using UnityEngine; using System.Collections; [ExecuteInEditMode] [RequireComponent (typeof(Camera))] public class PostEffectsBase : MonoBehaviour { protected bool supportHDRTextures = true; protected bool supportDX11 = false; protected bool isSupported = true; protected Material CheckShaderAndCreateMaterial ( Shader s , Material m2Create ){ if (!s) { Debug.Log("Missing shader in " + this.ToString ()); enabled = false; return null; } if (s.isSupported && m2Create && m2Create.shader == s) return m2Create; if (!s.isSupported) { NotSupported (); Debug.Log("The shader " + s.ToString() + " on effect "+this.ToString()+" is not supported on this platform!"); return null; } else { m2Create = new Material (s); m2Create.hideFlags = HideFlags.DontSave; if (m2Create) return m2Create; else return null; } } protected Material CreateMaterial ( Shader s , Material m2Create ){ if (!s) { Debug.Log ("Missing shader in " + this.ToString ()); return null; } if (m2Create && (m2Create.shader == s) && (s.isSupported)) return m2Create; if (!s.isSupported) { return null; } else { m2Create = new Material (s); m2Create.hideFlags = HideFlags.DontSave; if (m2Create) return m2Create; else return null; } } void OnEnable (){ isSupported = true; } protected bool CheckSupport (){ return CheckSupport (false); } public virtual bool CheckResources (){ Debug.LogWarning ("CheckResources () for " + this.ToString() + " should be overwritten."); return isSupported; } protected void Start (){ CheckResources (); } protected bool CheckSupport ( bool needDepth ){ isSupported = true; supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) { NotSupported (); return false; } if(needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) { NotSupported (); return false; } if(needDepth) GetComponent().depthTextureMode |= DepthTextureMode.Depth; return true; } protected bool CheckSupport ( bool needDepth , bool needHdr ){ if(!CheckSupport(needDepth)) return false; if(needHdr && !supportHDRTextures) { NotSupported (); return false; } return true; } public bool Dx11Support (){ return supportDX11; } protected void ReportAutoDisable (){ Debug.LogWarning ("The image effect " + this.ToString() + " has been disabled as it's not supported on the current platform."); } // deprecated but needed for old effects to survive upgrading bool CheckShader ( Shader s ){ Debug.Log("The shader " + s.ToString () + " on effect "+ this.ToString () + " is not part of the Unity 3.2f+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); if (!s.isSupported) { NotSupported (); return false; } else { return false; } } protected void NotSupported (){ enabled = false; isSupported = false; return; } protected void DrawBorder ( RenderTexture dest , Material material ){ float x1; float x2; float y1; float y2; RenderTexture.active = dest; bool invertY = true; // source.texelSize.y < 0.0ff; // Set up the simple Matrix GL.PushMatrix(); GL.LoadOrtho(); for (int i = 0; i < material.passCount; i++) { material.SetPass(i); float y1_; float y2_; if (invertY) { y1_ = 1.0f; y2_ = 0.0f; } else { y1_ = 0.0f; y2_ = 1.0f; } // left x1 = 0.0f; x2 = 0.0f + 1.0f/(dest.width*1.0f); y1 = 0.0f; y2 = 1.0f; GL.Begin(GL.QUADS); GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); // right x1 = 1.0f - 1.0f/(dest.width*1.0f); x2 = 1.0f; y1 = 0.0f; y2 = 1.0f; GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); // top x1 = 0.0f; x2 = 1.0f; y1 = 0.0f; y2 = 0.0f + 1.0f/(dest.height*1.0f); GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); // bottom x1 = 0.0f; x2 = 1.0f; y1 = 1.0f - 1.0f/(dest.height*1.0f); y2 = 1.0f; GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); GL.End(); } GL.PopMatrix(); } }