FiE-Game/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs
2023-07-25 00:52:50 +05:00

46 lines
1.4 KiB
C#

using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Displacement/Fisheye")]
public class Fisheye : PostEffectsBase
{
[Range(0.0f, 1.5f)]
public float strengthX = 0.05f;
[Range(0.0f, 1.5f)]
public float strengthY = 0.05f;
public Shader fishEyeShader = null;
private Material fisheyeMaterial = null;
public override bool CheckResources ()
{
CheckSupport (false);
fisheyeMaterial = CheckShaderAndCreateMaterial(fishEyeShader,fisheyeMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if (CheckResources()==false)
{
Graphics.Blit (source, destination);
return;
}
float oneOverBaseSize = 80.0f / 512.0f; // to keep values more like in the old version of fisheye
float ar = (source.width * 1.0f) / (source.height * 1.0f);
fisheyeMaterial.SetVector ("intensity", new Vector4 (strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize));
Graphics.Blit (source, destination, fisheyeMaterial);
}
}
}