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