
if (settings.useAutoScreenRatio)
{
ratio = (float)(context.width / (float)context.height) ;
if (ratio==0)
{
ratio = 1f;
}
}
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(size, ratio, settings.pixelScaleX, settings.pixelScaleY));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
cmd.EndSample(PROFILER_TAG);
}
}
}

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# Pixelize Quad
## Source Code List
- [Shader Code](Shader/PixelizeQuad.shader)
- [C# Code](PixelizeQuad.cs)
- [Editor Code](Editor/PixelizeQuadEditor.cs)
## Property
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Pixelize/PixelizeQuad/PixelizeQuadProperty.jpg)
## Gallery
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Pixelize/PixelizeQuad/PixelizeQuad.jpg)
![](https://raw.githubusercontent.com/QianMo/X-PostProcessing-Gallery/master/Media/Pixelize/PixelizeQuad/PixelizeQuad.gif)

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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
//----------------------------------------------------------------------------------------------------------
Shader "Hidden/X-PostProcessing/PixelizeQuad"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#include "../../../Shaders/StdLib.hlsl"
#include "../../../Shaders/XPostProcessing.hlsl"
half4 _Params;
#define _PixelSize _Params.x
#define _PixelRatio _Params.y
#define _PixelScaleX _Params.z
#define _PixelScaleY _Params.w
float2 RectPixelizeUV( half2 uv)
{
float pixelScale = 1.0 / _PixelSize;
// Divide by the scaling factor, round up, and multiply by the scaling factor to get the segmented UV
float2 coord = half2(pixelScale * _PixelScaleX * floor(uv.x / (pixelScale *_PixelScaleX)), (pixelScale * _PixelRatio *_PixelScaleY) * floor(uv.y / (pixelScale *_PixelRatio * _PixelScaleY)));
return coord;
}
float4 Frag(VaryingsDefault i) : SV_Target
{
float2 uv = RectPixelizeUV(i.texcoord);
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
return color;
}
ENDHLSL
}
}
}

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