using Sandbox.Rendering; namespace Sandbox; /// /// Applies a chromatic aberration effect to the camera /// [Title( "Chromatic Aberration" )] [Category( "Post Processing" )] [Icon( "zoom_out_map" )] public sealed class ChromaticAberration : BasePostProcess { /// /// Enable chromatic aberration /// [Property, Range( 0, 1 )] public float Scale { get; set; } = 0.33f; /// /// The pixel offset for each color channel. These values should /// be very small as it's in UV space. (0.004 for example) /// X = Red /// Y = Green /// Z = Blue /// [Property] public Vector3 Offset { get; set; } = new Vector3( 6f, 2f, 4.0f ); public override void Render() { float scale = GetWeighted( x => x.Scale ); Vector3 offset = GetWeighted( x => x.Offset ); if ( scale <= 0f ) return; Attributes.Set( "scale", scale ); Attributes.Set( "amount", offset / 1000.0f ); var blit = BlitMode.WithBackbuffer( Material.FromShader( "shaders/postprocess/pp_chromaticaberration.shader" ), Stage.AfterPostProcess, 1000, false ); Blit( blit, "ChromaticAberration" ); } }