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

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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/Camera/Vignette and Chromatic Aberration")]
public class VignetteAndChromaticAberration : PostEffectsBase
{
public enum AberrationMode
{
Simple = 0,
Advanced = 1,
}
public AberrationMode mode = AberrationMode.Simple;
public float intensity = 0.036f; // intensity == 0 disables pre pass (optimization)
public float chromaticAberration = 0.2f;
public float axialAberration = 0.5f;
public float blur = 0.0f; // blur == 0 disables blur pass (optimization)
public float blurSpread = 0.75f;
public float luminanceDependency = 0.25f;
public float blurDistance = 2.5f;
public Shader vignetteShader;
public Shader separableBlurShader;
public Shader chromAberrationShader;
private Material m_VignetteMaterial;
private Material m_SeparableBlurMaterial;
private Material m_ChromAberrationMaterial;
public override bool CheckResources ()
{
CheckSupport (false);
m_VignetteMaterial = CheckShaderAndCreateMaterial (vignetteShader, m_VignetteMaterial);
m_SeparableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, m_SeparableBlurMaterial);
m_ChromAberrationMaterial = CheckShaderAndCreateMaterial (chromAberrationShader, m_ChromAberrationMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if ( CheckResources () == false)
{
Graphics.Blit (source, destination);
return;
}
int rtW = source.width;
int rtH = source.height;
bool doPrepass = (Mathf.Abs(blur)>0.0f || Mathf.Abs(intensity)>0.0f);
float widthOverHeight = (1.0f * rtW) / (1.0f * rtH);
const float oneOverBaseSize = 1.0f / 512.0f;
RenderTexture color = null;
RenderTexture color2A = null;
if (doPrepass)
{
color = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
// Blur corners
if (Mathf.Abs (blur)>0.0f)
{
color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format);
Graphics.Blit (source, color2A, m_ChromAberrationMaterial, 0);
for(int i = 0; i < 2; i++)
{ // maybe make iteration count tweakable
m_SeparableBlurMaterial.SetVector ("offsets",new Vector4 (0.0f, blurSpread * oneOverBaseSize, 0.0f, 0.0f));
RenderTexture color2B = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format);
Graphics.Blit (color2A, color2B, m_SeparableBlurMaterial);
RenderTexture.ReleaseTemporary (color2A);
m_SeparableBlurMaterial.SetVector ("offsets",new Vector4 (blurSpread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f));
color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format);
Graphics.Blit (color2B, color2A, m_SeparableBlurMaterial);
RenderTexture.ReleaseTemporary (color2B);
}
}
m_VignetteMaterial.SetFloat("_Intensity", (1.0f / (1.0f - intensity) - 1.0f)); // intensity for vignette
m_VignetteMaterial.SetFloat("_Blur", (1.0f / (1.0f - blur)) - 1.0f); // blur intensity
m_VignetteMaterial.SetTexture ("_VignetteTex", color2A); // blurred texture
Graphics.Blit (source, color, m_VignetteMaterial, 0); // prepass blit: darken & blur corners
}
m_ChromAberrationMaterial.SetFloat ("_ChromaticAberration", chromaticAberration);
m_ChromAberrationMaterial.SetFloat ("_AxialAberration", axialAberration);
m_ChromAberrationMaterial.SetVector ("_BlurDistance", new Vector2 (-blurDistance, blurDistance));
m_ChromAberrationMaterial.SetFloat ("_Luminance", 1.0f/Mathf.Max(Mathf.Epsilon, luminanceDependency));
if (doPrepass) color.wrapMode = TextureWrapMode.Clamp;
else source.wrapMode = TextureWrapMode.Clamp;
Graphics.Blit (doPrepass ? color : source, destination, m_ChromAberrationMaterial, mode == AberrationMode.Advanced ? 2 : 1);
RenderTexture.ReleaseTemporary (color);
RenderTexture.ReleaseTemporary (color2A);
}
}
}