加入很多新内容,这波一块交了
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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.Universal;
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[Serializable]
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[VolumeComponentMenu("Post-processing/Bansonic/Global Glitch")]
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[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
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public sealed class GlobalGlitchVolume : VolumeComponent, IPostProcessComponent
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{
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[Tooltip("Base glitch intensity from the volume profile.")]
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public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
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[Tooltip("How strong the horizontal block tearing is.")]
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public ClampedFloatParameter blockStrength = new ClampedFloatParameter(0.45f, 0f, 1f);
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[Tooltip("How much the RGB channels split apart.")]
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public ClampedFloatParameter colorSplit = new ClampedFloatParameter(0.01f, 0f, 0.05f);
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[Tooltip("Per-line horizontal jitter amount.")]
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public ClampedFloatParameter jitterAmount = new ClampedFloatParameter(0.4f, 0f, 1f);
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[Tooltip("How many horizontal strips are used to drive the glitch pattern.")]
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public ClampedFloatParameter stripFrequency = new ClampedFloatParameter(48f, 1f, 240f);
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[Tooltip("Dark scanline contribution.")]
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public ClampedFloatParameter scanlineStrength = new ClampedFloatParameter(0.18f, 0f, 1f);
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[Tooltip("Whether this effect should run in SceneView cameras.")]
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public BoolParameter affectSceneView = new BoolParameter(false);
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public bool IsActive() => intensity.value > 0.0001f;
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[Obsolete("Unused #from(2023.1)", false)]
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public bool IsTileCompatible() => false;
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}
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