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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

36 lines
935 B
C#

using Sandbox.Rendering;
namespace Sandbox;
/// <summary>
/// Applies a film grain effect to the camera
/// </summary>
[Title( "FilmGrain" )]
[Category( "Post Processing" )]
[Icon( "grain" )]
public sealed class FilmGrain : BasePostProcess<FilmGrain>
{
[Range( 0, 1 )]
[Property] public float Intensity { get; set; } = 0.1f;
[Range( 0, 1 )]
[Property] public float Response { get; set; } = 0.5f;
private static readonly Material Shader = Material.FromShader( "shaders/postprocess/pp_filmgrain.shader" );
public override void Render()
{
float intensity = GetWeighted( x => x.Intensity );
if ( intensity.AlmostEqual( 0.0f ) ) return;
float response = GetWeighted( x => x.Response, 1 );
Attributes.Set( "intensity", intensity );
Attributes.Set( "response", GetWeighted( x => x.Response, 1 ) );
var blit = BlitMode.WithBackbuffer( Shader, Stage.AfterPostProcess, 200, false );
Blit( blit, "FilmGrain" );
}
}