mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
93 lines
2.9 KiB
C#
93 lines
2.9 KiB
C#
using System;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[ExecuteInEditMode]
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[RequireComponent (typeof(Camera))]
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[AddComponentMenu ("Image Effects/Blur/Blur (Optimized)")]
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public class BlurOptimized : PostEffectsBase
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{
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[Range(0, 2)]
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public int downsample = 1;
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public enum BlurType {
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StandardGauss = 0,
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SgxGauss = 1,
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}
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[Range(0.0f, 10.0f)]
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public float blurSize = 3.0f;
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[Range(1, 4)]
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public int blurIterations = 2;
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public BlurType blurType= BlurType.StandardGauss;
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public Shader blurShader = null;
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private Material blurMaterial = null;
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public override bool CheckResources () {
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CheckSupport (false);
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blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial);
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if (!isSupported)
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ReportAutoDisable ();
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return isSupported;
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}
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public void OnDisable () {
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if (blurMaterial)
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DestroyImmediate (blurMaterial);
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}
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public void OnRenderImage (RenderTexture source, RenderTexture destination) {
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if (CheckResources() == false) {
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Graphics.Blit (source, destination);
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return;
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}
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float widthMod = 1.0f / (1.0f * (1<<downsample));
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blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, -blurSize * widthMod, 0.0f, 0.0f));
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source.filterMode = FilterMode.Bilinear;
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int rtW = source.width >> downsample;
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int rtH = source.height >> downsample;
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// downsample
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RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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rt.filterMode = FilterMode.Bilinear;
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Graphics.Blit (source, rt, blurMaterial, 0);
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var passOffs= blurType == BlurType.StandardGauss ? 0 : 2;
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for(int i = 0; i < blurIterations; i++) {
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float iterationOffs = (i*1.0f);
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blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + iterationOffs, -blurSize * widthMod - iterationOffs, 0.0f, 0.0f));
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// vertical blur
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RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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rt2.filterMode = FilterMode.Bilinear;
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Graphics.Blit (rt, rt2, blurMaterial, 1 + passOffs);
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RenderTexture.ReleaseTemporary (rt);
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rt = rt2;
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// horizontal blur
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rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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rt2.filterMode = FilterMode.Bilinear;
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Graphics.Blit (rt, rt2, blurMaterial, 2 + passOffs);
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RenderTexture.ReleaseTemporary (rt);
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rt = rt2;
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}
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Graphics.Blit (rt, destination);
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RenderTexture.ReleaseTemporary (rt);
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}
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}
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}
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