Files
HeadlessHazard/Assets/Code/Scripts/Rendering/CRTRendererFeature.cs

124 lines
4.1 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.RenderGraphModule.Util;
using UnityEngine.Rendering.Universal;
public class CRTRendererFeature : ScriptableRendererFeature
{
[System.Serializable]
public class CRTSettings
{
public bool EffectEnabled = true;
public RenderPassEvent PassEvent = RenderPassEvent.AfterRenderingPostProcessing;
public Shader CRTShader;
[Range(0f, 1f)] public float Intensity = 0.65f;
[Range(0f, 2f)] public float ScanlineDensity = 1.2f;
[Range(0f, 1f)] public float ScanlineStrength = 0.18f;
[Range(0f, 0.2f)] public float Curvature = 0.04f;
[Range(0f, 1f)] public float VignetteStrength = 0.28f;
[Range(0f, 0.05f)] public float ChromaticAberration = 0.004f;
[Range(0f, 0.2f)] public float NoiseStrength = 0.03f;
[Range(0f, 0.1f)] public float FlickerStrength = 0.015f;
}
class CRTPass : ScriptableRenderPass
{
private Material m_Material;
private CRTSettings m_Settings;
public void Setup(Material material, CRTSettings settings)
{
m_Material = material;
m_Settings = settings;
renderPassEvent = settings.PassEvent;
requiresIntermediateTexture = true;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
if (m_Material == null || m_Settings == null || !m_Settings.EffectEnabled)
{
return;
}
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
if (resourceData.isActiveTargetBackBuffer)
{
return;
}
m_Material.SetFloat("_Intensity", m_Settings.Intensity);
m_Material.SetFloat("_ScanlineDensity", m_Settings.ScanlineDensity);
m_Material.SetFloat("_ScanlineStrength", m_Settings.ScanlineStrength);
m_Material.SetFloat("_Curvature", m_Settings.Curvature);
m_Material.SetFloat("_VignetteStrength", m_Settings.VignetteStrength);
m_Material.SetFloat("_ChromaticAberration", m_Settings.ChromaticAberration);
m_Material.SetFloat("_NoiseStrength", m_Settings.NoiseStrength);
m_Material.SetFloat("_FlickerStrength", m_Settings.FlickerStrength);
TextureHandle source = resourceData.activeColorTexture;
TextureDesc destinationDesc = renderGraph.GetTextureDesc(source);
destinationDesc.name = "CameraColor-CRT";
destinationDesc.clearBuffer = false;
TextureHandle destination = renderGraph.CreateTexture(destinationDesc);
RenderGraphUtils.BlitMaterialParameters blitParams = new(source, destination, m_Material, 0);
renderGraph.AddBlitPass(blitParams, "CRT Effect");
resourceData.cameraColor = destination;
}
public void Dispose()
{
// RenderGraph path does not allocate persistent RTHandles in this pass.
}
}
public CRTSettings Settings = new();
private CRTPass m_Pass;
private Material m_Material;
public override void Create()
{
if (Settings.CRTShader == null)
{
Settings.CRTShader = Shader.Find("Hidden/HeadlessHazard/CRT");
}
if (Settings.CRTShader != null)
{
m_Material = CoreUtils.CreateEngineMaterial(Settings.CRTShader);
}
m_Pass ??= new CRTPass();
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (m_Material == null || !Settings.EffectEnabled)
{
return;
}
if (renderingData.cameraData.cameraType != CameraType.Game)
{
return;
}
m_Pass.Setup(m_Material, Settings);
renderer.EnqueuePass(m_Pass);
}
protected override void Dispose(bool disposing)
{
m_Pass?.Dispose();
m_Pass = null;
CoreUtils.Destroy(m_Material);
m_Material = null;
}
}