mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
80 lines
2.8 KiB
C#
80 lines
2.8 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/Color Adjustments/Contrast Enhance (Unsharp Mask)")]
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public class ContrastEnhance : PostEffectsBase
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{
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[Range(0.0f, 1.0f)]
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public float intensity = 0.5f;
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[Range(0.0f,0.999f)]
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public float threshold = 0.0f;
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private Material separableBlurMaterial;
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private Material contrastCompositeMaterial;
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[Range(0.0f,1.0f)]
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public float blurSpread = 1.0f;
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public Shader separableBlurShader = null;
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public Shader contrastCompositeShader = null;
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public override bool CheckResources ()
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{
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CheckSupport (false);
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contrastCompositeMaterial = CheckShaderAndCreateMaterial (contrastCompositeShader, contrastCompositeMaterial);
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separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial);
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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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void OnRenderImage (RenderTexture source, RenderTexture destination)
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{
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if (CheckResources()==false)
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{
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Graphics.Blit (source, destination);
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return;
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}
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int rtW = source.width;
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int rtH = source.height;
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RenderTexture color2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0);
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// downsample
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Graphics.Blit (source, color2);
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RenderTexture color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
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Graphics.Blit (color2, color4a);
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RenderTexture.ReleaseTemporary (color2);
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// blur
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separableBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, (blurSpread * 1.0f) / color4a.height, 0.0f, 0.0f));
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RenderTexture color4b = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
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Graphics.Blit (color4a, color4b, separableBlurMaterial);
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RenderTexture.ReleaseTemporary (color4a);
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separableBlurMaterial.SetVector ("offsets", new Vector4 ((blurSpread * 1.0f) / color4a.width, 0.0f, 0.0f, 0.0f));
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color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
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Graphics.Blit (color4b, color4a, separableBlurMaterial);
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RenderTexture.ReleaseTemporary (color4b);
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// composite
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contrastCompositeMaterial.SetTexture ("_MainTexBlurred", color4a);
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contrastCompositeMaterial.SetFloat ("intensity", intensity);
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contrastCompositeMaterial.SetFloat ("threshold", threshold);
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Graphics.Blit (source, destination, contrastCompositeMaterial);
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RenderTexture.ReleaseTemporary (color4a);
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}
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}
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}
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