78 lines
2.5 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|