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

181 lines
7.2 KiB
C#

using System;
using UnityEngine;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Noise/Noise And Grain (Filmic)")]
public class NoiseAndGrain : PostEffectsBase
{
public float intensityMultiplier = 0.25f;
public float generalIntensity = 0.5f;
public float blackIntensity = 1.0f;
public float whiteIntensity = 1.0f;
public float midGrey = 0.2f;
public bool dx11Grain = false;
public float softness = 0.0f;
public bool monochrome = false;
public Vector3 intensities = new Vector3(1.0f, 1.0f, 1.0f);
public Vector3 tiling = new Vector3(64.0f, 64.0f, 64.0f);
public float monochromeTiling = 64.0f;
public FilterMode filterMode = FilterMode.Bilinear;
public Texture2D noiseTexture;
public Shader noiseShader;
private Material noiseMaterial = null;
public Shader dx11NoiseShader;
private Material dx11NoiseMaterial = null;
private static float TILE_AMOUNT = 64.0f;
public override bool CheckResources ()
{
CheckSupport (false);
noiseMaterial = CheckShaderAndCreateMaterial (noiseShader, noiseMaterial);
if (dx11Grain && supportDX11)
{
#if UNITY_EDITOR
dx11NoiseShader = Shader.Find("Hidden/NoiseAndGrainDX11");
#endif
dx11NoiseMaterial = CheckShaderAndCreateMaterial (dx11NoiseShader, dx11NoiseMaterial);
}
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if (CheckResources()==false || (null==noiseTexture))
{
Graphics.Blit (source, destination);
if (null==noiseTexture) {
Debug.LogWarning("Noise & Grain effect failing as noise texture is not assigned. please assign.", transform);
}
return;
}
softness = Mathf.Clamp(softness, 0.0f, 0.99f);
if (dx11Grain && supportDX11)
{
// We have a fancy, procedural noise pattern in this version, so no texture needed
dx11NoiseMaterial.SetFloat("_DX11NoiseTime", Time.frameCount);
dx11NoiseMaterial.SetTexture ("_NoiseTex", noiseTexture);
dx11NoiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities);
dx11NoiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey));
dx11NoiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier);
if (softness > Mathf.Epsilon)
{
RenderTexture rt = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness)));
DrawNoiseQuadGrid (source, rt, dx11NoiseMaterial, noiseTexture, monochrome ? 3 : 2);
dx11NoiseMaterial.SetTexture("_NoiseTex", rt);
Graphics.Blit(source, destination, dx11NoiseMaterial, 4);
RenderTexture.ReleaseTemporary(rt);
}
else
DrawNoiseQuadGrid (source, destination, dx11NoiseMaterial, noiseTexture, (monochrome ? 1 : 0));
}
else
{
// normal noise (DX9 style)
if (noiseTexture) {
noiseTexture.wrapMode = TextureWrapMode.Repeat;
noiseTexture.filterMode = filterMode;
}
noiseMaterial.SetTexture ("_NoiseTex", noiseTexture);
noiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities);
noiseMaterial.SetVector ("_NoiseTilingPerChannel", monochrome ? Vector3.one * monochromeTiling : tiling);
noiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey));
noiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier);
if (softness > Mathf.Epsilon)
{
RenderTexture rt2 = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness)));
DrawNoiseQuadGrid (source, rt2, noiseMaterial, noiseTexture, 2);
noiseMaterial.SetTexture("_NoiseTex", rt2);
Graphics.Blit(source, destination, noiseMaterial, 1);
RenderTexture.ReleaseTemporary(rt2);
}
else
DrawNoiseQuadGrid (source, destination, noiseMaterial, noiseTexture, 0);
}
}
static void DrawNoiseQuadGrid (RenderTexture source, RenderTexture dest, Material fxMaterial, Texture2D noise, int passNr)
{
RenderTexture.active = dest;
float noiseSize = (noise.width * 1.0f);
float subDs = (1.0f * source.width) / TILE_AMOUNT;
fxMaterial.SetTexture ("_MainTex", source);
GL.PushMatrix ();
GL.LoadOrtho ();
float aspectCorrection = (1.0f * source.width) / (1.0f * source.height);
float stepSizeX = 1.0f / subDs;
float stepSizeY = stepSizeX * aspectCorrection;
float texTile = noiseSize / (noise.width * 1.0f);
fxMaterial.SetPass (passNr);
GL.Begin (GL.QUADS);
for (float x1 = 0.0f; x1 < 1.0f; x1 += stepSizeX)
{
for (float y1 = 0.0f; y1 < 1.0f; y1 += stepSizeY)
{
float tcXStart = Random.Range (0.0f, 1.0f);
float tcYStart = Random.Range (0.0f, 1.0f);
//Vector3 v3 = Random.insideUnitSphere;
//Color c = new Color(v3.x, v3.y, v3.z);
tcXStart = Mathf.Floor(tcXStart*noiseSize) / noiseSize;
tcYStart = Mathf.Floor(tcYStart*noiseSize) / noiseSize;
float texTileMod = 1.0f / noiseSize;
GL.MultiTexCoord2 (0, tcXStart, tcYStart);
GL.MultiTexCoord2 (1, 0.0f, 0.0f);
//GL.Color( c );
GL.Vertex3 (x1, y1, 0.1f);
GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart);
GL.MultiTexCoord2 (1, 1.0f, 0.0f);
//GL.Color( c );
GL.Vertex3 (x1 + stepSizeX, y1, 0.1f);
GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart + texTile * texTileMod);
GL.MultiTexCoord2 (1, 1.0f, 1.0f);
//GL.Color( c );
GL.Vertex3 (x1 + stepSizeX, y1 + stepSizeY, 0.1f);
GL.MultiTexCoord2 (0, tcXStart, tcYStart + texTile * texTileMod);
GL.MultiTexCoord2 (1, 0.0f, 1.0f);
//GL.Color( c );
GL.Vertex3 (x1, y1 + stepSizeY, 0.1f);
}
}
GL.End ();
GL.PopMatrix ();
}
}
}