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290 行
12 KiB
290 行
12 KiB
using UnityEngine;
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using System.Collections;
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public enum LensflareStyle34 {
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Ghosting = 0,
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Anamorphic = 1,
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Combined = 2,
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}
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public enum TweakMode34 {
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Basic = 0,
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Complex = 1,
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}
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public enum HDRBloomMode {
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Auto = 0,
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On = 1,
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Off = 2,
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}
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public enum BloomScreenBlendMode {
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Screen = 0,
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Add = 1,
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}
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[ExecuteInEditMode]
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[RequireComponent (typeof(Camera))]
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[AddComponentMenu ("Image Effects/Bloom and Glow/BloomAndFlares (3.5f, Deprecated)")]
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public class BloomAndFlares : PostEffectsBase {
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public TweakMode34 tweakMode = 0;
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public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add;
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public HDRBloomMode hdr = HDRBloomMode.Auto;
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private bool doHdr = false;
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public float sepBlurSpread = 1.5f;
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public float useSrcAlphaAsMask = 0.5f;
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public float bloomIntensity = 1.0f;
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public float bloomThreshhold = 0.5f;
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public int bloomBlurIterations = 2;
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public bool lensflares = false;
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public int hollywoodFlareBlurIterations = 2;
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public LensflareStyle34 lensflareMode = (LensflareStyle34) 1;
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public float hollyStretchWidth = 3.5f;
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public float lensflareIntensity = 1.0f;
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public float lensflareThreshhold = 0.3f;
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public Color flareColorA = new Color (0.4f, 0.4f, 0.8f, 0.75f);
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public Color flareColorB = new Color (0.4f, 0.8f, 0.8f, 0.75f);
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public Color flareColorC = new Color (0.8f, 0.4f, 0.8f, 0.75f);
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public Color flareColorD = new Color (0.8f, 0.4f, 0.0f, 0.75f);
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public float blurWidth = 1.0f;
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public Texture2D lensFlareVignetteMask;
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public Shader lensFlareShader;
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private Material lensFlareMaterial;
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public Shader vignetteShader;
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private Material vignetteMaterial;
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public Shader separableBlurShader;
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private Material separableBlurMaterial;
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public Shader addBrightStuffOneOneShader;
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private Material addBrightStuffBlendOneOneMaterial;
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public Shader screenBlendShader;
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private Material screenBlend;
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public Shader hollywoodFlaresShader;
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private Material hollywoodFlaresMaterial;
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public Shader brightPassFilterShader;
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private Material brightPassFilterMaterial;
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public override bool CheckResources (){
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CheckSupport (false);
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screenBlend = CheckShaderAndCreateMaterial (screenBlendShader, screenBlend);
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lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader,lensFlareMaterial);
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vignetteMaterial = CheckShaderAndCreateMaterial(vignetteShader,vignetteMaterial);
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separableBlurMaterial = CheckShaderAndCreateMaterial(separableBlurShader,separableBlurMaterial);
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addBrightStuffBlendOneOneMaterial = CheckShaderAndCreateMaterial(addBrightStuffOneOneShader,addBrightStuffBlendOneOneMaterial);
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hollywoodFlaresMaterial = CheckShaderAndCreateMaterial (hollywoodFlaresShader, hollywoodFlaresMaterial);
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brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial);
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if(!isSupported)
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ReportAutoDisable ();
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return isSupported;
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}
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void OnRenderImage ( RenderTexture source , RenderTexture destination ){
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if(CheckResources()==false) {
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Graphics.Blit (source, destination);
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return;
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}
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// screen blend is not supported when HDR is enabled (will cap values)
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doHdr = false;
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if(hdr == HDRBloomMode.Auto)
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doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent<Camera>().hdr;
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else {
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doHdr = hdr == HDRBloomMode.On;
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}
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doHdr = doHdr && supportHDRTextures;
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BloomScreenBlendMode realBlendMode = screenBlendMode;
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if(doHdr)
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realBlendMode = BloomScreenBlendMode.Add;
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var rtFormat= (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default;
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RenderTexture halfRezColor = RenderTexture.GetTemporary (source.width / 2, source.height / 2, 0, rtFormat);
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RenderTexture quarterRezColor = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, rtFormat);
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RenderTexture secondQuarterRezColor = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, rtFormat);
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RenderTexture thirdQuarterRezColor = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, rtFormat);
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float widthOverHeight = (1.0f * source.width) / (1.0f * source.height);
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float oneOverBaseSize = 1.0f / 512.0f;
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// downsample
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Graphics.Blit (source, halfRezColor, screenBlend, 2); // <- 2 is stable downsample
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Graphics.Blit (halfRezColor, quarterRezColor, screenBlend, 2); // <- 2 is stable downsample
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RenderTexture.ReleaseTemporary (halfRezColor);
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// cut colors (threshholding)
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BrightFilter (bloomThreshhold, useSrcAlphaAsMask, quarterRezColor, secondQuarterRezColor);
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quarterRezColor.DiscardContents();
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// blurring
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if (bloomBlurIterations < 1) bloomBlurIterations = 1;
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for (int iter = 0; iter < bloomBlurIterations; iter++ ) {
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float spreadForPass = (1.0f + (iter * 0.5f)) * sepBlurSpread;
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separableBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f));
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RenderTexture src = iter == 0 ? secondQuarterRezColor : quarterRezColor;
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Graphics.Blit (src, thirdQuarterRezColor, separableBlurMaterial);
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src.DiscardContents();
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separableBlurMaterial.SetVector ("offsets", new Vector4 ((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
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Graphics.Blit (thirdQuarterRezColor, quarterRezColor, separableBlurMaterial);
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thirdQuarterRezColor.DiscardContents();
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}
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// lens flares: ghosting, anamorphic or a combination
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if (lensflares) {
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if (lensflareMode == 0) {
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BrightFilter (lensflareThreshhold, 0.0f, quarterRezColor, thirdQuarterRezColor);
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quarterRezColor.DiscardContents();
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// smooth a little, this needs to be resolution dependent
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/*
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separableBlurMaterial.SetVector ("offsets", Vector4 (0.0ff, (2.0ff) / (1.0ff * quarterRezColor.height), 0.0ff, 0.0ff));
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Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial);
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separableBlurMaterial.SetVector ("offsets", Vector4 ((2.0ff) / (1.0ff * quarterRezColor.width), 0.0ff, 0.0ff, 0.0ff));
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Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial);
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*/
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// no ugly edges!
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Vignette (0.975f, thirdQuarterRezColor, secondQuarterRezColor);
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thirdQuarterRezColor.DiscardContents();
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BlendFlares (secondQuarterRezColor, quarterRezColor);
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secondQuarterRezColor.DiscardContents();
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}
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// (b) hollywood/anamorphic flares?
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else {
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// thirdQuarter has the brightcut unblurred colors
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// quarterRezColor is the blurred, brightcut buffer that will end up as bloom
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hollywoodFlaresMaterial.SetVector ("_Threshhold", new Vector4 (lensflareThreshhold, 1.0f / (1.0f - lensflareThreshhold), 0.0f, 0.0f));
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hollywoodFlaresMaterial.SetVector ("tintColor", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity);
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Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 2);
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thirdQuarterRezColor.DiscardContents();
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Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, hollywoodFlaresMaterial, 3);
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secondQuarterRezColor.DiscardContents();
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hollywoodFlaresMaterial.SetVector ("offsets", new Vector4 ((sepBlurSpread * 1.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
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hollywoodFlaresMaterial.SetFloat ("stretchWidth", hollyStretchWidth);
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Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 1);
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thirdQuarterRezColor.DiscardContents();
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hollywoodFlaresMaterial.SetFloat ("stretchWidth", hollyStretchWidth * 2.0f);
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Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, hollywoodFlaresMaterial, 1);
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secondQuarterRezColor.DiscardContents();
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hollywoodFlaresMaterial.SetFloat ("stretchWidth", hollyStretchWidth * 4.0f);
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Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 1);
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thirdQuarterRezColor.DiscardContents();
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if (lensflareMode == (LensflareStyle34) 1) {
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for (int itera = 0; itera < hollywoodFlareBlurIterations; itera++ ) {
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separableBlurMaterial.SetVector ("offsets", new Vector4 ((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
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Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial);
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secondQuarterRezColor.DiscardContents();
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separableBlurMaterial.SetVector ("offsets", new Vector4 ((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
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Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial);
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thirdQuarterRezColor.DiscardContents();
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}
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AddTo (1.0f, secondQuarterRezColor, quarterRezColor);
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secondQuarterRezColor.DiscardContents();
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}
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else {
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// (c) combined
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for (int ix = 0; ix < hollywoodFlareBlurIterations; ix++ ) {
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separableBlurMaterial.SetVector ("offsets", new Vector4 ((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
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Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial);
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secondQuarterRezColor.DiscardContents();
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separableBlurMaterial.SetVector ("offsets", new Vector4 ((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
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Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial);
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thirdQuarterRezColor.DiscardContents();
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}
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Vignette (1.0f, secondQuarterRezColor, thirdQuarterRezColor);
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secondQuarterRezColor.DiscardContents();
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BlendFlares (thirdQuarterRezColor, secondQuarterRezColor);
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thirdQuarterRezColor.DiscardContents();
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AddTo (1.0f, secondQuarterRezColor, quarterRezColor);
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secondQuarterRezColor.DiscardContents();
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}
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}
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}
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// screen blend bloom results to color buffer
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screenBlend.SetFloat ("_Intensity", bloomIntensity);
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screenBlend.SetTexture ("_ColorBuffer", source);
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Graphics.Blit (quarterRezColor, destination, screenBlend, (int) realBlendMode);
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RenderTexture.ReleaseTemporary (quarterRezColor);
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RenderTexture.ReleaseTemporary (secondQuarterRezColor);
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RenderTexture.ReleaseTemporary (thirdQuarterRezColor);
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}
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private void AddTo ( float intensity_ , RenderTexture from , RenderTexture to ){
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addBrightStuffBlendOneOneMaterial.SetFloat ("_Intensity", intensity_);
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Graphics.Blit (from, to, addBrightStuffBlendOneOneMaterial);
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}
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private void BlendFlares ( RenderTexture from , RenderTexture to ){
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lensFlareMaterial.SetVector ("colorA",new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity);
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lensFlareMaterial.SetVector ("colorB",new Vector4 (flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity);
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lensFlareMaterial.SetVector ("colorC",new Vector4 (flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity);
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lensFlareMaterial.SetVector ("colorD",new Vector4 (flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity);
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Graphics.Blit (from, to, lensFlareMaterial);
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}
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private void BrightFilter ( float thresh , float useAlphaAsMask , RenderTexture from , RenderTexture to ){
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if(doHdr)
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brightPassFilterMaterial.SetVector ("threshhold", new Vector4 (thresh, 1.0f, 0.0f, 0.0f));
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else
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brightPassFilterMaterial.SetVector ("threshhold", new Vector4 (thresh, 1.0f / (1.0f-thresh), 0.0f, 0.0f));
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brightPassFilterMaterial.SetFloat ("useSrcAlphaAsMask", useAlphaAsMask);
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Graphics.Blit (from, to, brightPassFilterMaterial);
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}
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private void Vignette ( float amount , RenderTexture from , RenderTexture to ){
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if(lensFlareVignetteMask) {
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screenBlend.SetTexture ("_ColorBuffer", lensFlareVignetteMask);
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Graphics.Blit (from, to, screenBlend, 3);
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}
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else {
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vignetteMaterial.SetFloat ("vignetteIntensity", amount);
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Graphics.Blit (from, to, vignetteMaterial);
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}
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}
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}
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