using UnityEngine; namespace UnityStandardAssets.ImageEffects { [ExecuteInEditMode] [RequireComponent(typeof(Camera))] [AddComponentMenu("Image Effects/Camera/Vignette and Chromatic Aberration")] public class VignetteAndChromaticAberration : PostEffectsBase { public enum AberrationMode { Simple = 0, Advanced = 1 } public AberrationMode mode; public float intensity = 0.036f; public float chromaticAberration = 0.2f; public float axialAberration = 0.5f; public float blur; public float blurSpread = 0.75f; public float luminanceDependency = 0.25f; public float blurDistance = 2.5f; public Shader vignetteShader; public Shader separableBlurShader; public Shader chromAberrationShader; private Material m_VignetteMaterial; private Material m_SeparableBlurMaterial; private Material m_ChromAberrationMaterial; public override bool CheckResources() { CheckSupport(false); m_VignetteMaterial = CheckShaderAndCreateMaterial(vignetteShader, m_VignetteMaterial); m_SeparableBlurMaterial = CheckShaderAndCreateMaterial(separableBlurShader, m_SeparableBlurMaterial); m_ChromAberrationMaterial = CheckShaderAndCreateMaterial(chromAberrationShader, m_ChromAberrationMaterial); if (!isSupported) { ReportAutoDisable(); } return isSupported; } private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (!CheckResources()) { Graphics.Blit(source, destination); return; } int width = source.width; int height = source.height; bool flag = Mathf.Abs(blur) > 0f || Mathf.Abs(intensity) > 0f; float num = 1f * (float)width / (1f * (float)height); RenderTexture renderTexture = null; RenderTexture renderTexture2 = null; if (flag) { renderTexture = RenderTexture.GetTemporary(width, height, 0, source.format); if (Mathf.Abs(blur) > 0f) { renderTexture2 = RenderTexture.GetTemporary(width / 2, height / 2, 0, source.format); Graphics.Blit(source, renderTexture2, m_ChromAberrationMaterial, 0); for (int i = 0; i < 2; i++) { m_SeparableBlurMaterial.SetVector("offsets", new Vector4(0f, blurSpread * 0.001953125f, 0f, 0f)); RenderTexture temporary = RenderTexture.GetTemporary(width / 2, height / 2, 0, source.format); Graphics.Blit(renderTexture2, temporary, m_SeparableBlurMaterial); RenderTexture.ReleaseTemporary(renderTexture2); m_SeparableBlurMaterial.SetVector("offsets", new Vector4(blurSpread * 0.001953125f / num, 0f, 0f, 0f)); renderTexture2 = RenderTexture.GetTemporary(width / 2, height / 2, 0, source.format); Graphics.Blit(temporary, renderTexture2, m_SeparableBlurMaterial); RenderTexture.ReleaseTemporary(temporary); } } m_VignetteMaterial.SetFloat("_Intensity", 1f / (1f - intensity) - 1f); m_VignetteMaterial.SetFloat("_Blur", 1f / (1f - blur) - 1f); m_VignetteMaterial.SetTexture("_VignetteTex", renderTexture2); Graphics.Blit(source, renderTexture, m_VignetteMaterial, 0); } m_ChromAberrationMaterial.SetFloat("_ChromaticAberration", chromaticAberration); m_ChromAberrationMaterial.SetFloat("_AxialAberration", axialAberration); m_ChromAberrationMaterial.SetVector("_BlurDistance", new Vector2(0f - blurDistance, blurDistance)); m_ChromAberrationMaterial.SetFloat("_Luminance", 1f / Mathf.Max(Mathf.Epsilon, luminanceDependency)); if (flag) { renderTexture.wrapMode = TextureWrapMode.Clamp; } else { source.wrapMode = TextureWrapMode.Clamp; } Graphics.Blit((!flag) ? source : renderTexture, destination, m_ChromAberrationMaterial, (mode != AberrationMode.Advanced) ? 1 : 2); RenderTexture.ReleaseTemporary(renderTexture); RenderTexture.ReleaseTemporary(renderTexture2); } } }