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(); 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); } } }