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Lorenz Junglas 12affe5ccb Reduce material creations/allocations (#3766)
* Make SpriteBatchSceneObject shaders static, so we don't create them per instance

* Avoid per frame shader/material creation in PostProcessing

* Avoid per frame shader/material creation in HudPainter

* Move a few more compute shaders into static members

* Reduce allocations in NormalizeFilename

* Reduce string allocations in Material.FromShader
2026-01-14 08:40:37 +01:00

44 lines
1.2 KiB
C#

using Sandbox.Rendering;
namespace Sandbox;
/// <summary>
/// Applies a chromatic aberration effect to the camera
/// </summary>
[Title( "Chromatic Aberration" )]
[Category( "Post Processing" )]
[Icon( "zoom_out_map" )]
public sealed class ChromaticAberration : BasePostProcess<ChromaticAberration>
{
/// <summary>
/// Enable chromatic aberration
/// </summary>
[Property, Range( 0, 1 )] public float Scale { get; set; } = 0.33f;
/// <summary>
/// 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
/// </summary>
[Property] public Vector3 Offset { get; set; } = new Vector3( 6f, 2f, 4.0f );
private static readonly Material Shader = Material.FromShader( "shaders/postprocess/pp_chromaticaberration.shader" );
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( Shader, Stage.AfterPostProcess, 1000, false );
Blit( blit, "ChromaticAberration" );
}
}