mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-02 09:47:59 +01:00
124 lines
4.2 KiB
C#
124 lines
4.2 KiB
C#
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[ ExecuteInEditMode]
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[RequireComponent (typeof(Camera))]
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[AddComponentMenu ("Image Effects/Rendering/Screen Space Ambient Obscurance")]
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class ScreenSpaceAmbientObscurance : PostEffectsBase {
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[Range (0,3)]
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public float intensity = 0.5f;
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[Range (0.1f,3)]
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public float radius = 0.2f;
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[Range (0,3)]
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public int blurIterations = 1;
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[Range (0,5)]
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public float blurFilterDistance = 1.25f;
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[Range (0,1)]
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public int downsample = 0;
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public Texture2D rand = null;
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public Shader aoShader= null;
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private Material aoMaterial = null;
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public override bool CheckResources () {
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CheckSupport (true);
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aoMaterial = CheckShaderAndCreateMaterial (aoShader, aoMaterial);
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if (!isSupported)
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ReportAutoDisable ();
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return isSupported;
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}
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void OnDisable () {
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if (aoMaterial)
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DestroyImmediate (aoMaterial);
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aoMaterial = null;
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}
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[ImageEffectOpaque]
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void OnRenderImage (RenderTexture source, RenderTexture destination) {
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if (CheckResources () == false) {
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Graphics.Blit (source, destination);
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return;
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}
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Camera camera = GetComponent<Camera>();
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Matrix4x4 P = camera.projectionMatrix;
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var invP= P.inverse;
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Vector4 projInfo = new Vector4
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((-2.0f / P[0,0]),
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(-2.0f / P[1,1]),
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((1.0f - P[0,2]) / P[0,0]),
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((1.0f + P[1,2]) / P[1,1]));
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if (camera.stereoEnabled)
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{
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Matrix4x4 P0 = camera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
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Matrix4x4 P1 = camera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
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Vector4 projInfo0 = new Vector4
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((-2.0f / (P0[0, 0])),
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(-2.0f / (P0[1, 1])),
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((1.0f - P0[0, 2]) / P0[0, 0]),
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((1.0f + P0[1, 2]) / P0[1, 1]));
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Vector4 projInfo1 = new Vector4
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((-2.0f / (P1[0, 0])),
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(-2.0f / (P1[1, 1])),
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((1.0f - P1[0, 2]) / P1[0, 0]),
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((1.0f + P1[1, 2]) / P1[1, 1]));
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aoMaterial.SetVector("_ProjInfoLeft", projInfo0); // used for unprojection
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aoMaterial.SetVector("_ProjInfoRight", projInfo1); // used for unprojection
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}
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aoMaterial.SetVector ("_ProjInfo", projInfo); // used for unprojection
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aoMaterial.SetMatrix ("_ProjectionInv", invP); // only used for reference
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aoMaterial.SetTexture ("_Rand", rand); // not needed for DX11 :)
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aoMaterial.SetFloat ("_Radius", radius);
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aoMaterial.SetFloat ("_Radius2", radius*radius);
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aoMaterial.SetFloat ("_Intensity", intensity);
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aoMaterial.SetFloat ("_BlurFilterDistance", blurFilterDistance);
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int rtW = source.width;
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int rtH = source.height;
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RenderTexture tmpRt = RenderTexture.GetTemporary (rtW>>downsample, rtH>>downsample);
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RenderTexture tmpRt2;
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Graphics.Blit (source, tmpRt, aoMaterial, 0);
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if (downsample > 0) {
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tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
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Graphics.Blit(tmpRt, tmpRt2, aoMaterial, 4);
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RenderTexture.ReleaseTemporary (tmpRt);
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tmpRt = tmpRt2;
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// @NOTE: it's probably worth a shot to blur in low resolution
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// instead with a bilat-upsample afterwards ...
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}
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for (int i = 0; i < blurIterations; i++) {
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aoMaterial.SetVector("_Axis", new Vector2(1.0f,0.0f));
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tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
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Graphics.Blit (tmpRt, tmpRt2, aoMaterial, 1);
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RenderTexture.ReleaseTemporary (tmpRt);
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aoMaterial.SetVector("_Axis", new Vector2(0.0f,1.0f));
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tmpRt = RenderTexture.GetTemporary (rtW, rtH);
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Graphics.Blit (tmpRt2, tmpRt, aoMaterial, 1);
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RenderTexture.ReleaseTemporary (tmpRt2);
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}
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aoMaterial.SetTexture ("_AOTex", tmpRt);
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Graphics.Blit (source, destination, aoMaterial, 2);
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RenderTexture.ReleaseTemporary (tmpRt);
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}
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}
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}
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