You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
113 lines
2.9 KiB
C#
113 lines
2.9 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
|
|
|
|
namespace Suimono.Core
|
|
{
|
|
|
|
public class Suimono_DistanceBlur : MonoBehaviour {
|
|
|
|
//public variables
|
|
public float blurAmt = 0.0f;
|
|
public int iterations = 3;
|
|
public float blurSpread = 0.6f;
|
|
public Shader blurShader = null;
|
|
public Material material = null;
|
|
|
|
//private variables
|
|
private float offc;
|
|
private float off;
|
|
private int rtW;
|
|
private int rtH;
|
|
private int i;
|
|
private RenderTexture buffer;
|
|
private RenderTexture buffer2;
|
|
|
|
|
|
[Range(0, 2)]
|
|
public int downsample = 1;
|
|
|
|
[Range(0.0f, 10.0f)]
|
|
public float blurSize = 3.0f;
|
|
|
|
|
|
|
|
void Start () {
|
|
//get material reference
|
|
CreateMaterial();
|
|
}
|
|
|
|
|
|
void CreateMaterial() {
|
|
//get material reference
|
|
if (material == null) {
|
|
material = new Material(blurShader);
|
|
material.hideFlags = HideFlags.DontSave;
|
|
}
|
|
}
|
|
|
|
|
|
public void OnDisable () {
|
|
if (material)
|
|
DestroyImmediate (material);
|
|
}
|
|
|
|
|
|
|
|
// Called by the camera to apply the image effect
|
|
void OnRenderImage (RenderTexture source, RenderTexture destination) {
|
|
|
|
if (material ==null) CreateMaterial();
|
|
|
|
iterations = Mathf.FloorToInt(Mathf.Lerp(0,2,blurAmt));
|
|
downsample = Mathf.FloorToInt(Mathf.Lerp(0,2,blurAmt));
|
|
blurSpread = Mathf.Lerp(0.0f,2.0f,blurAmt);
|
|
|
|
|
|
float widthMod = 1.0f / (1.0f * (1<<downsample));
|
|
|
|
material.SetVector ("_Parameter", new Vector4 (blurSpread * widthMod, -blurSpread * widthMod, 0.0f, 0.0f));
|
|
source.filterMode = FilterMode.Bilinear;
|
|
|
|
int rtW = source.width >> downsample;
|
|
int rtH = source.height >> downsample;
|
|
|
|
// downsample
|
|
RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
|
|
|
|
rt.filterMode = FilterMode.Bilinear;
|
|
Graphics.Blit (source, rt, material, 0);
|
|
|
|
var passOffs = 0;
|
|
|
|
for(int i = 0; i < iterations; i++) {
|
|
float iterationOffs = (i*1.0f);
|
|
material.SetVector ("_Parameter", new Vector4 (blurAmt * widthMod + iterationOffs, -blurAmt * widthMod - iterationOffs, 0.0f, 0.0f));
|
|
|
|
// vertical blur
|
|
RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
|
|
rt2.filterMode = FilterMode.Bilinear;
|
|
Graphics.Blit (rt, rt2, material, 1 + passOffs);
|
|
RenderTexture.ReleaseTemporary (rt);
|
|
rt = rt2;
|
|
|
|
// horizontal blur
|
|
rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
|
|
rt2.filterMode = FilterMode.Bilinear;
|
|
Graphics.Blit (rt, rt2, material, 2 + passOffs);
|
|
RenderTexture.ReleaseTemporary (rt);
|
|
rt = rt2;
|
|
}
|
|
|
|
Graphics.Blit (rt, destination);
|
|
RenderTexture.ReleaseTemporary (rt);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
}
|