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#

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);
}
}
}