177 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using UnityEngine;
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using System.Collections;
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[ExecuteInEditMode]
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[AddComponentMenu("Image Effects/Blur (island)")]
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public class BlurEffectIsland : MonoBehaviour
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{
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    /// Blur iterations - larger number means more blur.
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    public int iterations = 3;
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    /// Blur spread for each iteration. Lower values
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    /// give better looking blur, but require more iterations to
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    /// get large blurs. Value is usually between 0.5 and 1.0.
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    public float blurSpread = 0.6f;
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    // --------------------------------------------------------
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    // The blur iteration shader.
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    // Basically it just takes 4 texture samples and averages them.
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    // By applying it repeatedly and spreading out sample locations
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    // we get a Gaussian blur approximation.
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    private static string blurMatString =
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@"Shader ""BlurConeTap"" {
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	SubShader {
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		Pass {
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			ZTest Always Cull Off ZWrite Off Fog { Mode Off }
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			SetTexture [__RenderTex] {constantColor (0,0,0,0.25) combine texture * constant alpha}
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			SetTexture [__RenderTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
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			SetTexture [__RenderTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
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			SetTexture [__RenderTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
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		}
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	}
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	Fallback off
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}";
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    static Material m_Material = null;
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    protected static Material material
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    {
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        get
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        {
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            if (m_Material == null)
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            {
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                m_Material = new Material(blurMatString);
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                m_Material.hideFlags = HideFlags.HideAndDontSave;
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                m_Material.shader.hideFlags = HideFlags.HideAndDontSave;
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            }
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            return m_Material;
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        }
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    }
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    protected void OnDisable()
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    {
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        if (m_Material)
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        {
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            DestroyImmediate(m_Material.shader);
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            DestroyImmediate(m_Material);
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        }
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    }
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    // --------------------------------------------------------
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    public bool IsSupported()
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    {
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        // Disable if we don't support image effects
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        if (!SystemInfo.supportsImageEffects)
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            return false;
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        // Disable if the shader can't run on the users graphics card
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        if (!material.shader.isSupported)
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            return false;
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        return true;
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    }
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    protected void Start()
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    {
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        if (!IsSupported())
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            enabled = false;
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    }
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    // Performs one blur iteration.
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    public void FourTapCone(RenderTexture source, RenderTexture dest, int iteration)
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    {
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        RenderTexture.active = dest;
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        source.SetGlobalShaderProperty("__RenderTex");
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        float offsetX = (.5F + iteration * blurSpread) / (float)source.width;
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        float offsetY = (.5F + iteration * blurSpread) / (float)source.height;
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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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            Render4TapQuad(dest, offsetX, offsetY);
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        }
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        GL.PopMatrix();
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    }
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    // Downsamples the texture to a quarter resolution.
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    private void DownSample4x(RenderTexture source, RenderTexture dest)
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    {
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        RenderTexture.active = dest;
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        source.SetGlobalShaderProperty("__RenderTex");
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        float offsetX = 1.0f / (float)source.width;
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        float offsetY = 1.0f / (float)source.height;
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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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            Render4TapQuad(dest, offsetX, offsetY);
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        }
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        GL.PopMatrix();
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    }
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    // Called by the camera to apply the image effect
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    void OnRenderImage(RenderTexture source, RenderTexture destination)
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    {
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        RenderTexture buffer = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
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        RenderTexture buffer2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
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        // Copy source to the 4x4 smaller texture.
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        DownSample4x(source, buffer);
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        // Blur the small texture
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        bool oddEven = true;
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        for (int i = 0; i < iterations; i++)
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        {
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            if (oddEven)
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                FourTapCone(buffer, buffer2, i);
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            else
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                FourTapCone(buffer2, buffer, i);
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            oddEven = !oddEven;
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        }
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        if (oddEven)
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            ImageEffects.Blit(buffer, destination);
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        else
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            ImageEffects.Blit(buffer2, destination);
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        RenderTexture.ReleaseTemporary(buffer);
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        RenderTexture.ReleaseTemporary(buffer2);
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    }
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    private static void Render4TapQuad(RenderTexture dest, float offsetX, float offsetY)
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    {
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        GL.Begin(GL.QUADS);
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        // Direct3D needs interesting texel offsets!		
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        Vector2 off = Vector2.zero;
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        if (dest != null)
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            off = dest.GetTexelOffset() * 0.75f;
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        Set4TexCoords(off.x, off.y, offsetX, offsetY);
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        GL.Vertex3(0, 0, .1f);
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        Set4TexCoords(1.0f + off.x, off.y, offsetX, offsetY);
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        GL.Vertex3(1, 0, .1f);
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        Set4TexCoords(1.0f + off.x, 1.0f + off.y, offsetX, offsetY);
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        GL.Vertex3(1, 1, .1f);
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        Set4TexCoords(off.x, 1.0f + off.y, offsetX, offsetY);
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        GL.Vertex3(0, 1, .1f);
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        GL.End();
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    }
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    private static void Set4TexCoords(float x, float y, float offsetX, float offsetY)
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    {
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        GL.MultiTexCoord2(0, x - offsetX, y - offsetY);
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        GL.MultiTexCoord2(1, x + offsetX, y - offsetY);
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        GL.MultiTexCoord2(2, x + offsetX, y + offsetY);
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        GL.MultiTexCoord2(3, x - offsetX, y + offsetY);
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    }
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} |