feat : add a cathodic efect on the player cam
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8
Assets/Code/Scripts/Rendering.meta
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8
Assets/Code/Scripts/Rendering.meta
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173
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs
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173
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.RenderGraphModule.Util;
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using UnityEngine.Rendering.Universal;
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public class CRTRendererFeature : ScriptableRendererFeature
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{
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[System.Serializable]
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public class CRTSettings
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{
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public bool EffectEnabled = true;
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public RenderPassEvent PassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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public Shader CRTShader;
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[Range(0f, 1f)] public float Intensity = 0.65f;
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[Range(0f, 2f)] public float ScanlineDensity = 1.2f;
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[Range(0f, 1f)] public float ScanlineStrength = 0.18f;
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[Range(0f, 0.2f)] public float Curvature = 0.04f;
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[Range(0f, 1f)] public float VignetteStrength = 0.28f;
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[Range(0f, 0.05f)] public float ChromaticAberration = 0.004f;
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[Range(0f, 0.2f)] public float NoiseStrength = 0.03f;
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[Range(0f, 0.1f)] public float FlickerStrength = 0.015f;
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}
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class CRTPass : ScriptableRenderPass
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{
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private readonly ProfilingSampler m_ProfilingSampler = new("CRT Effect");
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private Material m_Material;
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private CRTSettings m_Settings;
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private RTHandle m_TempColorTexture;
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public void Setup(Material material, CRTSettings settings)
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{
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m_Material = material;
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m_Settings = settings;
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renderPassEvent = settings.PassEvent;
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requiresIntermediateTexture = true;
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}
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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if (m_Material == null || m_Settings == null || !m_Settings.EffectEnabled)
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{
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return;
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}
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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if (resourceData.isActiveTargetBackBuffer)
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{
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return;
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}
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m_Material.SetFloat("_Intensity", m_Settings.Intensity);
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m_Material.SetFloat("_ScanlineDensity", m_Settings.ScanlineDensity);
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m_Material.SetFloat("_ScanlineStrength", m_Settings.ScanlineStrength);
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m_Material.SetFloat("_Curvature", m_Settings.Curvature);
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m_Material.SetFloat("_VignetteStrength", m_Settings.VignetteStrength);
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m_Material.SetFloat("_ChromaticAberration", m_Settings.ChromaticAberration);
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m_Material.SetFloat("_NoiseStrength", m_Settings.NoiseStrength);
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m_Material.SetFloat("_FlickerStrength", m_Settings.FlickerStrength);
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TextureHandle source = resourceData.activeColorTexture;
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TextureDesc destinationDesc = renderGraph.GetTextureDesc(source);
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destinationDesc.name = "CameraColor-CRT";
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destinationDesc.clearBuffer = false;
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TextureHandle destination = renderGraph.CreateTexture(destinationDesc);
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RenderGraphUtils.BlitMaterialParameters blitParams = new(source, destination, m_Material, 0);
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renderGraph.AddBlitPass(blitParams, "CRT Effect");
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resourceData.cameraColor = destination;
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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cameraTextureDescriptor.depthBufferBits = 0;
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RenderingUtils.ReAllocateHandleIfNeeded(
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ref m_TempColorTexture,
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cameraTextureDescriptor,
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FilterMode.Bilinear,
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TextureWrapMode.Clamp,
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name: "_CRTTempColorTexture"
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);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (m_Material == null || m_Settings == null || !m_Settings.EffectEnabled)
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{
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return;
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}
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if (renderingData.cameraData.isSceneViewCamera)
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{
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return;
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}
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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m_Material.SetFloat("_Intensity", m_Settings.Intensity);
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m_Material.SetFloat("_ScanlineDensity", m_Settings.ScanlineDensity);
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m_Material.SetFloat("_ScanlineStrength", m_Settings.ScanlineStrength);
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m_Material.SetFloat("_Curvature", m_Settings.Curvature);
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m_Material.SetFloat("_VignetteStrength", m_Settings.VignetteStrength);
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m_Material.SetFloat("_ChromaticAberration", m_Settings.ChromaticAberration);
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m_Material.SetFloat("_NoiseStrength", m_Settings.NoiseStrength);
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m_Material.SetFloat("_FlickerStrength", m_Settings.FlickerStrength);
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RTHandle source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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Blitter.BlitCameraTexture(cmd, source, m_TempColorTexture, m_Material, 0);
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Blitter.BlitCameraTexture(cmd, m_TempColorTexture, source);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public void Dispose()
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{
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m_TempColorTexture?.Release();
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m_TempColorTexture = null;
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}
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}
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public CRTSettings Settings = new();
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private CRTPass m_Pass;
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private Material m_Material;
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public override void Create()
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{
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if (Settings.CRTShader == null)
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{
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Settings.CRTShader = Shader.Find("Hidden/HeadlessHazard/CRT");
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}
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if (Settings.CRTShader != null)
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{
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m_Material = CoreUtils.CreateEngineMaterial(Settings.CRTShader);
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}
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m_Pass ??= new CRTPass();
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (m_Material == null || !Settings.EffectEnabled)
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{
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return;
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}
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if (renderingData.cameraData.cameraType != CameraType.Game)
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{
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return;
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}
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m_Pass.Setup(m_Material, Settings);
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renderer.EnqueuePass(m_Pass);
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}
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protected override void Dispose(bool disposing)
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{
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m_Pass?.Dispose();
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m_Pass = null;
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CoreUtils.Destroy(m_Material);
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m_Material = null;
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}
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}
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11
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs.meta
Normal file
11
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4f2de7a6cfbd47c8bc740d43bb991205
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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