60 lines
3.5 KiB
C#
60 lines
3.5 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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namespace Echovoid.Runtime.Behavior.Rendering
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{
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public static class InternalShaderHelpers
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{
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public static Material GenerateTransientMaterial(string shaderName)
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{
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var shader = Shader.Find(shaderName);
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return CoreUtils.CreateEngineMaterial(shader);
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}
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public static class ID
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{
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// RGB Split Glitch
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public static readonly int _RGBSplitGlitchParams = Shader.PropertyToID("_RGBSplitGlitchParams");
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public static readonly int _RGBSplitGlitchIntensity = Shader.PropertyToID("_RGBSplitGlitchIntensity");
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// Radial Blur
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public static readonly int _RadialBlurParams = Shader.PropertyToID("_RadialBlurParams");
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public static readonly int _BlurRadius = Shader.PropertyToID("_BlurRadius");
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public static readonly int _RadialCenterX = Shader.PropertyToID("_RadialCenterX");
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public static readonly int _RadialCenterY = Shader.PropertyToID("_RadialCenterY");
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// Speed Lines
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public static readonly int _SpeedLinesColour = Shader.PropertyToID("_Colour");
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public static readonly int _SpeedLinesTiling = Shader.PropertyToID("_SpeedLinesTiling");
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public static readonly int _SpeedLinesRadialScale = Shader.PropertyToID("_SpeedLinesRadialScale");
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public static readonly int _SpeedLinesPower = Shader.PropertyToID("_SpeedLinesPower");
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public static readonly int _SpeedLinesRemap = Shader.PropertyToID("_SpeedLinesRemap");
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public static readonly int _SpeedLinesAnimation = Shader.PropertyToID("_SpeedLinesAnimation");
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public static readonly int _MaskScale = Shader.PropertyToID("_MaskScale");
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public static readonly int _MaskHardness = Shader.PropertyToID("_MaskHardness");
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public static readonly int _MaskPower = Shader.PropertyToID("_MaskPower");
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// --- Strobe Flash ---
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public static readonly int _StrobeColorHigh = Shader.PropertyToID("_StrobeColorHigh");
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public static readonly int _StrobeColorLow = Shader.PropertyToID("_StrobeColorLow");
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public static readonly int _StrobeParams = Shader.PropertyToID("_StrobeParams");
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public static readonly int _StrobeAdvParams = Shader.PropertyToID("_StrobeAdvParams");
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public static readonly int _LuminanceWeights = Shader.PropertyToID("_LuminanceWeights");
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// --- Sharpen ---
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public static readonly int _SharpnessParams = Shader.PropertyToID("_SharpnessParams");
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// --- Advanced Chromatic Aberration ---
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public static readonly int _ACA_Params1 = Shader.PropertyToID("_ACA_Params1");
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public static readonly int _ACA_Params2 = Shader.PropertyToID("_ACA_Params2");
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public static readonly int _ACA_Split = Shader.PropertyToID("_ACA_Split");
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public static readonly int _DispersionMap = Shader.PropertyToID("_DispersionMap");
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// --- Advanced Vignette ---
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public static readonly int _ColorInner = Shader.PropertyToID("_ColorInner");
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public static readonly int _ColorOuter = Shader.PropertyToID("_ColorOuter");
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public static readonly int _VignetteParams1 = Shader.PropertyToID("_VignetteParams1");
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public static readonly int _VignetteCenter = Shader.PropertyToID("_VignetteCenter");
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}
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}
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} |