mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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80 lines
2.9 KiB
C#
80 lines
2.9 KiB
C#
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namespace UnityEngine.PostProcessing
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{
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public sealed class GrainComponent : PostProcessingComponentRenderTexture<GrainModel>
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{
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static class Uniforms
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{
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internal static readonly int _Grain_Params1 = Shader.PropertyToID("_Grain_Params1");
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internal static readonly int _Grain_Params2 = Shader.PropertyToID("_Grain_Params2");
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internal static readonly int _GrainTex = Shader.PropertyToID("_GrainTex");
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internal static readonly int _Phase = Shader.PropertyToID("_Phase");
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}
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public override bool active
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{
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get
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{
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return model.enabled
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&& model.settings.intensity > 0f
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&& SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)
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&& !context.interrupted;
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}
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}
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RenderTexture m_GrainLookupRT;
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public override void OnDisable()
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{
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GraphicsUtils.Destroy(m_GrainLookupRT);
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m_GrainLookupRT = null;
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}
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public override void Prepare(Material uberMaterial)
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{
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var settings = model.settings;
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uberMaterial.EnableKeyword("GRAIN");
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float rndOffsetX;
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float rndOffsetY;
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#if POSTFX_DEBUG_STATIC_GRAIN
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// Chosen by a fair dice roll
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float time = 4f;
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rndOffsetX = 0f;
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rndOffsetY = 0f;
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#else
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float time = Time.realtimeSinceStartup;
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rndOffsetX = Random.value;
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rndOffsetY = Random.value;
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#endif
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// Generate the grain lut for the current frame first
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if (m_GrainLookupRT == null || !m_GrainLookupRT.IsCreated())
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{
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GraphicsUtils.Destroy(m_GrainLookupRT);
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m_GrainLookupRT = new RenderTexture(192, 192, 0, RenderTextureFormat.ARGBHalf)
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{
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filterMode = FilterMode.Bilinear,
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wrapMode = TextureWrapMode.Repeat,
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anisoLevel = 0,
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name = "Grain Lookup Texture"
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};
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m_GrainLookupRT.Create();
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}
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var grainMaterial = context.materialFactory.Get("Hidden/Post FX/Grain Generator");
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grainMaterial.SetFloat(Uniforms._Phase, time / 20f);
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Graphics.Blit((Texture)null, m_GrainLookupRT, grainMaterial, settings.colored ? 1 : 0);
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// Send everything to the uber shader
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uberMaterial.SetTexture(Uniforms._GrainTex, m_GrainLookupRT);
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uberMaterial.SetVector(Uniforms._Grain_Params1, new Vector2(settings.luminanceContribution, settings.intensity * 20f));
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uberMaterial.SetVector(Uniforms._Grain_Params2, new Vector4((float)context.width / (float)m_GrainLookupRT.width / settings.size, (float)context.height / (float)m_GrainLookupRT.height / settings.size, rndOffsetX, rndOffsetY));
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}
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}
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}
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