diff --git a/Assets/Resources/Shaders/CustomPostProcessingMaterials.asset b/Assets/Resources/Shaders/CustomPostProcessingMaterials.asset index bf84749..66c77b7 100644 --- a/Assets/Resources/Shaders/CustomPostProcessingMaterials.asset +++ b/Assets/Resources/Shaders/CustomPostProcessingMaterials.asset @@ -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} diff --git a/Assets/Scenes/Volume/crtVolme.asset b/Assets/Scenes/Volume/crtVolme.asset index b5351dd..8ca1048 100644 --- a/Assets/Scenes/Volume/crtVolme.asset +++ b/Assets/Scenes/Volume/crtVolme.asset @@ -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 diff --git a/Assets/Scripts/Shaders/CustomEffectComponent.cs b/Assets/Scripts/Shaders/CustomEffectComponent.cs index f6f6b3b..a494c40 100644 --- a/Assets/Scripts/Shaders/CustomEffectComponent.cs +++ b/Assets/Scripts/Shaders/CustomEffectComponent.cs @@ -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 diff --git a/Assets/Scripts/Shaders/CustomPostProcessPass.cs b/Assets/Scripts/Shaders/CustomPostProcessPass.cs index 2b757dd..f506461 100644 --- a/Assets/Scripts/Shaders/CustomPostProcessPass.cs +++ b/Assets/Scripts/Shaders/CustomPostProcessPass.cs @@ -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); diff --git a/Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs b/Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs index 6f859fe..3de456d 100644 --- a/Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs +++ b/Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs @@ -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; diff --git a/Assets/Shaders/CRTMaterialShader.mat b/Assets/Shaders/CRTMaterialShader.mat index 5cdd772..25bdf29 100644 --- a/Assets/Shaders/CRTMaterialShader.mat +++ b/Assets/Shaders/CRTMaterialShader.mat @@ -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