forked from BilalY/Rasagar
44 lines
1.7 KiB
Plaintext
44 lines
1.7 KiB
Plaintext
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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using System;
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[Serializable, VolumeComponentMenu("Post-processing/Custom/#NAME#")]
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public sealed class #SCRIPTNAME# : CustomPostProcessVolumeComponent, IPostProcessComponent
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{
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[Tooltip("Controls the intensity of the effect.")]
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public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
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Material m_Material;
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public bool IsActive() => m_Material != null && intensity.value > 0f;
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// Do not forget to add this post process in the Custom Post Process Orders list (Project Settings > Graphics > HDRP Global Settings).
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public override CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.AfterPostProcess;
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const string kShaderName = "Hidden/Shader/#SCRIPTNAME#";
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public override void Setup()
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{
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if (Shader.Find(kShaderName) != null)
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m_Material = new Material(Shader.Find(kShaderName));
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else
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Debug.LogError($"Unable to find shader '{kShaderName}'. Post Process Volume #NAME# is unable to load. To fix this, please edit the 'kShaderName' constant in #NAME#.cs or change the name of your custom post process shader.");
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}
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public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
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{
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if (m_Material == null)
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return;
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m_Material.SetFloat("_Intensity", intensity.value);
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m_Material.SetTexture("_MainTex", source);
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HDUtils.DrawFullScreen(cmd, m_Material, destination, shaderPassId: 0);
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}
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public override void Cleanup()
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{
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CoreUtils.Destroy(m_Material);
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}
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}
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