using UnityEngine; using System.Collections; [ExecuteInEditMode] [RequireComponent (typeof(Camera))] [AddComponentMenu ("Image Effects/Edge Detection/Crease Shading")] class CreaseShading : PostEffectsBase { public float intensity = 0.5f; public int softness = 1; public float spread = 1.0f; public Shader blurShader = null; private Material blurMaterial = null; public Shader depthFetchShader = null; private Material depthFetchMaterial = null; public Shader creaseApplyShader = null; private Material creaseApplyMaterial = null; public override bool CheckResources (){ CheckSupport (true); blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); depthFetchMaterial = CheckShaderAndCreateMaterial (depthFetchShader, depthFetchMaterial); creaseApplyMaterial = CheckShaderAndCreateMaterial (creaseApplyShader, creaseApplyMaterial); if(!isSupported) ReportAutoDisable (); return isSupported; } void OnRenderImage ( RenderTexture source , RenderTexture destination ){ if(CheckResources()==false) { Graphics.Blit (source, destination); return; } int rtW = source.width; int rtH = source.height; float widthOverHeight = (1.0f * rtW) / (1.0f * rtH); float oneOverBaseSize = 1.0f / 512.0f; RenderTexture hrTex = RenderTexture.GetTemporary (rtW, rtH, 0); RenderTexture lrTex1 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); Graphics.Blit (source,hrTex, depthFetchMaterial); Graphics.Blit (hrTex, lrTex1); for(int i = 0; i < softness; i++) { RenderTexture lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); blurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); Graphics.Blit (lrTex1, lrTex2, blurMaterial); RenderTexture.ReleaseTemporary (lrTex1); lrTex1 = lrTex2; lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); blurMaterial.SetVector ("offsets", new Vector4 (spread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); Graphics.Blit (lrTex1, lrTex2, blurMaterial); RenderTexture.ReleaseTemporary (lrTex1); lrTex1 = lrTex2; } creaseApplyMaterial.SetTexture ("_HrDepthTex", hrTex); creaseApplyMaterial.SetTexture ("_LrDepthTex", lrTex1); creaseApplyMaterial.SetFloat ("intensity", intensity); Graphics.Blit (source,destination, creaseApplyMaterial); RenderTexture.ReleaseTemporary (hrTex); RenderTexture.ReleaseTemporary (lrTex1); } }