69 lines
2.3 KiB
C#
69 lines
2.3 KiB
C#
using UnityEngine;
|
|
|
|
namespace UnityStandardAssets.ImageEffects
|
|
{
|
|
[ExecuteInEditMode]
|
|
[RequireComponent(typeof(Camera))]
|
|
[AddComponentMenu("Image Effects/Color Adjustments/Contrast Enhance (Unsharp Mask)")]
|
|
public class ContrastEnhance : PostEffectsBase
|
|
{
|
|
[Range(0f, 1f)]
|
|
public float intensity = 0.5f;
|
|
|
|
[Range(0f, 0.999f)]
|
|
public float threshold;
|
|
|
|
private Material separableBlurMaterial;
|
|
|
|
private Material contrastCompositeMaterial;
|
|
|
|
[Range(0f, 1f)]
|
|
public float blurSpread = 1f;
|
|
|
|
public Shader separableBlurShader;
|
|
|
|
public Shader contrastCompositeShader;
|
|
|
|
public override bool CheckResources()
|
|
{
|
|
CheckSupport(false);
|
|
contrastCompositeMaterial = CheckShaderAndCreateMaterial(contrastCompositeShader, contrastCompositeMaterial);
|
|
separableBlurMaterial = CheckShaderAndCreateMaterial(separableBlurShader, separableBlurMaterial);
|
|
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;
|
|
RenderTexture temporary = RenderTexture.GetTemporary(width / 2, height / 2, 0);
|
|
Graphics.Blit(source, temporary);
|
|
RenderTexture temporary2 = RenderTexture.GetTemporary(width / 4, height / 4, 0);
|
|
Graphics.Blit(temporary, temporary2);
|
|
RenderTexture.ReleaseTemporary(temporary);
|
|
separableBlurMaterial.SetVector("offsets", new Vector4(0f, blurSpread * 1f / (float)temporary2.height, 0f, 0f));
|
|
RenderTexture temporary3 = RenderTexture.GetTemporary(width / 4, height / 4, 0);
|
|
Graphics.Blit(temporary2, temporary3, separableBlurMaterial);
|
|
RenderTexture.ReleaseTemporary(temporary2);
|
|
separableBlurMaterial.SetVector("offsets", new Vector4(blurSpread * 1f / (float)temporary2.width, 0f, 0f, 0f));
|
|
temporary2 = RenderTexture.GetTemporary(width / 4, height / 4, 0);
|
|
Graphics.Blit(temporary3, temporary2, separableBlurMaterial);
|
|
RenderTexture.ReleaseTemporary(temporary3);
|
|
contrastCompositeMaterial.SetTexture("_MainTexBlurred", temporary2);
|
|
contrastCompositeMaterial.SetFloat("intensity", intensity);
|
|
contrastCompositeMaterial.SetFloat("threshold", threshold);
|
|
Graphics.Blit(source, destination, contrastCompositeMaterial);
|
|
RenderTexture.ReleaseTemporary(temporary2);
|
|
}
|
|
}
|
|
}
|