mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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203 lines
No EOL
8.7 KiB
C#
203 lines
No EOL
8.7 KiB
C#
// Amplify Bloom - Advanced Bloom Post-Effect for Unity
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using UnityEngine;
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using System.Collections.Generic;
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namespace AmplifyBloom
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{
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public enum LogType
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{
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Normal,
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Warning,
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Error
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}
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public class AmplifyUtils
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{
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public static int MaskTextureId;
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public static int BlurRadiusId;
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public static string HighPrecisionKeyword = "AB_HIGH_PRECISION";
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public static string ShaderModeTag = "Mode";
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public static string ShaderModeValue = "Full";
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public static string DebugStr = "[ Amplify Bloom ] ";
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public static int UpscaleContributionId;
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public static int SourceContributionId;
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public static int LensStarburstRTId;
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public static int LensDirtRTId;
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public static int LensFlareRTId;
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public static int LensGlareRTId;
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public static int[] MipResultsRTS;
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public static int[] AnamorphicRTS;
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public static int[] AnamorphicGlareWeightsMatStr;
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public static int[] AnamorphicGlareOffsetsMatStr;
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public static int[] AnamorphicGlareWeightsStr;
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public static int[] UpscaleWeightsStr;
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public static int[] LensDirtWeightsStr;
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public static int[] LensStarburstWeightsStr;
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public static int BloomRangeId;
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public static int LensDirtStrengthId;
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public static int BloomParamsId;
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public static int TempFilterValueId;
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public static int LensFlareStarMatrixId;
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public static int LensFlareStarburstStrengthId;
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public static int LensFlareGhostsParamsId;
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public static int LensFlareLUTId;
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public static int LensFlareHaloParamsId;
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public static int LensFlareGhostChrDistortionId;
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public static int LensFlareHaloChrDistortionId;
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public static int BokehParamsId = -1;
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public static RenderTextureFormat CurrentRTFormat = RenderTextureFormat.DefaultHDR;
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public static FilterMode CurrentFilterMode = FilterMode.Bilinear;
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public static TextureWrapMode CurrentWrapMode = TextureWrapMode.Clamp;
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public static RenderTextureReadWrite CurrentReadWriteMode = RenderTextureReadWrite.sRGB;
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public static bool IsInitialized = false;
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private static List<RenderTexture> _allocatedRT = new List<RenderTexture>();
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public static void InitializeIds()
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{
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IsInitialized = true;
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MaskTextureId = Shader.PropertyToID( "_MaskTex" );
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MipResultsRTS = new int[]{ Shader.PropertyToID( "_MipResultsRTS0" ),
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Shader.PropertyToID( "_MipResultsRTS1" ),
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Shader.PropertyToID( "_MipResultsRTS2" ),
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Shader.PropertyToID( "_MipResultsRTS3" ),
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Shader.PropertyToID( "_MipResultsRTS4" ),
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Shader.PropertyToID( "_MipResultsRTS5" )};
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AnamorphicRTS = new int[]{ Shader.PropertyToID( "_AnamorphicRTS0" ),
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Shader.PropertyToID( "_AnamorphicRTS1" ),
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Shader.PropertyToID( "_AnamorphicRTS2" ),
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Shader.PropertyToID( "_AnamorphicRTS3" ),
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Shader.PropertyToID( "_AnamorphicRTS4" ),
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Shader.PropertyToID( "_AnamorphicRTS5" ),
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Shader.PropertyToID( "_AnamorphicRTS6" ),
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Shader.PropertyToID( "_AnamorphicRTS7" )};
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AnamorphicGlareWeightsMatStr = new int[]{ Shader.PropertyToID( "_AnamorphicGlareWeightsMat0" ),
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Shader.PropertyToID( "_AnamorphicGlareWeightsMat1" ),
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Shader.PropertyToID( "_AnamorphicGlareWeightsMat2" ),
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Shader.PropertyToID( "_AnamorphicGlareWeightsMat3" )};
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AnamorphicGlareOffsetsMatStr = new int[]{ Shader.PropertyToID( "_AnamorphicGlareOffsetsMat0" ),
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Shader.PropertyToID( "_AnamorphicGlareOffsetsMat1" ),
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Shader.PropertyToID( "_AnamorphicGlareOffsetsMat2" ),
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Shader.PropertyToID( "_AnamorphicGlareOffsetsMat3" )};
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AnamorphicGlareWeightsStr = new int[]{ Shader.PropertyToID( "_AnamorphicGlareWeights0" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights1" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights2" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights3" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights4" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights5" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights6" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights7" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights8" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights9" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights10" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights11" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights12" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights13" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights14" ),
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Shader.PropertyToID( "_AnamorphicGlareWeights15" )};
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UpscaleWeightsStr = new int[]{ Shader.PropertyToID( "_UpscaleWeights0" ),
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Shader.PropertyToID( "_UpscaleWeights1" ),
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Shader.PropertyToID( "_UpscaleWeights2" ),
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Shader.PropertyToID( "_UpscaleWeights3" ),
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Shader.PropertyToID( "_UpscaleWeights4" ),
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Shader.PropertyToID( "_UpscaleWeights5" ),
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Shader.PropertyToID( "_UpscaleWeights6" ),
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Shader.PropertyToID( "_UpscaleWeights7" )};
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LensDirtWeightsStr = new int[]{ Shader.PropertyToID( "_LensDirtWeights0" ),
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Shader.PropertyToID( "_LensDirtWeights1" ),
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Shader.PropertyToID( "_LensDirtWeights2" ),
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Shader.PropertyToID( "_LensDirtWeights3" ),
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Shader.PropertyToID( "_LensDirtWeights4" ),
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Shader.PropertyToID( "_LensDirtWeights5" ),
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Shader.PropertyToID( "_LensDirtWeights6" ),
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Shader.PropertyToID( "_LensDirtWeights7" )};
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LensStarburstWeightsStr= new int[]{ Shader.PropertyToID( "_LensStarburstWeights0" ),
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Shader.PropertyToID( "_LensStarburstWeights1" ),
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Shader.PropertyToID( "_LensStarburstWeights2" ),
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Shader.PropertyToID( "_LensStarburstWeights3" ),
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Shader.PropertyToID( "_LensStarburstWeights4" ),
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Shader.PropertyToID( "_LensStarburstWeights5" ),
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Shader.PropertyToID( "_LensStarburstWeights6" ),
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Shader.PropertyToID( "_LensStarburstWeights7" )};
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BloomRangeId = Shader.PropertyToID( "_BloomRange" );
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LensDirtStrengthId = Shader.PropertyToID( "_LensDirtStrength" );
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BloomParamsId = Shader.PropertyToID( "_BloomParams" );
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TempFilterValueId = Shader.PropertyToID( "_TempFilterValue" );
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LensFlareStarMatrixId = Shader.PropertyToID( "_LensFlareStarMatrix" );
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LensFlareStarburstStrengthId = Shader.PropertyToID( "_LensFlareStarburstStrength" );
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LensFlareGhostsParamsId = Shader.PropertyToID( "_LensFlareGhostsParams" );
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LensFlareLUTId = Shader.PropertyToID( "_LensFlareLUT" );
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LensFlareHaloParamsId = Shader.PropertyToID( "_LensFlareHaloParams" );
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LensFlareGhostChrDistortionId = Shader.PropertyToID( "_LensFlareGhostChrDistortion" );
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LensFlareHaloChrDistortionId = Shader.PropertyToID( "_LensFlareHaloChrDistortion" );
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BokehParamsId = Shader.PropertyToID( "_BokehParams" );
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BlurRadiusId = Shader.PropertyToID( "_BlurRadius" );
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LensStarburstRTId = Shader.PropertyToID( "_LensStarburst" );
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LensDirtRTId = Shader.PropertyToID( "_LensDirt" );
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LensFlareRTId = Shader.PropertyToID( "_LensFlare" );
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LensGlareRTId = Shader.PropertyToID( "_LensGlare" );
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SourceContributionId = Shader.PropertyToID( "_SourceContribution" );
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UpscaleContributionId = Shader.PropertyToID( "_UpscaleContribution" );
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}
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public static void DebugLog( string value , LogType type )
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{
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switch ( type )
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{
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case LogType.Normal: Debug.Log( DebugStr + value ); break;
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case LogType.Warning: Debug.LogWarning( DebugStr + value ); break;
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case LogType.Error: Debug.LogError( DebugStr + value ); break;
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}
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}
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public static RenderTexture GetTempRenderTarget( int width, int height )
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{
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RenderTexture newRT = RenderTexture.GetTemporary( width, height, 0, CurrentRTFormat , CurrentReadWriteMode );
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newRT.filterMode = CurrentFilterMode;
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newRT.wrapMode = CurrentWrapMode;
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_allocatedRT.Add( newRT );
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return newRT;
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}
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public static void ReleaseTempRenderTarget( RenderTexture renderTarget )
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{
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if ( renderTarget != null && _allocatedRT.Remove( renderTarget ) )
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{
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renderTarget.DiscardContents();
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RenderTexture.ReleaseTemporary( renderTarget );
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}
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}
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public static void ReleaseAllRT()
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{
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for ( int i = 0; i < _allocatedRT.Count; i++ )
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{
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_allocatedRT[ i ].DiscardContents();
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RenderTexture.ReleaseTemporary( _allocatedRT[ i ] );
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}
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_allocatedRT.Clear();
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}
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public static void EnsureKeywordEnabled( Material mat, string keyword, bool state )
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{
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if ( mat != null )
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{
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if ( state && !mat.IsKeywordEnabled( keyword ) )
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mat.EnableKeyword( keyword );
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else if ( !state && mat.IsKeywordEnabled( keyword ) )
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mat.DisableKeyword( keyword );
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}
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}
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}
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} |