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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

35 lines
816 B
C#

using Sandbox.Rendering;
namespace Sandbox;
/// <summary>
/// Applies a sharpen effect to the camera
/// </summary>
[Title( "Sharpen" )]
[Category( "Post Processing" )]
[Icon( "deblur" )]
public sealed class Sharpen : BasePostProcess<Sharpen>
{
[Range( 0, 5 )]
[Property] public float Scale { get; set; } = 2;
[Range( 0, 5 )]
[Property] public float TexelSize { get; set; } = 1;
private static readonly Material Shader = Material.FromShader( "shaders/postprocess/pp_sharpen.shader" );
public override void Render()
{
float scale = GetWeighted( x => x.Scale );
if ( scale <= 0f )
return;
Attributes.Set( "strength", scale );
Attributes.Set( "size", GetWeighted( x => x.TexelSize ) );
var blit = BlitMode.WithBackbuffer( Shader, Stage.AfterPostProcess, 1 );
Blit( blit, "Sharpen" );
}
}