Files
bansonic_beta_main/Assets/scripts/rendering/GlobalGlitchRendererFeature.cs
T

185 lines
6.9 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.RenderGraphModule.Util;
using UnityEngine.Rendering.Universal;
public class GlobalGlitchRendererFeature : ScriptableRendererFeature
{
[Tooltip("When the custom glitch pass should execute.")]
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
private Material material;
private GlobalGlitchPass pass;
public override void Create()
{
if (pass == null)
pass = new GlobalGlitchPass();
pass.renderPassEvent = renderPassEvent;
EnsureMaterial();
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (!EnsureMaterial())
return;
Camera camera = renderingData.cameraData.camera;
if (camera == null)
return;
if (renderingData.cameraData.cameraType == CameraType.Preview || renderingData.cameraData.cameraType == CameraType.Reflection)
return;
if (!renderingData.cameraData.postProcessEnabled)
return;
GlobalGlitchVolume settings = VolumeManager.instance.stack.GetComponent<GlobalGlitchVolume>();
bool hasVolume = settings != null && settings.active;
float runtimeIntensity = GlobalGlitchRuntimeController.RuntimeIntensity;
float baseIntensity = hasVolume ? settings.intensity.value : 0f;
float finalIntensity = Mathf.Clamp01(Mathf.Max(baseIntensity, runtimeIntensity));
if (finalIntensity <= 0.0001f)
return;
if (camera.cameraType == CameraType.SceneView && hasVolume && !settings.affectSceneView.value)
return;
pass.Setup(
material,
finalIntensity,
hasVolume ? settings.blockStrength.value : 0.45f,
hasVolume ? settings.colorSplit.value : 0.01f,
hasVolume ? settings.jitterAmount.value : 0.4f,
hasVolume ? settings.stripFrequency.value : 48f,
hasVolume ? settings.scanlineStrength.value : 0.18f
);
renderer.EnqueuePass(pass);
}
protected override void Dispose(bool disposing)
{
if (pass != null)
{
pass.Dispose();
pass = null;
}
if (material != null)
{
CoreUtils.Destroy(material);
material = null;
}
}
private bool EnsureMaterial()
{
if (material != null)
return true;
Shader shader = Shader.Find("Hidden/Bansonic/GlobalGlitch");
if (shader == null)
return false;
material = CoreUtils.CreateEngineMaterial(shader);
return material != null;
}
private sealed class GlobalGlitchPass : ScriptableRenderPass
{
private static readonly int IntensityId = Shader.PropertyToID("_GlitchIntensity");
private static readonly int BlockStrengthId = Shader.PropertyToID("_BlockStrength");
private static readonly int ColorSplitId = Shader.PropertyToID("_ColorSplit");
private static readonly int JitterAmountId = Shader.PropertyToID("_JitterAmount");
private static readonly int StripFrequencyId = Shader.PropertyToID("_StripFrequency");
private static readonly int ScanlineStrengthId = Shader.PropertyToID("_ScanlineStrength");
private Material passMaterial;
private float intensity;
private float blockStrength;
private float colorSplit;
private float jitterAmount;
private float stripFrequency;
private float scanlineStrength;
private RTHandle compatibilityCopy;
public void Setup(Material material, float passIntensity, float passBlockStrength, float passColorSplit, float passJitterAmount, float passStripFrequency, float passScanlineStrength)
{
passMaterial = material;
intensity = passIntensity;
blockStrength = passBlockStrength;
colorSplit = passColorSplit;
jitterAmount = passJitterAmount;
stripFrequency = passStripFrequency;
scanlineStrength = passScanlineStrength;
requiresIntermediateTexture = true;
}
public void Dispose()
{
compatibilityCopy?.Release();
compatibilityCopy = null;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
if (passMaterial == null)
return;
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
if (resourceData.isActiveTargetBackBuffer)
return;
ApplyMaterialProperties();
TextureHandle source = resourceData.activeColorTexture;
TextureDesc tempDesc = renderGraph.GetTextureDesc(source);
tempDesc.name = "CameraColor-GlobalGlitchTemp";
tempDesc.clearBuffer = false;
TextureHandle tempTexture = renderGraph.CreateTexture(tempDesc);
RenderGraphUtils.BlitMaterialParameters effectParameters = new(source, tempTexture, passMaterial, 0);
renderGraph.AddBlitPass(effectParameters, passName: "Global Glitch Effect");
renderGraph.AddBlitPass(tempTexture, resourceData.activeColorTexture, Vector2.one, Vector2.zero, passName: "Global Glitch Restore");
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (passMaterial == null)
return;
ApplyMaterialProperties();
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
descriptor.msaaSamples = 1;
descriptor.depthBufferBits = 0;
RenderingUtils.ReAllocateHandleIfNeeded(ref compatibilityCopy, descriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_GlobalGlitchCompatibilityCopy");
CommandBuffer cmd = CommandBufferPool.Get("Global Glitch Pass");
try
{
Blitter.BlitCameraTexture(cmd, renderingData.cameraData.renderer.cameraColorTargetHandle, compatibilityCopy);
Blitter.BlitCameraTexture(cmd, compatibilityCopy, renderingData.cameraData.renderer.cameraColorTargetHandle, passMaterial, 0);
context.ExecuteCommandBuffer(cmd);
}
finally
{
cmd.Clear();
CommandBufferPool.Release(cmd);
}
}
private void ApplyMaterialProperties()
{
passMaterial.SetFloat(IntensityId, intensity);
passMaterial.SetFloat(BlockStrengthId, blockStrength);
passMaterial.SetFloat(ColorSplitId, colorSplit);
passMaterial.SetFloat(JitterAmountId, jitterAmount);
passMaterial.SetFloat(StripFrequencyId, stripFrequency);
passMaterial.SetFloat(ScanlineStrengthId, scanlineStrength);
}
}
}