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98 行
2.8 KiB

using UnityEngine;
using System.Collections;
[ ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Rendering/Screen Space Ambient Obscurance")]
class ScreenSpaceAmbientObscurance : PostEffectsBase {
[Range (0,3)]
public float intensity = 0.5f;
[Range (0.1f,3)]
public float radius = 0.2f;
[Range (0,3)]
public int blurIterations = 1;
[Range (0,5)]
public float blurFilterDistance = 1.25f;
[Range (0,1)]
public int downsample = 0;
public Texture2D rand = null;
public Shader aoShader= null;
private Material aoMaterial = null;
public override bool CheckResources (){
CheckSupport (true);
aoMaterial = CheckShaderAndCreateMaterial (aoShader, aoMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnDisable (){
if(aoMaterial)
DestroyImmediate (aoMaterial);
aoMaterial = null;
}
[ImageEffectOpaque]
void OnRenderImage ( RenderTexture source , RenderTexture destination ){
if (CheckResources () == false) {
Graphics.Blit (source, destination);
return;
}
Matrix4x4 P = GetComponent<Camera>().projectionMatrix;
var invP= P.inverse;
Vector4 projInfo = new Vector4
((-2.0f / (Screen.width * P[0])),
(-2.0f / (Screen.height * P[5])),
((1.0f - P[2]) / P[0]),
((1.0f + P[6]) / P[5]));
aoMaterial.SetVector ("_ProjInfo", projInfo); // used for unprojection
aoMaterial.SetMatrix ("_ProjectionInv", invP); // only used for reference
aoMaterial.SetTexture ("_Rand", rand); // not needed for DX11 :)
aoMaterial.SetFloat ("_Radius", radius);
aoMaterial.SetFloat ("_Radius2", radius*radius);
aoMaterial.SetFloat ("_Intensity", intensity);
aoMaterial.SetFloat ("_BlurFilterDistance", blurFilterDistance);
int rtW = source.width;
int rtH = source.height;
RenderTexture tmpRt = RenderTexture.GetTemporary (rtW>>downsample, rtH>>downsample);
RenderTexture tmpRt2;
Graphics.Blit (source, tmpRt, aoMaterial, 0);
if (downsample > 0) {
tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
Graphics.Blit(tmpRt, tmpRt2, aoMaterial, 4);
RenderTexture.ReleaseTemporary (tmpRt);
tmpRt = tmpRt2;
// @NOTE: it's probably worth a shot to blur in low resolution
// instead with a bilat-upsample afterwards ...
}
for (int i = 0; i < blurIterations; i++) {
aoMaterial.SetVector("_Axis", new Vector2(1.0f,0.0f));
tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
Graphics.Blit (tmpRt, tmpRt2, aoMaterial, 1);
RenderTexture.ReleaseTemporary (tmpRt);
aoMaterial.SetVector("_Axis", new Vector2(0.0f,1.0f));
tmpRt = RenderTexture.GetTemporary (rtW, rtH);
Graphics.Blit (tmpRt2, tmpRt, aoMaterial, 1);
RenderTexture.ReleaseTemporary (tmpRt2);
}
aoMaterial.SetTexture ("_AOTex", tmpRt);
Graphics.Blit (source, destination, aoMaterial, 2);
RenderTexture.ReleaseTemporary (tmpRt);
}
}