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109 行
3.8 KiB
109 行
3.8 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/Camera/Vignette and Chromatic Aberration")]
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public class VignetteAndChromaticAberration : PostEffectsBase {
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public enum AberrationMode {
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Simple = 0,
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Advanced = 1,
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}
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public AberrationMode mode = AberrationMode.Simple;
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public float intensity = 0.375f; // intensity == 0 disables pre pass (optimization)
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public float chromaticAberration = 0.2f;
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public float axialAberration = 0.5f;
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public float blur = 0.0f; // blur == 0 disables blur pass (optimization)
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public float blurSpread = 0.75f;
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public float luminanceDependency = 0.25f;
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public float blurDistance = 2.5f;
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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 chromAberrationShader;
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private Material chromAberrationMaterial;
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public override bool CheckResources (){
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CheckSupport (false);
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vignetteMaterial = CheckShaderAndCreateMaterial (vignetteShader, vignetteMaterial);
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separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial);
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chromAberrationMaterial = CheckShaderAndCreateMaterial (chromAberrationShader, chromAberrationMaterial);
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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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int rtW = source.width;
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int rtH = source.height;
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bool doPrepass = (Mathf.Abs(blur)>0.0f || Mathf.Abs(intensity)>0.0f);
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float widthOverHeight = (1.0f * rtW) / (1.0f * rtH);
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float oneOverBaseSize = 1.0f / 512.0f;
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RenderTexture color = null;
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RenderTexture color2a = null;
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RenderTexture color2b = null;
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if (doPrepass) {
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color = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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// Blur corners
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if (Mathf.Abs (blur)>0.0f) {
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color2a = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format);
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Graphics.Blit (source, color2a, chromAberrationMaterial, 0);
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for(int i = 0; i < 2; i++) { // maybe make iteration count tweakable
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separableBlurMaterial.SetVector ("offsets",new Vector4 (0.0f, blurSpread * oneOverBaseSize, 0.0f, 0.0f));
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color2b = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format);
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Graphics.Blit (color2a, color2b, separableBlurMaterial);
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RenderTexture.ReleaseTemporary (color2a);
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separableBlurMaterial.SetVector ("offsets",new Vector4 (blurSpread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f));
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color2a = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format);
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Graphics.Blit (color2b, color2a, separableBlurMaterial);
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RenderTexture.ReleaseTemporary (color2b);
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}
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}
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vignetteMaterial.SetFloat ("_Intensity", intensity); // intensity for vignette
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vignetteMaterial.SetFloat ("_Blur", blur); // blur intensity
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vignetteMaterial.SetTexture ("_VignetteTex", color2a); // blurred texture
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Graphics.Blit (source, color, vignetteMaterial, 0); // prepass blit: darken & blur corners
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}
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chromAberrationMaterial.SetFloat ("_ChromaticAberration", chromaticAberration);
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chromAberrationMaterial.SetFloat ("_AxialAberration", axialAberration);
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chromAberrationMaterial.SetVector ("_BlurDistance", new Vector2 (-blurDistance, blurDistance));
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chromAberrationMaterial.SetFloat ("_Luminance", 1.0f/Mathf.Max(Mathf.Epsilon, luminanceDependency));
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if(doPrepass) color.wrapMode = TextureWrapMode.Clamp;
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else source.wrapMode = TextureWrapMode.Clamp;
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Graphics.Blit (doPrepass ? color : source, destination, chromAberrationMaterial, mode == AberrationMode.Advanced ? 2 : 1);
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RenderTexture.ReleaseTemporary (color);
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RenderTexture.ReleaseTemporary (color2a);
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}
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}
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