32bit_jam_conjure/Assets/Scripts/Shaders/CustomEffectComponent.cs
Jean Lamarre 8aee8663ae fixed?
2022-10-29 18:32:02 -04:00

28 lines
897 B
C#

using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
/**
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
*/
namespace Shaders
{
[Serializable,
VolumeComponentMenuForRenderPipeline("Custom/"+nameof(CustomEffectComponent), typeof(UniversalRenderPipeline))]
public class CustomEffectComponent : VolumeComponent, IPostProcessComponent
{
// For example, an intensity parameter that goes from 0 to 1
public ClampedFloatParameter intensity =
new ClampedFloatParameter(value: 0, min: 0, max: 1, overrideState: true);
// Other 'Parameter' variables you might have
public bool IsActive() => intensity.value > 0 && this.active;
// I have no idea what this does yet but I'll update the post once I find an usage
public bool IsTileCompatible() => true;
}
}