Files
Bombaleila/Assets/ThunderWire Studio/UHFPS/Content/Shaders/Scanlines/Runtime/ScanlinesPass.cs
2026-03-03 05:27:03 +05:00

64 lines
3.0 KiB
C#

using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine;
namespace UHFPS.Rendering
{
public class ScanlinesPass : ScriptableRenderPass
{
private static readonly int ScanlinesStrength = Shader.PropertyToID("_ScanlinesStrength");
private static readonly int ScanlinesSharpness = Shader.PropertyToID("_ScanlinesSharpness");
private static readonly int ScanlinesScroll = Shader.PropertyToID("_ScanlinesScroll");
private static readonly int ScanlinesFrequency = Shader.PropertyToID("_ScanlinesFrequency");
private static readonly int GlitchIntensity = Shader.PropertyToID("_GlitchIntensity");
private static readonly int GlitchFrequency = Shader.PropertyToID("_GlitchFrequency");
private readonly Material m_Material;
private RTHandle m_CameraTempColor;
public ScanlinesPass(RenderPassEvent renderPassEvent, Material material)
{
this.renderPassEvent = renderPassEvent;
m_Material = material;
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
var colorDesc = renderingData.cameraData.cameraTargetDescriptor;
colorDesc.depthBufferBits = 0;
RenderingUtils.ReAllocateIfNeeded(ref m_CameraTempColor, colorDesc, name: "_TemporaryColorTexture");
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_Material == null) return;
if (renderingData.cameraData.isSceneViewCamera) return;
if (!renderingData.cameraData.postProcessEnabled) return;
VolumeStack stack = VolumeManager.instance.stack;
Scanlines scanlinesVolume = stack.GetComponent<Scanlines>();
if (!scanlinesVolume.IsActive()) return;
m_Material.SetFloat(ScanlinesStrength, scanlinesVolume.ScanlinesStrength.value);
m_Material.SetFloat(ScanlinesSharpness, scanlinesVolume.ScanlinesSharpness.value);
m_Material.SetFloat(ScanlinesScroll, scanlinesVolume.ScanlinesScroll.value);
m_Material.SetFloat(ScanlinesFrequency, scanlinesVolume.ScanlinesFrequency.value);
m_Material.SetFloat(GlitchIntensity, scanlinesVolume.GlitchIntensity.value);
m_Material.SetFloat(GlitchFrequency, scanlinesVolume.GlitchFrequency.value);
var cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, new ProfilingSampler("Scanlines")))
{
RTHandle camTarget = renderingData.cameraData.renderer.cameraColorTargetHandle;
Blitter.BlitCameraTexture(cmd, camTarget, m_CameraTempColor, m_Material, 0);
Blitter.BlitCameraTexture(cmd, m_CameraTempColor, camTarget);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
CommandBufferPool.Release(cmd);
}
}
}