using UnityEngine; [ExecuteInEditMode] [AddComponentMenu("Enviro/Effects/LightShafts")] [RequireComponent(typeof(Camera))] public class EnviroLightShafts : EnviroEffects { public enum SunShaftsResolution { Low = 0, Normal = 1, High = 2 } public enum ShaftsScreenBlendMode { Screen = 0, Add = 1 } public SunShaftsResolution resolution = SunShaftsResolution.Normal; public ShaftsScreenBlendMode screenBlendMode; public Transform sunTransform; public int radialBlurIterations = 2; public Color sunColor = Color.white; public Color sunThreshold = new Color(0.87f, 0.74f, 0.65f); public float sunShaftBlurRadius = 2.5f; public float sunShaftIntensity = 1.15f; public float maxRadius = 0.75f; public bool useDepthTexture = true; public Shader sunShaftsShader; public Material sunShaftsMaterial; public Shader simpleClearShader; public Material simpleClearMaterial; public override bool CheckResources() { CheckSupport(useDepthTexture); sunShaftsMaterial = CheckShaderAndCreateMaterial(sunShaftsShader, sunShaftsMaterial); simpleClearMaterial = CheckShaderAndCreateMaterial(simpleClearShader, simpleClearMaterial); if (!isSupported) { ReportAutoDisable(); } return isSupported; } private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (!CheckResources()) { Graphics.Blit(source, destination); return; } if (useDepthTexture) { GetComponent().depthTextureMode |= DepthTextureMode.Depth; } int num = 4; if (resolution == SunShaftsResolution.Normal) { num = 2; } else if (resolution == SunShaftsResolution.High) { num = 1; } Vector3 vector = Vector3.one * 0.5f; vector = ((!sunTransform) ? new Vector3(0.5f, 0.5f, 0f) : GetComponent().WorldToViewportPoint(sunTransform.position)); int width = source.width / num; int height = source.height / num; RenderTexture temporary = RenderTexture.GetTemporary(width, height, 0); sunShaftsMaterial.SetVector("_BlurRadius4", new Vector4(1f, 1f, 0f, 0f) * sunShaftBlurRadius); sunShaftsMaterial.SetVector("_SunPosition", new Vector4(vector.x, vector.y, vector.z, maxRadius)); sunShaftsMaterial.SetVector("_SunThreshold", sunThreshold); if (!useDepthTexture) { RenderTextureFormat format = ((!GetComponent().hdr) ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR); RenderTexture renderTexture = (RenderTexture.active = RenderTexture.GetTemporary(source.width, source.height, 0, format)); GL.ClearWithSkybox(false, GetComponent()); sunShaftsMaterial.SetTexture("_Skybox", renderTexture); Graphics.Blit(source, temporary, sunShaftsMaterial, 3); RenderTexture.ReleaseTemporary(renderTexture); } else { Graphics.Blit(source, temporary, sunShaftsMaterial, 2); } DrawBorder(temporary, simpleClearMaterial); radialBlurIterations = Mathf.Clamp(radialBlurIterations, 1, 4); float num2 = sunShaftBlurRadius * 0.0013020834f; sunShaftsMaterial.SetVector("_BlurRadius4", new Vector4(num2, num2, 0f, 0f)); sunShaftsMaterial.SetVector("_SunPosition", new Vector4(vector.x, vector.y, vector.z, maxRadius)); for (int i = 0; i < radialBlurIterations; i++) { RenderTexture temporary3 = RenderTexture.GetTemporary(width, height, 0); Graphics.Blit(temporary, temporary3, sunShaftsMaterial, 1); RenderTexture.ReleaseTemporary(temporary); num2 = sunShaftBlurRadius * (((float)i * 2f + 1f) * 6f) / 768f; sunShaftsMaterial.SetVector("_BlurRadius4", new Vector4(num2, num2, 0f, 0f)); temporary = RenderTexture.GetTemporary(width, height, 0); Graphics.Blit(temporary3, temporary, sunShaftsMaterial, 1); RenderTexture.ReleaseTemporary(temporary3); num2 = sunShaftBlurRadius * (((float)i * 2f + 2f) * 6f) / 768f; sunShaftsMaterial.SetVector("_BlurRadius4", new Vector4(num2, num2, 0f, 0f)); } if (vector.z >= 0f) { sunShaftsMaterial.SetVector("_SunColor", new Vector4(sunColor.r, sunColor.g, sunColor.b, sunColor.a) * sunShaftIntensity); } else { sunShaftsMaterial.SetVector("_SunColor", Vector4.zero); } sunShaftsMaterial.SetTexture("_ColorBuffer", temporary); Graphics.Blit(source, destination, sunShaftsMaterial, (screenBlendMode != ShaftsScreenBlendMode.Screen) ? 4 : 0); RenderTexture.ReleaseTemporary(temporary); } }