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