Camera/RetroCameraVignette.cs
using Sandbox;
using Sandbox.Rendering;
public sealed class RetroCameraVignette : BasePostProcess
{
/// <summary>
/// The color of the vignette or the "border"
/// </summary>
[Property] public Color Color { get; set; } = Color.Black;
/// <summary>
/// How strong the vignette is. This is a value between 0 -> 1
/// </summary>
[Property, Range( 0, 1 )] public float Intensity { get; set; } = 1.0f;
/// <summary>
/// How much fall off or how blurry the vignette is
/// </summary>
[Property, Range( 0, 1 )] public float Smoothness { get; set; } = 1.0f;
/// <summary>
/// How circular or round the vignette is
/// </summary>
[Property, Range( 0, 1 )] public float Roundness { get; set; } = 1.0f;
/// <summary>
/// The center of the vignette in relation to UV space. This means
/// a value of {0.5, 0.5} is the center of the screen
/// </summary>
[Property] public Vector2 Center { get; set; } = new Vector2( 0.5f, 0.5f );
static Material effectMaterial = Material.Load( "materials/postprocessing/vignette.vmat" );
public override void Render()
{
if ( Intensity.AlmostEqual( 0.0f ) )
return;
Attributes.Set( "standard.vignette.color", Color );
Attributes.Set( "standard.vignette.intensity", Intensity );
Attributes.Set( "standard.vignette.smoothness", Smoothness );
Attributes.Set( "standard.vignette.roundness", Roundness );
Attributes.Set( "standard.vignette.center", Center );
var cl = new CommandList( "Vignette" );
cl.Attributes.GrabFrameTexture( "ColorBuffer" );
cl.Attributes.GrabDepthTexture( "DepthBuffer" );
cl.Blit( effectMaterial, Attributes );
InsertCommandList( cl, Stage.BeforePostProcess, 100, "Vignette" );
}
}