像素化

This commit is contained in:
SoulliesOfficial
2025-06-30 09:25:29 -04:00
parent f31d77197b
commit e91f378989
19 changed files with 16279 additions and 17232 deletions

View File

@@ -10,6 +10,19 @@ namespace Ichni
/// </summary>
public static class CustomCurvePresets
{
/// <summary>
/// 瞬间完成
/// </summary>
/// <returns></returns>
public static AnimationCurve Instant()
{
Keyframe[] keys = new Keyframe[2];
keys[0] = new Keyframe(0, 1, 0, 0);
keys[1] = new Keyframe(1, 1, 0, 0);
return new AnimationCurve(keys);
}
/// <summary>
/// 抛物线曲线,在中间达到最大值,两端为起始值
/// </summary>

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@@ -138,6 +138,7 @@ namespace Ichni.RhythmGame
{ "Vignette", new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1, 0, 1)) },
{ "SetInteger", new SetIntegerEffect("New Variable", 0, false, 0, 1) },
{ "EnableControl", new EnableControlEffect(null, "New Variable", 0, false, "") },
{"Pixelate", new PixelateEffect(1, 320, 180, CustomCurvePresets.Instant())},
{ "LowPassFilter", new LowPassFilterEffect(1, 10, CustomCurvePresets.Parabolic(1, 0, 1)) },
{ "HighPassFilter", new HighPassFilterEffect(1, 22000, CustomCurvePresets.Parabolic(1, 0, 1)) },
{ "DTM_RippleEffect", new DTMRippleEffect(0.65f, Color.white, 0) }

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@@ -78,7 +78,10 @@ namespace Ichni.RhythmGame
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new BloomEffect(duration, peak, intensityCurve);
return new BloomEffect(duration, peak, intensityCurve)
{
attachedGameElement = attachedGameElement
};
}
}
}

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@@ -0,0 +1,111 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class PixelateEffect : EffectBase
{
public float duration;
public float bottomX;
public float bottomY;
public AnimationCurve intensityCurve;
public PixelateEffect(float duration, float bottomX, float bottomY, AnimationCurve intensityCurve)
{
this.effectTime = duration;
this.duration = duration;
this.bottomX = bottomX;
this.bottomY = bottomY;
this.intensityCurve = intensityCurve;
}
public override void Recover()
{
EditorManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height);
EditorManager.instance.postProcessingManager.SetFeatureActive(false);
}
public override void Disrupt()
{
EditorManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height);
EditorManager.instance.postProcessingManager.SetFeatureActive(false);
}
public override void PreExecute()
{
EditorManager.instance.postProcessingManager.SetFeatureActive(true);
EditorManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height);
}
public override void Execute()
{
float x = Mathf.Lerp(Screen.width, bottomX, intensityCurve.Evaluate(effectProgressPercent));
float y = Mathf.Lerp(Screen.height, bottomY, intensityCurve.Evaluate(effectProgressPercent));
Debug.Log(x + ", " + y);
EditorManager.instance.postProcessingManager.SetPixelateStrength(x,y);
}
public override void Adjust()
{
EditorManager.instance.postProcessingManager.SetPixelateStrength(Screen.width, Screen.height);
EditorManager.instance.postProcessingManager.SetFeatureActive(false);
}
public override EffectBase_BM ConvertToBM()
{
return new PixelateEffect_BM(duration, bottomX, bottomY, intensityCurve);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Pixelate Effect");
var effectSettings = container.GenerateSubcontainer(3);
var effectTimeField = inspector.GenerateInputField(this, effectSettings, "Effect Time", nameof(duration));
var bottomXField = inspector.GenerateInputField(this, effectSettings, "Bottom X", nameof(bottomX));
var bottomYField = inspector.GenerateInputField(this, effectSettings, "Bottom Y", nameof(bottomY));
var intensityCurveButton = inspector.GenerateButton(this, effectSettings, "Intensity Curve", () =>
{
var intensityCurveWindow =
inspector.GenerateCompositeParameterWindow(this, "Intensity Curve", nameof(intensityCurve)).SetAsCustomCurve();
});
var clearButton = inspector.GenerateButton(this, effectSettings, "Clear Pixelate", () =>
{
EditorManager.instance.postProcessingManager.SetFeatureActive(false);
});
}
}
namespace Beatmap
{
public class PixelateEffect_BM : EffectBase_BM
{
public float duration;
public float bottomX;
public float bottomY;
public AnimationCurve intensityCurve;
public PixelateEffect_BM(float duration, float bottomX, float bottomY, AnimationCurve intensityCurve)
{
this.effectTime = duration;
this.duration = duration;
this.bottomX = bottomX;
this.bottomY = bottomY;
this.intensityCurve = intensityCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new PixelateEffect(duration, bottomX, bottomY, intensityCurve)
{
attachedGameElement = attachedGameElement
};
}
}
}
}

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@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,12 +1,90 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace Ichni.Editor
{
public class PostProcessingManager : MonoBehaviour
{
public Volume globalVolume;
public PixelateFeature pixelateFeature;
void Awake()
{
FindAndCacheFeatureWithReflection();
}
private void FindAndCacheFeatureWithReflection()
{
var pipelineAsset = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
if (pipelineAsset == null)
{
Debug.LogError("当前渲染管线不是 UniversalRenderPipelineAsset。");
return;
}
// 2. 使用反射来获取内部的 m_RendererDataList 字段
FieldInfo rendererDataListField = typeof(UniversalRenderPipelineAsset).GetField("m_RendererDataList", BindingFlags.NonPublic | BindingFlags.Instance);
if (rendererDataListField == null)
{
Debug.LogError("在 UniversalRenderPipelineAsset 中无法通过反射找到 'm_RendererDataList' 字段。API可能已在你的URP版本中更改。");
return;
}
var rendererDataList = rendererDataListField.GetValue(pipelineAsset) as ScriptableRendererData[];
if (rendererDataList == null)
{
Debug.LogError("获取渲染器数据列表失败。");
return;
}
// 3. 遍历获取到的列表来查找我们的Feature
foreach (var rendererData in rendererDataList)
{
if (rendererData == null) continue;
var feature = rendererData.rendererFeatures.OfType<PixelateFeature>().FirstOrDefault();
if (feature != null)
{
pixelateFeature = feature;
Debug.Log("成功找到并缓存 pixelateFeature (通过反射)!");
break;
}
}
if (pixelateFeature == null)
{
Debug.LogError("在所有 RendererData 中都未找到 pixelateFeature。");
}
}
[Button]
public void SetFeatureActive(bool enable)
{
if (pixelateFeature != null)
{
pixelateFeature.SetActive(enable);
}
}
[Button]
public void SetPixelateStrength(float strengthX, float strengthY)
{
if (pixelateFeature != null)
{
pixelateFeature.settings.pixelateStrengthX = strengthX;
pixelateFeature.settings.pixelateStrengthY = strengthY;
pixelateFeature.pixelatePass.UpdateConfig(strengthX, strengthY);
}
else
{
Debug.LogError("Pixelate feature is not initialized.");
}
}
}
}