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

124 lines
4.2 KiB
C#
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2023-07-24 21:52:50 +02:00
using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Rendering/Screen Space Ambient Obscurance")]
class ScreenSpaceAmbientObscurance : PostEffectsBase {
[Range (0,3)]
public float intensity = 0.5f;
[Range (0.1f,3)]
public float radius = 0.2f;
[Range (0,3)]
public int blurIterations = 1;
[Range (0,5)]
public float blurFilterDistance = 1.25f;
[Range (0,1)]
public int downsample = 0;
public Texture2D rand = null;
public Shader aoShader= null;
private Material aoMaterial = null;
public override bool CheckResources () {
CheckSupport (true);
aoMaterial = CheckShaderAndCreateMaterial (aoShader, aoMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnDisable () {
if (aoMaterial)
DestroyImmediate (aoMaterial);
aoMaterial = null;
}
[ImageEffectOpaque]
void OnRenderImage (RenderTexture source, RenderTexture destination) {
if (CheckResources () == false) {
Graphics.Blit (source, destination);
return;
}
Camera camera = GetComponent<Camera>();
Matrix4x4 P = camera.projectionMatrix;
var invP= P.inverse;
Vector4 projInfo = new Vector4
((-2.0f / P[0,0]),
(-2.0f / P[1,1]),
((1.0f - P[0,2]) / P[0,0]),
((1.0f + P[1,2]) / P[1,1]));
if (camera.stereoEnabled)
{
Matrix4x4 P0 = camera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
Matrix4x4 P1 = camera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
Vector4 projInfo0 = new Vector4
((-2.0f / (P0[0, 0])),
(-2.0f / (P0[1, 1])),
((1.0f - P0[0, 2]) / P0[0, 0]),
((1.0f + P0[1, 2]) / P0[1, 1]));
Vector4 projInfo1 = new Vector4
((-2.0f / (P1[0, 0])),
(-2.0f / (P1[1, 1])),
((1.0f - P1[0, 2]) / P1[0, 0]),
((1.0f + P1[1, 2]) / P1[1, 1]));
aoMaterial.SetVector("_ProjInfoLeft", projInfo0); // used for unprojection
aoMaterial.SetVector("_ProjInfoRight", projInfo1); // used for unprojection
}
aoMaterial.SetVector ("_ProjInfo", projInfo); // used for unprojection
aoMaterial.SetMatrix ("_ProjectionInv", invP); // only used for reference
aoMaterial.SetTexture ("_Rand", rand); // not needed for DX11 :)
aoMaterial.SetFloat ("_Radius", radius);
aoMaterial.SetFloat ("_Radius2", radius*radius);
aoMaterial.SetFloat ("_Intensity", intensity);
aoMaterial.SetFloat ("_BlurFilterDistance", blurFilterDistance);
int rtW = source.width;
int rtH = source.height;
RenderTexture tmpRt = RenderTexture.GetTemporary (rtW>>downsample, rtH>>downsample);
RenderTexture tmpRt2;
Graphics.Blit (source, tmpRt, aoMaterial, 0);
if (downsample > 0) {
tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
Graphics.Blit(tmpRt, tmpRt2, aoMaterial, 4);
RenderTexture.ReleaseTemporary (tmpRt);
tmpRt = tmpRt2;
// @NOTE: it's probably worth a shot to blur in low resolution
// instead with a bilat-upsample afterwards ...
}
for (int i = 0; i < blurIterations; i++) {
aoMaterial.SetVector("_Axis", new Vector2(1.0f,0.0f));
tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
Graphics.Blit (tmpRt, tmpRt2, aoMaterial, 1);
RenderTexture.ReleaseTemporary (tmpRt);
aoMaterial.SetVector("_Axis", new Vector2(0.0f,1.0f));
tmpRt = RenderTexture.GetTemporary (rtW, rtH);
Graphics.Blit (tmpRt2, tmpRt, aoMaterial, 1);
RenderTexture.ReleaseTemporary (tmpRt2);
}
aoMaterial.SetTexture ("_AOTex", tmpRt);
Graphics.Blit (source, destination, aoMaterial, 2);
RenderTexture.ReleaseTemporary (tmpRt);
}
}
}