FiE-Game/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs

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2023-07-24 21:52:50 +02:00
using System;
using UnityEngine;
// This class implements simple ghosting type Motion Blur.
// If Extra Blur is selected, the scene will allways be a little blurred,
// as it is scaled to a smaller resolution.
// The effect works by accumulating the previous frames in an accumulation
// texture.
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[AddComponentMenu("Image Effects/Blur/Motion Blur (Color Accumulation)")]
[RequireComponent(typeof(Camera))]
public class MotionBlur : ImageEffectBase
{
[Range(0.0f, 0.92f)]
public float blurAmount = 0.8f;
public bool extraBlur = false;
private RenderTexture accumTexture;
override protected void Start()
{
base.Start();
}
override protected void OnDisable()
{
base.OnDisable();
DestroyImmediate(accumTexture);
}
// Called by camera to apply image effect
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
// Create the accumulation texture
if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height)
{
DestroyImmediate(accumTexture);
accumTexture = new RenderTexture(source.width, source.height, 0);
accumTexture.hideFlags = HideFlags.HideAndDontSave;
Graphics.Blit( source, accumTexture );
}
// If Extra Blur is selected, downscale the texture to 4x4 smaller resolution.
if (extraBlur)
{
RenderTexture blurbuffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0);
accumTexture.MarkRestoreExpected();
Graphics.Blit(accumTexture, blurbuffer);
Graphics.Blit(blurbuffer,accumTexture);
RenderTexture.ReleaseTemporary(blurbuffer);
}
// Clamp the motion blur variable, so it can never leave permanent trails in the image
blurAmount = Mathf.Clamp( blurAmount, 0.0f, 0.92f );
// Setup the texture and floating point values in the shader
material.SetTexture("_MainTex", accumTexture);
material.SetFloat("_AccumOrig", 1.0F-blurAmount);
// We are accumulating motion over frames without clear/discard
// by design, so silence any performance warnings from Unity
accumTexture.MarkRestoreExpected();
// Render the image using the motion blur shader
Graphics.Blit (source, accumTexture, material);
Graphics.Blit (accumTexture, destination);
}
}
}