336 lines
11 KiB
C#
336 lines
11 KiB
C#
using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Bloom and Glow/Bloom")]
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public class Bloom : PostEffectsBase
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{
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public enum LensFlareStyle
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{
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Ghosting = 0,
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Anamorphic = 1,
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Combined = 2
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}
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public enum TweakMode
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{
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Basic = 0,
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Complex = 1
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}
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public enum HDRBloomMode
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{
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Auto = 0,
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On = 1,
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Off = 2
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}
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public enum BloomScreenBlendMode
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{
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Screen = 0,
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Add = 1
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}
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public enum BloomQuality
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{
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Cheap = 0,
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High = 1
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}
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public TweakMode tweakMode;
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public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add;
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public HDRBloomMode hdr;
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private bool doHdr;
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public float sepBlurSpread = 2.5f;
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public BloomQuality quality = BloomQuality.High;
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public float bloomIntensity = 0.5f;
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public float bloomThreshold = 0.5f;
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public Color bloomThresholdColor = Color.white;
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public int bloomBlurIterations = 2;
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public int hollywoodFlareBlurIterations = 2;
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public float flareRotation;
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public LensFlareStyle lensflareMode = LensFlareStyle.Anamorphic;
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public float hollyStretchWidth = 2.5f;
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public float lensflareIntensity;
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public float lensflareThreshold = 0.3f;
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public float lensFlareSaturation = 0.75f;
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public Color flareColorA = new Color(0.4f, 0.4f, 0.8f, 0.75f);
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public Color flareColorB = new Color(0.4f, 0.8f, 0.8f, 0.75f);
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public Color flareColorC = new Color(0.8f, 0.4f, 0.8f, 0.75f);
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public Color flareColorD = new Color(0.8f, 0.4f, 0f, 0.75f);
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public Texture2D lensFlareVignetteMask;
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public Shader lensFlareShader;
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private Material lensFlareMaterial;
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public Shader screenBlendShader;
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private Material screenBlend;
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public Shader blurAndFlaresShader;
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private Material blurAndFlaresMaterial;
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public Shader brightPassFilterShader;
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private Material brightPassFilterMaterial;
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public override bool CheckResources()
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{
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CheckSupport(false);
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screenBlend = CheckShaderAndCreateMaterial(screenBlendShader, screenBlend);
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lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader, lensFlareMaterial);
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blurAndFlaresMaterial = CheckShaderAndCreateMaterial(blurAndFlaresShader, blurAndFlaresMaterial);
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brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial);
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if (!isSupported)
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{
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ReportAutoDisable();
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}
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return isSupported;
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}
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public void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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return;
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if (!CheckResources())
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{
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Graphics.Blit(source, destination);
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return;
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}
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doHdr = false;
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if (hdr == HDRBloomMode.Auto)
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{
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doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent<Camera>().hdr;
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}
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else
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{
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doHdr = hdr == HDRBloomMode.On;
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}
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doHdr = doHdr && supportHDRTextures;
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BloomScreenBlendMode bloomScreenBlendMode = screenBlendMode;
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if (doHdr)
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{
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bloomScreenBlendMode = BloomScreenBlendMode.Add;
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}
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RenderTextureFormat format = ((!doHdr) ? RenderTextureFormat.Default : RenderTextureFormat.ARGBHalf);
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int width = source.width / 2;
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int height = source.height / 2;
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int width2 = source.width / 4;
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int height2 = source.height / 4;
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float num = 1f * (float)source.width / (1f * (float)source.height);
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float num2 = 0.001953125f;
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RenderTexture temporary = RenderTexture.GetTemporary(width2, height2, 0, format);
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RenderTexture temporary2 = RenderTexture.GetTemporary(width, height, 0, format);
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if (quality > BloomQuality.Cheap)
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{
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Graphics.Blit(source, temporary2, screenBlend, 2);
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RenderTexture temporary3 = RenderTexture.GetTemporary(width2, height2, 0, format);
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Graphics.Blit(temporary2, temporary3, screenBlend, 2);
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Graphics.Blit(temporary3, temporary, screenBlend, 6);
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RenderTexture.ReleaseTemporary(temporary3);
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}
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else
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{
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Graphics.Blit(source, temporary2);
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Graphics.Blit(temporary2, temporary, screenBlend, 6);
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}
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RenderTexture.ReleaseTemporary(temporary2);
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RenderTexture renderTexture = RenderTexture.GetTemporary(width2, height2, 0, format);
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BrightFilter(bloomThreshold * bloomThresholdColor, temporary, renderTexture);
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if (bloomBlurIterations < 1)
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{
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bloomBlurIterations = 1;
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}
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else if (bloomBlurIterations > 10)
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{
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bloomBlurIterations = 10;
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}
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for (int i = 0; i < bloomBlurIterations; i++)
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{
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float num3 = (1f + (float)i * 0.25f) * sepBlurSpread;
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RenderTexture temporary4 = RenderTexture.GetTemporary(width2, height2, 0, format);
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blurAndFlaresMaterial.SetVector("_Offsets", new Vector4(0f, num3 * num2, 0f, 0f));
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Graphics.Blit(renderTexture, temporary4, blurAndFlaresMaterial, 4);
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RenderTexture.ReleaseTemporary(renderTexture);
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renderTexture = temporary4;
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temporary4 = RenderTexture.GetTemporary(width2, height2, 0, format);
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blurAndFlaresMaterial.SetVector("_Offsets", new Vector4(num3 / num * num2, 0f, 0f, 0f));
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Graphics.Blit(renderTexture, temporary4, blurAndFlaresMaterial, 4);
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RenderTexture.ReleaseTemporary(renderTexture);
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renderTexture = temporary4;
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if (quality > BloomQuality.Cheap)
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{
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if (i == 0)
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{
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Graphics.SetRenderTarget(temporary);
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GL.Clear(false, true, Color.black);
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Graphics.Blit(renderTexture, temporary);
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}
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else
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{
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temporary.MarkRestoreExpected();
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Graphics.Blit(renderTexture, temporary, screenBlend, 10);
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}
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}
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}
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if (quality > BloomQuality.Cheap)
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{
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Graphics.SetRenderTarget(renderTexture);
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GL.Clear(false, true, Color.black);
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Graphics.Blit(temporary, renderTexture, screenBlend, 6);
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}
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if (lensflareIntensity > Mathf.Epsilon)
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{
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RenderTexture temporary5 = RenderTexture.GetTemporary(width2, height2, 0, format);
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if (lensflareMode == LensFlareStyle.Ghosting)
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{
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BrightFilter(lensflareThreshold, renderTexture, temporary5);
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if (quality > BloomQuality.Cheap)
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{
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blurAndFlaresMaterial.SetVector("_Offsets", new Vector4(0f, 1.5f / (1f * (float)temporary.height), 0f, 0f));
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Graphics.SetRenderTarget(temporary);
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GL.Clear(false, true, Color.black);
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Graphics.Blit(temporary5, temporary, blurAndFlaresMaterial, 4);
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blurAndFlaresMaterial.SetVector("_Offsets", new Vector4(1.5f / (1f * (float)temporary.width), 0f, 0f, 0f));
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Graphics.SetRenderTarget(temporary5);
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GL.Clear(false, true, Color.black);
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Graphics.Blit(temporary, temporary5, blurAndFlaresMaterial, 4);
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}
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Vignette(0.975f, temporary5, temporary5);
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BlendFlares(temporary5, renderTexture);
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}
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else
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{
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float num4 = 1f * Mathf.Cos(flareRotation);
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float num5 = 1f * Mathf.Sin(flareRotation);
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float num6 = hollyStretchWidth * 1f / num * num2;
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blurAndFlaresMaterial.SetVector("_Offsets", new Vector4(num4, num5, 0f, 0f));
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blurAndFlaresMaterial.SetVector("_Threshhold", new Vector4(lensflareThreshold, 1f, 0f, 0f));
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blurAndFlaresMaterial.SetVector("_TintColor", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity);
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blurAndFlaresMaterial.SetFloat("_Saturation", lensFlareSaturation);
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temporary.DiscardContents();
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Graphics.Blit(temporary5, temporary, blurAndFlaresMaterial, 2);
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temporary5.DiscardContents();
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Graphics.Blit(temporary, temporary5, blurAndFlaresMaterial, 3);
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blurAndFlaresMaterial.SetVector("_Offsets", new Vector4(num4 * num6, num5 * num6, 0f, 0f));
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blurAndFlaresMaterial.SetFloat("_StretchWidth", hollyStretchWidth);
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temporary.DiscardContents();
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Graphics.Blit(temporary5, temporary, blurAndFlaresMaterial, 1);
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blurAndFlaresMaterial.SetFloat("_StretchWidth", hollyStretchWidth * 2f);
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temporary5.DiscardContents();
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Graphics.Blit(temporary, temporary5, blurAndFlaresMaterial, 1);
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blurAndFlaresMaterial.SetFloat("_StretchWidth", hollyStretchWidth * 4f);
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temporary.DiscardContents();
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Graphics.Blit(temporary5, temporary, blurAndFlaresMaterial, 1);
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for (int j = 0; j < hollywoodFlareBlurIterations; j++)
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{
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num6 = hollyStretchWidth * 2f / num * num2;
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blurAndFlaresMaterial.SetVector("_Offsets", new Vector4(num6 * num4, num6 * num5, 0f, 0f));
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temporary5.DiscardContents();
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Graphics.Blit(temporary, temporary5, blurAndFlaresMaterial, 4);
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blurAndFlaresMaterial.SetVector("_Offsets", new Vector4(num6 * num4, num6 * num5, 0f, 0f));
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temporary.DiscardContents();
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Graphics.Blit(temporary5, temporary, blurAndFlaresMaterial, 4);
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}
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if (lensflareMode == LensFlareStyle.Anamorphic)
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{
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AddTo(1f, temporary, renderTexture);
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}
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else
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{
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Vignette(1f, temporary, temporary5);
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BlendFlares(temporary5, temporary);
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AddTo(1f, temporary, renderTexture);
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}
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}
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RenderTexture.ReleaseTemporary(temporary5);
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}
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int pass = (int)bloomScreenBlendMode;
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screenBlend.SetFloat("_Intensity", bloomIntensity);
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screenBlend.SetTexture("_ColorBuffer", source);
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if (quality > BloomQuality.Cheap)
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{
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RenderTexture temporary6 = RenderTexture.GetTemporary(width, height, 0, format);
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Graphics.Blit(renderTexture, temporary6);
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Graphics.Blit(temporary6, destination, screenBlend, pass);
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RenderTexture.ReleaseTemporary(temporary6);
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}
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else
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{
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Graphics.Blit(renderTexture, destination, screenBlend, pass);
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}
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RenderTexture.ReleaseTemporary(temporary);
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RenderTexture.ReleaseTemporary(renderTexture);
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}
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private void AddTo(float intensity_, RenderTexture from, RenderTexture to)
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{
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screenBlend.SetFloat("_Intensity", intensity_);
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to.MarkRestoreExpected();
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Graphics.Blit(from, to, screenBlend, 9);
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}
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private void BlendFlares(RenderTexture from, RenderTexture to)
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{
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lensFlareMaterial.SetVector("colorA", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity);
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lensFlareMaterial.SetVector("colorB", new Vector4(flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity);
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lensFlareMaterial.SetVector("colorC", new Vector4(flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity);
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lensFlareMaterial.SetVector("colorD", new Vector4(flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity);
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to.MarkRestoreExpected();
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Graphics.Blit(from, to, lensFlareMaterial);
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}
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private void BrightFilter(float thresh, RenderTexture from, RenderTexture to)
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{
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brightPassFilterMaterial.SetVector("_Threshhold", new Vector4(thresh, thresh, thresh, thresh));
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Graphics.Blit(from, to, brightPassFilterMaterial, 0);
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}
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private void BrightFilter(Color threshColor, RenderTexture from, RenderTexture to)
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{
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brightPassFilterMaterial.SetVector("_Threshhold", threshColor);
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Graphics.Blit(from, to, brightPassFilterMaterial, 1);
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}
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private void Vignette(float amount, RenderTexture from, RenderTexture to)
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{
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if ((bool)lensFlareVignetteMask)
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{
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screenBlend.SetTexture("_ColorBuffer", lensFlareVignetteMask);
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to.MarkRestoreExpected();
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Graphics.Blit((!(from == to)) ? from : null, to, screenBlend, (!(from == to)) ? 3 : 7);
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}
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else if (from != to)
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{
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Graphics.SetRenderTarget(to);
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GL.Clear(false, true, Color.black);
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Graphics.Blit(from, to);
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}
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}
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}
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}
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