using System; using UnityEngine; namespace UnityStandardAssets.ImageEffects { [ExecuteInEditMode] [RequireComponent (typeof(Camera))] [AddComponentMenu ("Image Effects/Bloom and Glow/Bloom")] public class Bloom : PostEffectsBase { public enum LensFlareStyle { Ghosting = 0, Anamorphic = 1, Combined = 2, } public enum TweakMode { Basic = 0, Complex = 1, } public enum HDRBloomMode { Auto = 0, On = 1, Off = 2, } public enum BloomScreenBlendMode { Screen = 0, Add = 1, } public enum BloomQuality { Cheap = 0, High = 1, } public TweakMode tweakMode = 0; public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add; public HDRBloomMode hdr = HDRBloomMode.Auto; private bool doHdr = false; public float sepBlurSpread = 2.5f; public BloomQuality quality = BloomQuality.High; public float bloomIntensity = 0.5f; public float bloomThreshold = 0.5f; public Color bloomThresholdColor = Color.white; public int bloomBlurIterations = 2; public int hollywoodFlareBlurIterations = 2; public float flareRotation = 0.0f; public LensFlareStyle lensflareMode = (LensFlareStyle) 1; public float hollyStretchWidth = 2.5f; public float lensflareIntensity = 0.0f; public float lensflareThreshold = 0.3f; public float lensFlareSaturation = 0.75f; public Color flareColorA = new Color (0.4f, 0.4f, 0.8f, 0.75f); public Color flareColorB = new Color (0.4f, 0.8f, 0.8f, 0.75f); public Color flareColorC = new Color (0.8f, 0.4f, 0.8f, 0.75f); public Color flareColorD = new Color (0.8f, 0.4f, 0.0f, 0.75f); public Texture2D lensFlareVignetteMask; public Shader lensFlareShader; private Material lensFlareMaterial; public Shader screenBlendShader; private Material screenBlend; public Shader blurAndFlaresShader; private Material blurAndFlaresMaterial; public Shader brightPassFilterShader; private Material brightPassFilterMaterial; public override bool CheckResources () { CheckSupport (false); screenBlend = CheckShaderAndCreateMaterial (screenBlendShader, screenBlend); lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader,lensFlareMaterial); blurAndFlaresMaterial = CheckShaderAndCreateMaterial (blurAndFlaresShader, blurAndFlaresMaterial); brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial); if (!isSupported) ReportAutoDisable (); return isSupported; } public void OnRenderImage (RenderTexture source, RenderTexture destination) { if (CheckResources()==false) { Graphics.Blit (source, destination); return; } // screen blend is not supported when HDR is enabled (will cap values) doHdr = false; if (hdr == HDRBloomMode.Auto) #if UNITY_5_6_OR_NEWER doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().allowHDR; #else doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().hdr; #endif else { doHdr = hdr == HDRBloomMode.On; } doHdr = doHdr && supportHDRTextures; BloomScreenBlendMode realBlendMode = screenBlendMode; if (doHdr) realBlendMode = BloomScreenBlendMode.Add; var rtFormat= (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; var rtW2= source.width/2; var rtH2= source.height/2; var rtW4= source.width/4; var rtH4= source.height/4; float widthOverHeight = (1.0f * source.width) / (1.0f * source.height); float oneOverBaseSize = 1.0f / 512.0f; // downsample RenderTexture quarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); RenderTexture halfRezColorDown = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); if (quality > BloomQuality.Cheap) { Graphics.Blit (source, halfRezColorDown, screenBlend, 2); RenderTexture rtDown4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); Graphics.Blit (halfRezColorDown, rtDown4, screenBlend, 2); Graphics.Blit (rtDown4, quarterRezColor, screenBlend, 6); RenderTexture.ReleaseTemporary(rtDown4); } else { Graphics.Blit (source, halfRezColorDown); Graphics.Blit (halfRezColorDown, quarterRezColor, screenBlend, 6); } RenderTexture.ReleaseTemporary (halfRezColorDown); // cut colors (thresholding) RenderTexture secondQuarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); BrightFilter (bloomThreshold * bloomThresholdColor, quarterRezColor, secondQuarterRezColor); // blurring if (bloomBlurIterations < 1) bloomBlurIterations = 1; else if (bloomBlurIterations > 10) bloomBlurIterations = 10; for (int iter = 0; iter < bloomBlurIterations; iter++) { float spreadForPass = (1.0f + (iter * 0.25f)) * sepBlurSpread; // vertical blur RenderTexture blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); RenderTexture.ReleaseTemporary(secondQuarterRezColor); secondQuarterRezColor = blur4; // horizontal blur blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); RenderTexture.ReleaseTemporary (secondQuarterRezColor); secondQuarterRezColor = blur4; if (quality > BloomQuality.Cheap) { if (iter == 0) { Graphics.SetRenderTarget(quarterRezColor); GL.Clear(false, true, Color.black); // Clear to avoid RT restore Graphics.Blit (secondQuarterRezColor, quarterRezColor); } else { quarterRezColor.MarkRestoreExpected(); // using max blending, RT restore expected Graphics.Blit (secondQuarterRezColor, quarterRezColor, screenBlend, 10); } } } if (quality > BloomQuality.Cheap) { Graphics.SetRenderTarget(secondQuarterRezColor); GL.Clear(false, true, Color.black); // Clear to avoid RT restore Graphics.Blit (quarterRezColor, secondQuarterRezColor, screenBlend, 6); } // lens flares: ghosting, anamorphic or both (ghosted anamorphic flares) if (lensflareIntensity > Mathf.Epsilon) { RenderTexture rtFlares4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); if (lensflareMode == 0) { // ghosting only BrightFilter (lensflareThreshold, secondQuarterRezColor, rtFlares4); if (quality > BloomQuality.Cheap) { // smooth a little blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, (1.5f) / (1.0f * quarterRezColor.height), 0.0f, 0.0f)); Graphics.SetRenderTarget(quarterRezColor); GL.Clear(false, true, Color.black); // Clear to avoid RT restore Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((1.5f) / (1.0f * quarterRezColor.width), 0.0f, 0.0f, 0.0f)); Graphics.SetRenderTarget(rtFlares4); GL.Clear(false, true, Color.black); // Clear to avoid RT restore Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); } // no ugly edges! Vignette (0.975f, rtFlares4, rtFlares4); BlendFlares (rtFlares4, secondQuarterRezColor); } else { //Vignette (0.975ff, rtFlares4, rtFlares4); //DrawBorder(rtFlares4, screenBlend, 8); float flareXRot = 1.0f * Mathf.Cos(flareRotation); float flareyRot = 1.0f * Mathf.Sin(flareRotation); float stretchWidth = (hollyStretchWidth * 1.0f / widthOverHeight) * oneOverBaseSize; blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot, flareyRot, 0.0f, 0.0f)); blurAndFlaresMaterial.SetVector ("_Threshhold", new Vector4 (lensflareThreshold, 1.0f, 0.0f, 0.0f)); blurAndFlaresMaterial.SetVector ("_TintColor", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity); blurAndFlaresMaterial.SetFloat ("_Saturation", lensFlareSaturation); // "pre and cut" quarterRezColor.DiscardContents(); Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 2); // "post" rtFlares4.DiscardContents(); Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 3); blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot * stretchWidth, flareyRot * stretchWidth, 0.0f, 0.0f)); // stretch 1st blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth); quarterRezColor.DiscardContents(); Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); // stretch 2nd blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 2.0f); rtFlares4.DiscardContents(); Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 1); // stretch 3rd blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 4.0f); quarterRezColor.DiscardContents(); Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); // additional blur passes for (int iter = 0; iter < hollywoodFlareBlurIterations; iter++) { stretchWidth = (hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize; blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); rtFlares4.DiscardContents(); Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); quarterRezColor.DiscardContents(); Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); } if (lensflareMode == (LensFlareStyle) 1) // anamorphic lens flares AddTo (1.0f, quarterRezColor, secondQuarterRezColor); else { // "combined" lens flares Vignette (1.0f, quarterRezColor, rtFlares4); BlendFlares (rtFlares4, quarterRezColor); AddTo (1.0f, quarterRezColor, secondQuarterRezColor); } } RenderTexture.ReleaseTemporary (rtFlares4); } int blendPass = (int) realBlendMode; //if (Mathf.Abs(chromaticBloom) < Mathf.Epsilon) // blendPass += 4; screenBlend.SetFloat ("_Intensity", bloomIntensity); screenBlend.SetTexture ("_ColorBuffer", source); if (quality > BloomQuality.Cheap) { RenderTexture halfRezColorUp = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); Graphics.Blit (secondQuarterRezColor, halfRezColorUp); Graphics.Blit (halfRezColorUp, destination, screenBlend, blendPass); RenderTexture.ReleaseTemporary (halfRezColorUp); } else Graphics.Blit (secondQuarterRezColor, destination, screenBlend, blendPass); RenderTexture.ReleaseTemporary (quarterRezColor); RenderTexture.ReleaseTemporary (secondQuarterRezColor); } private void AddTo (float intensity_, RenderTexture from, RenderTexture to) { screenBlend.SetFloat ("_Intensity", intensity_); to.MarkRestoreExpected(); // additive blending, RT restore expected Graphics.Blit (from, to, screenBlend, 9); } private void BlendFlares (RenderTexture from, RenderTexture to) { lensFlareMaterial.SetVector ("colorA", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); lensFlareMaterial.SetVector ("colorB", new Vector4 (flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); lensFlareMaterial.SetVector ("colorC", new Vector4 (flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); lensFlareMaterial.SetVector ("colorD", new Vector4 (flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); to.MarkRestoreExpected(); // additive blending, RT restore expected Graphics.Blit (from, to, lensFlareMaterial); } private void BrightFilter (float thresh, RenderTexture from, RenderTexture to) { brightPassFilterMaterial.SetVector ("_Threshhold", new Vector4 (thresh, thresh, thresh, thresh)); Graphics.Blit (from, to, brightPassFilterMaterial, 0); } private void BrightFilter (Color threshColor, RenderTexture from, RenderTexture to) { brightPassFilterMaterial.SetVector ("_Threshhold", threshColor); Graphics.Blit (from, to, brightPassFilterMaterial, 1); } private void Vignette (float amount, RenderTexture from, RenderTexture to) { if (lensFlareVignetteMask) { screenBlend.SetTexture ("_ColorBuffer", lensFlareVignetteMask); to.MarkRestoreExpected(); // using blending, RT restore expected Graphics.Blit (from == to ? null : from, to, screenBlend, from == to ? 7 : 3); } else if (from != to) { Graphics.SetRenderTarget (to); GL.Clear(false, true, Color.black); // clear destination to avoid RT restore Graphics.Blit (from, to); } } } }