mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
224 lines
7.1 KiB
C#
224 lines
7.1 KiB
C#
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.CinematicEffects
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{
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Cinematic/Bloom")]
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#if UNITY_5_4_OR_NEWER
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[ImageEffectAllowedInSceneView]
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#endif
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public class Bloom : MonoBehaviour
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{
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[Serializable]
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public struct Settings
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{
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[SerializeField]
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[Tooltip("Filters out pixels under this level of brightness.")]
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public float threshold;
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public float thresholdGamma
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{
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set { threshold = value; }
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get { return Mathf.Max(0.0f, threshold); }
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}
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public float thresholdLinear
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{
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set { threshold = Mathf.LinearToGammaSpace(value); }
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get { return Mathf.GammaToLinearSpace(thresholdGamma); }
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}
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[SerializeField, Range(1, 7)]
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[Tooltip("Changes extent of veiling effects in a screen resolution-independent fashion.")]
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public float radius;
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[SerializeField]
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[Tooltip("Blend factor of the result image.")]
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public float intensity;
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[SerializeField]
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[Tooltip("Controls filter quality and buffer resolution.")]
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public bool highQuality;
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[SerializeField]
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[Tooltip("Reduces flashing noise with an additional filter.")]
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public bool antiFlicker;
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public static Settings defaultSettings
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{
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get
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{
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var settings = new Settings
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{
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threshold = 0.9f,
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radius = 2.0f,
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intensity = 0.7f,
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highQuality = true,
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antiFlicker = false
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};
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return settings;
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}
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}
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}
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#region Public Properties
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[SerializeField]
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public Settings settings = Settings.defaultSettings;
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#endregion
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[SerializeField, HideInInspector]
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private Shader m_Shader;
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public Shader shader
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{
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get
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{
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if (m_Shader == null)
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{
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const string shaderName = "Hidden/Image Effects/Cinematic/Bloom";
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m_Shader = Shader.Find(shaderName);
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}
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return m_Shader;
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}
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}
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private Material m_Material;
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public Material material
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{
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get
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{
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if (m_Material == null)
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m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(shader);
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return m_Material;
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}
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}
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#region Private Members
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const int kMaxIterations = 16;
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RenderTexture[] m_blurBuffer1 = new RenderTexture[kMaxIterations];
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RenderTexture[] m_blurBuffer2 = new RenderTexture[kMaxIterations];
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private void OnEnable()
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{
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if (!ImageEffectHelper.IsSupported(shader, true, false, this))
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enabled = false;
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}
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private void OnDisable()
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{
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if (m_Material != null)
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DestroyImmediate(m_Material);
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m_Material = null;
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}
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private void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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var useRGBM = Application.isMobilePlatform;
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var isGamma = QualitySettings.activeColorSpace == ColorSpace.Gamma;
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// source texture size
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var tw = source.width;
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var th = source.height;
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// halve the texture size for the low quality mode
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if (!settings.highQuality)
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{
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tw /= 2;
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th /= 2;
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}
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// blur buffer format
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var rtFormat = useRGBM ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR;
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// determine the iteration count
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var logh = Mathf.Log(th, 2) + settings.radius - 8;
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var logh_i = (int)logh;
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var iterations = Mathf.Clamp(logh_i, 1, kMaxIterations);
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// update the shader properties
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var threshold = settings.thresholdLinear;
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material.SetFloat("_Threshold", threshold);
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const float softKneeRatio = 0.5f;
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var knee = threshold * softKneeRatio + 1e-5f;
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var curve = new Vector3(threshold - knee, knee * 2, 0.25f / knee);
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material.SetVector("_Curve", curve);
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var pfo = !settings.highQuality && settings.antiFlicker;
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material.SetFloat("_PrefilterOffs", pfo ? -0.5f : 0.0f);
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material.SetFloat("_SampleScale", 0.5f + logh - logh_i);
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material.SetFloat("_Intensity", Mathf.Max(0.0f, settings.intensity));
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if (settings.highQuality)
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material.EnableKeyword("HIGH_QUALITY");
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else
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material.DisableKeyword("HIGH_QUALITY");
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if (settings.antiFlicker)
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material.EnableKeyword("ANTI_FLICKER");
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else
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material.DisableKeyword("ANTI_FLICKER");
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if (isGamma)
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{
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material.DisableKeyword("LINEAR_COLOR");
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material.EnableKeyword("GAMMA_COLOR");
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}
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else
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{
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material.EnableKeyword("LINEAR_COLOR");
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material.DisableKeyword("GAMMA_COLOR");
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}
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// prefilter pass
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var prefiltered = RenderTexture.GetTemporary(tw, th, 0, rtFormat);
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Graphics.Blit(source, prefiltered, material, 0);
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// construct a mip pyramid
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var last = prefiltered;
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for (var level = 0; level < iterations; level++)
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{
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m_blurBuffer1[level] = RenderTexture.GetTemporary(last.width / 2, last.height / 2, 0, rtFormat);
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Graphics.Blit(last, m_blurBuffer1[level], material, (level == 0) ? 1 : 2);
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last = m_blurBuffer1[level];
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}
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// upsample and combine loop
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for (var level = iterations - 2; level >= 0; level--)
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{
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var basetex = m_blurBuffer1[level];
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material.SetTexture("_BaseTex", basetex);
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m_blurBuffer2[level] = RenderTexture.GetTemporary(basetex.width, basetex.height, 0, rtFormat);
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Graphics.Blit(last, m_blurBuffer2[level], material, 3);
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last = m_blurBuffer2[level];
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}
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// finish process
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material.SetTexture("_BaseTex", source);
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Graphics.Blit(last, destination, material, 4);
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// release the temporary buffers
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for (var i = 0; i < kMaxIterations; i++)
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{
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if (m_blurBuffer1[i] != null) RenderTexture.ReleaseTemporary(m_blurBuffer1[i]);
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if (m_blurBuffer2[i] != null) RenderTexture.ReleaseTemporary(m_blurBuffer2[i]);
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m_blurBuffer1[i] = null;
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m_blurBuffer2[i] = null;
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}
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RenderTexture.ReleaseTemporary(prefiltered);
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}
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#endregion
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}
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}
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