Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/LensDistortion.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

83 lines
3.6 KiB
C#

using System;
namespace UnityEngine.Rendering.PostProcessing
{
/// <summary>
/// This class holds settings for the Lens Distortion effect.
/// </summary>
[Serializable]
[PostProcess(typeof(LensDistortionRenderer), "Unity/Lens Distortion")]
public sealed class LensDistortion : PostProcessEffectSettings
{
/// <summary>
/// The total amount of distortion to apply.
/// </summary>
[Range(-100f, 100f), Tooltip("Total distortion amount.")]
public FloatParameter intensity = new FloatParameter { value = 0f };
/// <summary>
/// Multiplies the intensity value on the x-axis. Setting this value to 0 will disable distortion on this axis.
/// </summary>
[Range(0f, 1f), DisplayName("X Multiplier"), Tooltip("Intensity multiplier on the x-axis. Set it to 0 to disable distortion on this axis.")]
public FloatParameter intensityX = new FloatParameter { value = 1f };
/// <summary>
/// Multiplies the intensity value on the y-axis. Setting this value to 0 will disable distortion on this axis.
/// </summary>
[Range(0f, 1f), DisplayName("Y Multiplier"), Tooltip("Intensity multiplier on the y-axis. Set it to 0 to disable distortion on this axis.")]
public FloatParameter intensityY = new FloatParameter { value = 1f };
/// <summary>
/// The center point for the distortion (x-axis).
/// </summary>
[Space]
[Range(-1f, 1f), Tooltip("Distortion center point (x-axis).")]
public FloatParameter centerX = new FloatParameter { value = 0f };
/// <summary>
/// The center point for the distortion (y-axis).
/// </summary>
[Range(-1f, 1f), Tooltip("Distortion center point (y-axis).")]
public FloatParameter centerY = new FloatParameter { value = 0f };
/// <summary>
/// A global screen scaling factor.
/// </summary>
[Space]
[Range(0.01f, 5f), Tooltip("Global screen scaling.")]
public FloatParameter scale = new FloatParameter { value = 1f };
/// <summary>
/// Returns <c>true</c> if the effect is currently enabled and supported.
/// </summary>
/// <param name="context">The current post-processing render context</param>
/// <returns><c>true</c> if the effect is currently enabled and supported</returns>
public override bool IsEnabledAndSupported(PostProcessRenderContext context)
{
return enabled.value
&& !Mathf.Approximately(intensity, 0f)
&& (intensityX > 0f || intensityY > 0f)
&& !context.stereoActive;
}
}
[UnityEngine.Scripting.Preserve]
internal sealed class LensDistortionRenderer : PostProcessEffectRenderer<LensDistortion>
{
public override void Render(PostProcessRenderContext context)
{
var sheet = context.uberSheet;
float amount = 1.6f * Math.Max(Mathf.Abs(settings.intensity.value), 1f);
float theta = Mathf.Deg2Rad * Math.Min(160f, amount);
float sigma = 2f * Mathf.Tan(theta * 0.5f);
var p0 = new Vector4(settings.centerX.value, settings.centerY.value, Mathf.Max(settings.intensityX.value, 1e-4f), Mathf.Max(settings.intensityY.value, 1e-4f));
var p1 = new Vector4(settings.intensity.value >= 0f ? theta : 1f / theta, sigma, 1f / settings.scale.value, settings.intensity.value);
sheet.EnableKeyword("DISTORT");
sheet.properties.SetVector(ShaderIDs.Distortion_CenterScale, p0);
sheet.properties.SetVector(ShaderIDs.Distortion_Amount, p1);
}
}
}