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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

59 lines
1.8 KiB
C#

using Sandbox.Rendering;
namespace Sandbox;
/// <summary>
/// Applies a vignette to the camera
/// </summary>
[Title( "Vignette" )]
[Category( "Post Processing" )]
[Icon( "vignette" )]
public sealed class Vignette : BasePostProcess<Vignette>
{
/// <summary>
/// The color of the vignette or the "border"
/// </summary>
[Property] public Color Color { get; set; } = Color.Black;
/// <summary>
/// How strong the vignette is. This is a value between 0 -> 1
/// </summary>
[Property, Range( 0, 1 )] public float Intensity { get; set; } = 1.0f;
/// <summary>
/// How much fall off or how blurry the vignette is
/// </summary>
[Property, Range( 0, 1 )] public float Smoothness { get; set; } = 1.0f;
/// <summary>
/// How circular or round the vignette is
/// </summary>
[Property, Range( 0, 1 )] public float Roundness { get; set; } = 1.0f;
/// <summary>
/// The center of the vignette in relation to UV space. This means
/// a value of {0.5, 0.5} is the center of the screen
/// </summary>
[Property] public Vector2 Center { get; set; } = new Vector2( 0.5f, 0.5f );
private static readonly Material Shader = Material.FromShader( "shaders/postprocess/pp_vignette.shader" );
public override void Render()
{
float intensity = GetWeighted( x => x.Intensity );
if ( intensity.AlmostEqual( 0.0f ) ) return;
var color = GetWeighted( x => x.Color );
if ( color.a.AlmostEqual( 0.0f ) ) return;
Attributes.Set( "color", color );
Attributes.Set( "intensity", intensity );
Attributes.Set( "smoothness", GetWeighted( x => x.Smoothness, onlyLerpBetweenVolumes: true ) );
Attributes.Set( "roundness", GetWeighted( x => x.Roundness, onlyLerpBetweenVolumes: true ) );
Attributes.Set( "center", GetWeighted( x => x.Center, onlyLerpBetweenVolumes: true ) );
var blit = BlitMode.Simple( Shader, Stage.BeforePostProcess, 5000 );
Blit( blit, "Vignette" );
}
}