Files
2026-02-21 16:45:37 +08:00

78 lines
2.5 KiB
C#

using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Edge Detection/Crease Shading")]
public class CreaseShading : PostEffectsBase
{
public float intensity = 0.5f;
public int softness = 1;
public float spread = 1f;
public Shader blurShader;
private Material blurMaterial;
public Shader depthFetchShader;
private Material depthFetchMaterial;
public Shader creaseApplyShader;
private Material creaseApplyMaterial;
public override bool CheckResources()
{
CheckSupport(true);
blurMaterial = CheckShaderAndCreateMaterial(blurShader, blurMaterial);
depthFetchMaterial = CheckShaderAndCreateMaterial(depthFetchShader, depthFetchMaterial);
creaseApplyMaterial = CheckShaderAndCreateMaterial(creaseApplyShader, creaseApplyMaterial);
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;
float num = 1f * (float)width / (1f * (float)height);
float num2 = 0.001953125f;
RenderTexture temporary = RenderTexture.GetTemporary(width, height, 0);
RenderTexture renderTexture = RenderTexture.GetTemporary(width / 2, height / 2, 0);
Graphics.Blit(source, temporary, depthFetchMaterial);
Graphics.Blit(temporary, renderTexture);
for (int i = 0; i < softness; i++)
{
RenderTexture temporary2 = RenderTexture.GetTemporary(width / 2, height / 2, 0);
blurMaterial.SetVector("offsets", new Vector4(0f, spread * num2, 0f, 0f));
Graphics.Blit(renderTexture, temporary2, blurMaterial);
RenderTexture.ReleaseTemporary(renderTexture);
renderTexture = temporary2;
temporary2 = RenderTexture.GetTemporary(width / 2, height / 2, 0);
blurMaterial.SetVector("offsets", new Vector4(spread * num2 / num, 0f, 0f, 0f));
Graphics.Blit(renderTexture, temporary2, blurMaterial);
RenderTexture.ReleaseTemporary(renderTexture);
renderTexture = temporary2;
}
creaseApplyMaterial.SetTexture("_HrDepthTex", temporary);
creaseApplyMaterial.SetTexture("_LrDepthTex", renderTexture);
creaseApplyMaterial.SetFloat("intensity", intensity);
Graphics.Blit(source, destination, creaseApplyMaterial);
RenderTexture.ReleaseTemporary(temporary);
RenderTexture.ReleaseTemporary(renderTexture);
}
}
}