Components/PostProcessing/CCSAnalogNoise.cs
using Sandbox;
using System;
/// <summary>
/// Generate random noise (not very good).
/// </summary>
[Title( "TV Static" )]
[Category( "Post Processing" )]
[Icon( "broken_image" )]
public sealed class CCSAnalogNoise : Component, Component.ExecuteInEditor
{
/// <summary>
/// noise-image belnd, please note: the fine tune controls effect the entire image
/// </summary>
[Property, Title("Opacity"),Range( 0.00f, 1.0f, 0, true)]
public float fOpacity { get; set; } = 0.75f;
/// <summary>
/// Makes the noise less stretched out.
/// </summary>
[Property, Title("Don't Stretch"),Group("Fine Tune")]
public bool bAspect { get; set; }
/// <summary>
/// How much to blur the image + noise
/// </summary>
[Property, Title("Blur Radius"), Range( 0.0f, 20.0f, 1, true ),Group("Fine Tune")]
public float bRadius { get; set; } = 4.0f;
/// <summary>
/// Darkest parts of the image. cool value: -0.25
/// </summary>
[Property, Title("Blacks"), Group("Fine Tune"), Range( -0.25f, 1.0f, 0 )]
public float Blacks { get; set; } = 0.0f;
/// <summary>
/// Rolloff from midtones to shadow. cool value: 0.0
/// </summary>
[Property, Title("Shadows"), Group("Fine Tune"), Range( 0.0f, 1.0f, 0 )]
public float Shadows { get; set; } = 0.25f;
/// <summary>
/// Parts of the image around 50%. cool value: 0.05
/// </summary>
[Property, Title("Midtones") ,Group("Fine Tune"), Range( 0.0f, 1.0f, 0 )]
public float Midtones { get; set; } = 0.5f;
/// <summary>
/// Rolloff from midtones to whites. cool value: 0.365
/// </summary>
[Property, Title("Highlights") ,Group("Fine Tune"), Range( 0.0f, 1.0f, 0)]
public float Highlights { get; set; } = 0.75f;
/// <summary>
/// Brightest parts of the image. cool value: 1.35
/// </summary>
[Property, Title("Whites") ,Group("Fine Tune"), Range( 0.0f, 1.5f, 0)]
public float Whites { get; set; } = 1.0f;
private float bMulti { get; set; } = 8.0f;
private bool bCircle = false;
private bool bLoop = true;
IDisposable renderHook;
// protected override void OnUpdate()
// {
//
// }
protected override void OnEnabled()
{
renderHook?.Dispose();
var cc = Components.Get<CameraComponent>( true );
renderHook = cc.AddHookBeforeOverlay( "CCSAnalogNoise", 8000, RenderEffect );
}
protected override void OnDisabled()
{
renderHook?.Dispose();
renderHook = null;
}
RenderAttributes attributes = new RenderAttributes();
public void RenderEffect( SceneCamera camera )
{
if ( !camera.EnablePostProcessing )
return;
//three passes and it is still ugly
attributes.Set( "fOpacity", fOpacity);
Graphics.GrabFrameTexture( "ColorBuffer", attributes );
Graphics.Blit( Material.Load( "materials/postprocess/ccs_analog.vmat" ), attributes );
//attributes.Set( "bContrast", bContrast );
Graphics.GrabFrameTexture( "ColorBuffer", attributes );
attributes.Set( "Blacks", Blacks );
attributes.Set( "Shadows", Shadows );
attributes.Set( "Midtones", Midtones);
attributes.Set( "Highlights", Highlights );
attributes.Set( "Whites", Whites);
Graphics.Blit( Material.Load( "materials/postprocess/ccs_tonecurves.vmat" ), attributes );
attributes.Set( "bRadius", bRadius );
attributes.Set( "bMulti", bMulti );
attributes.Set( "bAspect", bAspect );
attributes.Set( "bCircle", bCircle );
attributes.Set( "bLoop", bLoop );
Graphics.GrabFrameTexture( "ColorBuffer", attributes );
// Graphics.Blit( Material.Load( "materials/postprocess/ccs_flareprepass.vmat" ), attributes );
Graphics.Blit( Material.Load( "materials/postprocess/ccs_boxblur.vmat" ), attributes );
}
}