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

136 lines
3.6 KiB
C#

using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Noise/Noise and Scratches")]
public class NoiseAndScratches : MonoBehaviour
{
public bool monochrome = true;
private bool rgbFallback;
[Range(0f, 5f)]
public float grainIntensityMin = 0.1f;
[Range(0f, 5f)]
public float grainIntensityMax = 0.2f;
[Range(0.1f, 50f)]
public float grainSize = 2f;
[Range(0f, 5f)]
public float scratchIntensityMin = 0.05f;
[Range(0f, 5f)]
public float scratchIntensityMax = 0.25f;
[Range(1f, 30f)]
public float scratchFPS = 10f;
[Range(0f, 1f)]
public float scratchJitter = 0.01f;
public Texture grainTexture;
public Texture scratchTexture;
public Shader shaderRGB;
public Shader shaderYUV;
private Material m_MaterialRGB;
private Material m_MaterialYUV;
private float scratchTimeLeft;
private float scratchX;
private float scratchY;
protected Material material
{
get
{
if (m_MaterialRGB == null)
{
m_MaterialRGB = new Material(shaderRGB);
m_MaterialRGB.hideFlags = HideFlags.HideAndDontSave;
}
if (m_MaterialYUV == null && !rgbFallback)
{
m_MaterialYUV = new Material(shaderYUV);
m_MaterialYUV.hideFlags = HideFlags.HideAndDontSave;
}
return (rgbFallback || monochrome) ? m_MaterialRGB : m_MaterialYUV;
}
}
protected void Start()
{
if (!SystemInfo.supportsImageEffects)
{
base.enabled = false;
}
else if (shaderRGB == null || shaderYUV == null)
{
Debug.Log("Noise shaders are not set up! Disabling noise effect.");
base.enabled = false;
}
else if (!shaderRGB.isSupported)
{
base.enabled = false;
}
else if (!shaderYUV.isSupported)
{
rgbFallback = true;
}
}
protected void OnDisable()
{
if ((bool)m_MaterialRGB)
{
Object.DestroyImmediate(m_MaterialRGB);
}
if ((bool)m_MaterialYUV)
{
Object.DestroyImmediate(m_MaterialYUV);
}
}
private void SanitizeParameters()
{
grainIntensityMin = Mathf.Clamp(grainIntensityMin, 0f, 5f);
grainIntensityMax = Mathf.Clamp(grainIntensityMax, 0f, 5f);
scratchIntensityMin = Mathf.Clamp(scratchIntensityMin, 0f, 5f);
scratchIntensityMax = Mathf.Clamp(scratchIntensityMax, 0f, 5f);
scratchFPS = Mathf.Clamp(scratchFPS, 1f, 30f);
scratchJitter = Mathf.Clamp(scratchJitter, 0f, 1f);
grainSize = Mathf.Clamp(grainSize, 0.1f, 50f);
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
SanitizeParameters();
if (scratchTimeLeft <= 0f)
{
scratchTimeLeft = Random.value * 2f / scratchFPS;
scratchX = Random.value;
scratchY = Random.value;
}
scratchTimeLeft -= Time.deltaTime;
Material material = this.material;
material.SetTexture("_GrainTex", grainTexture);
material.SetTexture("_ScratchTex", scratchTexture);
float num = 1f / grainSize;
material.SetVector("_GrainOffsetScale", new Vector4(Random.value, Random.value, (float)Screen.width / (float)grainTexture.width * num, (float)Screen.height / (float)grainTexture.height * num));
material.SetVector("_ScratchOffsetScale", new Vector4(scratchX + Random.value * scratchJitter, scratchY + Random.value * scratchJitter, (float)Screen.width / (float)scratchTexture.width, (float)Screen.height / (float)scratchTexture.height));
material.SetVector("_Intensity", new Vector4(Random.Range(grainIntensityMin, grainIntensityMax), Random.Range(scratchIntensityMin, scratchIntensityMax), 0f, 0f));
Graphics.Blit(source, destination, material);
}
}
}