129 lines
3.8 KiB
C#
129 lines
3.8 KiB
C#
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using RoR2;
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using RoR2.PostProcessing;
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using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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public sealed class ScreenDamagePPRenderer : PostProcessEffectRenderer<ScreenDamagePP>
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{
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private static readonly int NormalMap = Shader.PropertyToID("_NormalMap");
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private static readonly int Tint = Shader.PropertyToID("_Tint");
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private static readonly int DistortionStrength = Shader.PropertyToID("_DistortionStrength");
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private static readonly int DesaturationStrength = Shader.PropertyToID("_DesaturationStrength");
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private static readonly int TintStrength = Shader.PropertyToID("_TintStrength");
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private static readonly int CombinationType = Shader.PropertyToID("_CombinationType");
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private Shader shader;
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private static bool propsSet;
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private static bool usingTemporaryProps;
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private static int temporaryPropsSetExpirationFrameStamp;
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public static ColorParameter temporaryVignetteTint;
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public static TextureParameter temporaryOffsetMap;
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public static bool temporaryCombineAdditively;
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public static ScreenDamageCalculator temporaryPropsCalculator;
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private int temporaryPropsExpirationFrames = 2;
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public override void Init()
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{
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base.Init();
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shader = LegacyShaderAPI.Find("Shaders/PostProcess/HGScreenDamage");
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propsSet = false;
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}
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public static void ExtendTemporaryProps()
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{
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temporaryPropsSetExpirationFrameStamp++;
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}
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public static void SetTemporaryProps(ScreenDamageCalculator damageCalculator, ColorParameter tintColor, TextureParameter offsetMap, bool combineAdditively)
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{
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usingTemporaryProps = true;
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temporaryPropsCalculator = damageCalculator;
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temporaryVignetteTint = tintColor;
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temporaryOffsetMap = offsetMap;
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temporaryCombineAdditively = combineAdditively;
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temporaryPropsSetExpirationFrameStamp = int.MaxValue;
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propsSet = false;
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}
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public static void ClearTemporaryProps(ScreenDamageCalculator damageCalculator)
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{
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if (damageCalculator == temporaryPropsCalculator)
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{
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temporaryOffsetMap = null;
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temporaryVignetteTint = null;
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usingTemporaryProps = false;
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temporaryCombineAdditively = false;
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temporaryPropsSetExpirationFrameStamp = int.MaxValue;
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propsSet = false;
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}
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}
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private void HandlePropsSet(PropertySheet sheet, int frameCount)
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{
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propsSet = true;
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if (usingTemporaryProps && temporaryOffsetMap != null)
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{
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sheet.properties.SetTexture(NormalMap, temporaryOffsetMap);
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}
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else
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{
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sheet.properties.SetTexture(NormalMap, base.settings.OffsetMap);
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}
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if (usingTemporaryProps && temporaryVignetteTint != null)
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{
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sheet.properties.SetColor(Tint, temporaryVignetteTint);
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}
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else
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{
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sheet.properties.SetColor(Tint, base.settings.VignetteTint);
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}
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if (usingTemporaryProps && temporaryCombineAdditively)
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{
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sheet.properties.SetFloat(CombinationType, 1f);
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}
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else
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{
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sheet.properties.SetFloat(CombinationType, -1f);
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}
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if (usingTemporaryProps && (temporaryOffsetMap != null || temporaryVignetteTint != null))
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{
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temporaryPropsSetExpirationFrameStamp = frameCount + temporaryPropsExpirationFrames;
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}
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else
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{
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temporaryPropsSetExpirationFrameStamp = int.MaxValue;
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}
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}
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public override void Render(PostProcessRenderContext context)
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{
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PropertySheet propertySheet = context.propertySheets.Get(shader);
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int frameCount = Time.frameCount;
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if (usingTemporaryProps && propsSet && frameCount > temporaryPropsSetExpirationFrameStamp)
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{
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ClearTemporaryProps(temporaryPropsCalculator);
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}
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if (!propsSet)
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{
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HandlePropsSet(propertySheet, frameCount);
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}
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propertySheet.properties.SetFloat(DistortionStrength, base.settings.DistortionStrength);
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propertySheet.properties.SetFloat(DesaturationStrength, base.settings.DesaturationStrength);
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propertySheet.properties.SetFloat(TintStrength, base.settings.TintStrength);
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context.command.BlitFullscreenTriangle(context.source, context.destination, propertySheet, 0);
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}
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}
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