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

97 lines
2.9 KiB
C#

using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Rendering/Screen Space Ambient Obscurance")]
internal class ScreenSpaceAmbientObscurance : PostEffectsBase
{
[Range(0f, 3f)]
public float intensity = 0.5f;
[Range(0.1f, 3f)]
public float radius = 0.2f;
[Range(0f, 3f)]
public int blurIterations = 1;
[Range(0f, 5f)]
public float blurFilterDistance = 1.25f;
[Range(0f, 1f)]
public int downsample;
public Texture2D rand;
public Shader aoShader;
private Material aoMaterial;
public override bool CheckResources()
{
CheckSupport(true);
aoMaterial = CheckShaderAndCreateMaterial(aoShader, aoMaterial);
if (!isSupported)
{
ReportAutoDisable();
}
return isSupported;
}
private void OnDisable()
{
if ((bool)aoMaterial)
{
Object.DestroyImmediate(aoMaterial);
}
aoMaterial = null;
}
[ImageEffectOpaque]
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!CheckResources())
{
Graphics.Blit(source, destination);
return;
}
Matrix4x4 projectionMatrix = GetComponent<Camera>().projectionMatrix;
Matrix4x4 inverse = projectionMatrix.inverse;
Vector4 value = new Vector4(-2f / ((float)Screen.width * projectionMatrix[0]), -2f / ((float)Screen.height * projectionMatrix[5]), (1f - projectionMatrix[2]) / projectionMatrix[0], (1f + projectionMatrix[6]) / projectionMatrix[5]);
aoMaterial.SetVector("_ProjInfo", value);
aoMaterial.SetMatrix("_ProjectionInv", inverse);
aoMaterial.SetTexture("_Rand", rand);
aoMaterial.SetFloat("_Radius", radius);
aoMaterial.SetFloat("_Radius2", radius * radius);
aoMaterial.SetFloat("_Intensity", intensity);
aoMaterial.SetFloat("_BlurFilterDistance", blurFilterDistance);
int width = source.width;
int height = source.height;
RenderTexture renderTexture = RenderTexture.GetTemporary(width >> downsample, height >> downsample);
Graphics.Blit(source, renderTexture, aoMaterial, 0);
if (downsample > 0)
{
RenderTexture temporary = RenderTexture.GetTemporary(width, height);
Graphics.Blit(renderTexture, temporary, aoMaterial, 4);
RenderTexture.ReleaseTemporary(renderTexture);
renderTexture = temporary;
}
for (int i = 0; i < blurIterations; i++)
{
aoMaterial.SetVector("_Axis", new Vector2(1f, 0f));
RenderTexture temporary = RenderTexture.GetTemporary(width, height);
Graphics.Blit(renderTexture, temporary, aoMaterial, 1);
RenderTexture.ReleaseTemporary(renderTexture);
aoMaterial.SetVector("_Axis", new Vector2(0f, 1f));
renderTexture = RenderTexture.GetTemporary(width, height);
Graphics.Blit(temporary, renderTexture, aoMaterial, 1);
RenderTexture.ReleaseTemporary(temporary);
}
aoMaterial.SetTexture("_AOTex", renderTexture);
Graphics.Blit(source, destination, aoMaterial, 2);
RenderTexture.ReleaseTemporary(renderTexture);
}
}
}