ok visual, stop me

This commit is contained in:
Jean Lamarre 2022-10-29 17:30:26 -04:00
parent 6d9ada8b4b
commit 9a920baaa7
6 changed files with 28 additions and 27 deletions

View File

@ -12,4 +12,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 0517c7201b6a73841950436abd2ee35f, type: 3}
m_Name: CustomPostProcessingMaterials
m_EditorClassIdentifier:
crtEffect: {fileID: 2100000, guid: a110daba21b580f4898ccf841727c0c2, type: 2}
customEffect: {fileID: 2100000, guid: a110daba21b580f4898ccf841727c0c2, type: 2}
customEffect2: {fileID: -8761910824519130491, guid: 68b1b3ac4888d5447a2da3fd32249a63,
type: 3}

View File

@ -17,6 +17,22 @@ MonoBehaviour:
intensity:
m_OverrideState: 1
m_Value: 0
--- !u!114 &-4700976073357303510
MonoBehaviour:
m_ObjectHideFlags: 3
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2dce45078901e8743bb35a183fe9b463, type: 3}
m_Name: CustomEffectComponent
m_EditorClassIdentifier:
active: 1
intensity:
m_OverrideState: 1
m_Value: 1
--- !u!114 &-4031894175476099154
MonoBehaviour:
m_ObjectHideFlags: 3
@ -46,7 +62,7 @@ MonoBehaviour:
m_Name: crtVolme
m_EditorClassIdentifier:
components:
- {fileID: 6751770758831210905}
- {fileID: -4700976073357303510}
--- !u!114 &1967504787037751920
MonoBehaviour:
m_ObjectHideFlags: 3
@ -80,19 +96,3 @@ MonoBehaviour:
intensity:
m_OverrideState: 1
m_Value: 1
--- !u!114 &6751770758831210905
MonoBehaviour:
m_ObjectHideFlags: 3
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2dce45078901e8743bb35a183fe9b463, type: 3}
m_Name: CustomEffectComponent
m_EditorClassIdentifier:
active: 1
intensity:
m_OverrideState: 1
m_Value: 1

View File

@ -11,7 +11,7 @@ using UnityEngine.Rendering.Universal;
namespace Shaders
{
[Serializable,
VolumeComponentMenuForRenderPipeline("Custom/CustomEffectComponent", typeof(UniversalRenderPipeline))]
VolumeComponentMenuForRenderPipeline("Custom/"+nameof(CustomEffectComponent), typeof(UniversalRenderPipeline))]
public class CustomEffectComponent : VolumeComponent, IPostProcessComponent
{
// For example, an intensity parameter that goes from 0 to 1

View File

@ -90,17 +90,16 @@ namespace Shaders
// Only process if the effect is active
if (customEffect.IsActive())
{
var crtMaterial = materials.crtEffect;
var customMaterial = materials.customEffect;
// P.s. optimize by caching the property ID somewhere else
crtMaterial.SetFloat(Shader.PropertyToID("_Intensity"), customEffect.intensity.value);
customMaterial.SetFloat(Shader.PropertyToID("_Intensity"), customEffect.intensity.value);
BlitTo(crtMaterial);
BlitTo(customMaterial);
}
// Add any other custom effect/component you want, in your preferred order
// Custom effect 2, 3 , ...
// DONE! Now that we have processed all our custom effects, applies the final result to camera
Blit(cmd, latestDest, source);

View File

@ -13,7 +13,7 @@ namespace Shaders
public class CustomPostProcessingMaterials : UnityEngine.ScriptableObject
{
//---Your Materials---
public Material crtEffect;
public Material customEffect;
//---Accessing the data from the Pass---
static CustomPostProcessingMaterials _instance;

View File

@ -119,11 +119,11 @@ Material:
- _WorkflowMode: 1
- _ZWrite: 1
- u_bend: 4.84
- u_blue_offset_y: 0.0042
- u_blue_offset_y: 0.0021
- u_green_offset_y: 0
- u_noise_amount: 0.015
- u_noise_size: 417
- u_red_offset_y: -0.0042
- u_red_offset_y: -0.0021
- u_scanlin_transparence1: 0.024
- u_scanlin_transparence2: 0.024
- u_scanline_amount: 0.047