mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
181 lines
7.2 KiB
C#
181 lines
7.2 KiB
C#
using System;
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using UnityEngine;
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using Random = UnityEngine.Random;
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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/Noise/Noise And Grain (Filmic)")]
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public class NoiseAndGrain : PostEffectsBase
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{
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public float intensityMultiplier = 0.25f;
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public float generalIntensity = 0.5f;
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public float blackIntensity = 1.0f;
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public float whiteIntensity = 1.0f;
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public float midGrey = 0.2f;
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public bool dx11Grain = false;
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public float softness = 0.0f;
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public bool monochrome = false;
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public Vector3 intensities = new Vector3(1.0f, 1.0f, 1.0f);
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public Vector3 tiling = new Vector3(64.0f, 64.0f, 64.0f);
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public float monochromeTiling = 64.0f;
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public FilterMode filterMode = FilterMode.Bilinear;
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public Texture2D noiseTexture;
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public Shader noiseShader;
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private Material noiseMaterial = null;
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public Shader dx11NoiseShader;
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private Material dx11NoiseMaterial = null;
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private static float TILE_AMOUNT = 64.0f;
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public override bool CheckResources ()
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{
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CheckSupport (false);
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noiseMaterial = CheckShaderAndCreateMaterial (noiseShader, noiseMaterial);
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if (dx11Grain && supportDX11)
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{
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#if UNITY_EDITOR
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dx11NoiseShader = Shader.Find("Hidden/NoiseAndGrainDX11");
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#endif
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dx11NoiseMaterial = CheckShaderAndCreateMaterial (dx11NoiseShader, dx11NoiseMaterial);
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}
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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 || (null==noiseTexture))
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{
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Graphics.Blit (source, destination);
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if (null==noiseTexture) {
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Debug.LogWarning("Noise & Grain effect failing as noise texture is not assigned. please assign.", transform);
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}
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return;
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}
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softness = Mathf.Clamp(softness, 0.0f, 0.99f);
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if (dx11Grain && supportDX11)
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{
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// We have a fancy, procedural noise pattern in this version, so no texture needed
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dx11NoiseMaterial.SetFloat("_DX11NoiseTime", Time.frameCount);
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dx11NoiseMaterial.SetTexture ("_NoiseTex", noiseTexture);
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dx11NoiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities);
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dx11NoiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey));
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dx11NoiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier);
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if (softness > Mathf.Epsilon)
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{
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RenderTexture rt = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness)));
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DrawNoiseQuadGrid (source, rt, dx11NoiseMaterial, noiseTexture, monochrome ? 3 : 2);
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dx11NoiseMaterial.SetTexture("_NoiseTex", rt);
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Graphics.Blit(source, destination, dx11NoiseMaterial, 4);
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RenderTexture.ReleaseTemporary(rt);
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}
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else
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DrawNoiseQuadGrid (source, destination, dx11NoiseMaterial, noiseTexture, (monochrome ? 1 : 0));
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}
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else
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{
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// normal noise (DX9 style)
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if (noiseTexture) {
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noiseTexture.wrapMode = TextureWrapMode.Repeat;
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noiseTexture.filterMode = filterMode;
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}
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noiseMaterial.SetTexture ("_NoiseTex", noiseTexture);
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noiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities);
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noiseMaterial.SetVector ("_NoiseTilingPerChannel", monochrome ? Vector3.one * monochromeTiling : tiling);
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noiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey));
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noiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier);
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if (softness > Mathf.Epsilon)
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{
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RenderTexture rt2 = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness)));
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DrawNoiseQuadGrid (source, rt2, noiseMaterial, noiseTexture, 2);
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noiseMaterial.SetTexture("_NoiseTex", rt2);
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Graphics.Blit(source, destination, noiseMaterial, 1);
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RenderTexture.ReleaseTemporary(rt2);
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}
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else
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DrawNoiseQuadGrid (source, destination, noiseMaterial, noiseTexture, 0);
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}
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}
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static void DrawNoiseQuadGrid (RenderTexture source, RenderTexture dest, Material fxMaterial, Texture2D noise, int passNr)
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{
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RenderTexture.active = dest;
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float noiseSize = (noise.width * 1.0f);
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float subDs = (1.0f * source.width) / TILE_AMOUNT;
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fxMaterial.SetTexture ("_MainTex", source);
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GL.PushMatrix ();
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GL.LoadOrtho ();
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float aspectCorrection = (1.0f * source.width) / (1.0f * source.height);
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float stepSizeX = 1.0f / subDs;
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float stepSizeY = stepSizeX * aspectCorrection;
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float texTile = noiseSize / (noise.width * 1.0f);
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fxMaterial.SetPass (passNr);
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GL.Begin (GL.QUADS);
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for (float x1 = 0.0f; x1 < 1.0f; x1 += stepSizeX)
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{
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for (float y1 = 0.0f; y1 < 1.0f; y1 += stepSizeY)
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{
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float tcXStart = Random.Range (0.0f, 1.0f);
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float tcYStart = Random.Range (0.0f, 1.0f);
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//Vector3 v3 = Random.insideUnitSphere;
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//Color c = new Color(v3.x, v3.y, v3.z);
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tcXStart = Mathf.Floor(tcXStart*noiseSize) / noiseSize;
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tcYStart = Mathf.Floor(tcYStart*noiseSize) / noiseSize;
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float texTileMod = 1.0f / noiseSize;
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GL.MultiTexCoord2 (0, tcXStart, tcYStart);
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GL.MultiTexCoord2 (1, 0.0f, 0.0f);
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//GL.Color( c );
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GL.Vertex3 (x1, y1, 0.1f);
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GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart);
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GL.MultiTexCoord2 (1, 1.0f, 0.0f);
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//GL.Color( c );
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GL.Vertex3 (x1 + stepSizeX, y1, 0.1f);
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GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart + texTile * texTileMod);
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GL.MultiTexCoord2 (1, 1.0f, 1.0f);
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//GL.Color( c );
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GL.Vertex3 (x1 + stepSizeX, y1 + stepSizeY, 0.1f);
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GL.MultiTexCoord2 (0, tcXStart, tcYStart + texTile * texTileMod);
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GL.MultiTexCoord2 (1, 0.0f, 1.0f);
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//GL.Color( c );
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GL.Vertex3 (x1, y1 + stepSizeY, 0.1f);
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}
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}
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GL.End ();
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GL.PopMatrix ();
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}
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}
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}
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