Files

37 lines
1.5 KiB
C#

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