using UnityEngine; using System.Collections; [RequireComponent (typeof(Camera))] [AddComponentMenu ("Image Effects/Camera/Tilt Shift (Lens Blur)")] class TiltShift : PostEffectsBase { public enum TiltShiftMode { TiltShiftMode, IrisMode, } public enum TiltShiftQuality { Preview, Normal, High, } public TiltShiftMode mode = TiltShiftMode.TiltShiftMode; public TiltShiftQuality quality = TiltShiftQuality.Normal; [Range(0.0f, 15.0f)] public float blurArea = 1.0f; [Range(0.0f, 25.0f)] public float maxBlurSize = 5.0f; [Range(0, 1)] public int downsample = 0; public Shader tiltShiftShader = null; private Material tiltShiftMaterial = null; public override bool CheckResources (){ CheckSupport (true); tiltShiftMaterial = CheckShaderAndCreateMaterial (tiltShiftShader, tiltShiftMaterial); if(!isSupported) ReportAutoDisable (); return isSupported; } void OnRenderImage ( RenderTexture source , RenderTexture destination ){ if(CheckResources() == false) { Graphics.Blit (source, destination); return; } tiltShiftMaterial.SetFloat("_BlurSize", maxBlurSize < 0.0f ? 0.0f : maxBlurSize); tiltShiftMaterial.SetFloat("_BlurArea", blurArea); source.filterMode = FilterMode.Bilinear; RenderTexture rt = destination; if (downsample > 0f) { rt = RenderTexture.GetTemporary (source.width>>downsample, source.height>>downsample, 0, source.format); rt.filterMode = FilterMode.Bilinear; } int basePassNr = (int) quality; basePassNr *= 2; Graphics.Blit (source, rt, tiltShiftMaterial, mode == TiltShiftMode.TiltShiftMode ? basePassNr : basePassNr + 1); if (downsample > 0f) { tiltShiftMaterial.SetTexture ("_Blurred", rt); Graphics.Blit (source, destination, tiltShiftMaterial, 6); } if (rt != destination) RenderTexture.ReleaseTemporary (rt); } }