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

81 lines
1.9 KiB
C#

using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Camera/Tilt Shift (Lens Blur)")]
internal class TiltShift : PostEffectsBase
{
public enum TiltShiftMode
{
TiltShiftMode = 0,
IrisMode = 1
}
public enum TiltShiftQuality
{
Preview = 0,
Normal = 1,
High = 2
}
public TiltShiftMode mode;
public TiltShiftQuality quality = TiltShiftQuality.Normal;
[Range(0f, 15f)]
public float blurArea = 1f;
[Range(0f, 25f)]
public float maxBlurSize = 5f;
[Range(0f, 1f)]
public int downsample;
public Shader tiltShiftShader;
private Material tiltShiftMaterial;
public override bool CheckResources()
{
CheckSupport(true);
tiltShiftMaterial = CheckShaderAndCreateMaterial(tiltShiftShader, tiltShiftMaterial);
if (!isSupported)
{
ReportAutoDisable();
}
return isSupported;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!CheckResources())
{
Graphics.Blit(source, destination);
return;
}
tiltShiftMaterial.SetFloat("_BlurSize", (!(maxBlurSize < 0f)) ? maxBlurSize : 0f);
tiltShiftMaterial.SetFloat("_BlurArea", blurArea);
source.filterMode = FilterMode.Bilinear;
RenderTexture renderTexture = destination;
if ((float)downsample > 0f)
{
renderTexture = RenderTexture.GetTemporary(source.width >> downsample, source.height >> downsample, 0, source.format);
renderTexture.filterMode = FilterMode.Bilinear;
}
int num = (int)quality;
num *= 2;
Graphics.Blit(source, renderTexture, tiltShiftMaterial, (mode != TiltShiftMode.TiltShiftMode) ? (num + 1) : num);
if (downsample > 0)
{
tiltShiftMaterial.SetTexture("_Blurred", renderTexture);
Graphics.Blit(source, destination, tiltShiftMaterial, 6);
}
if (renderTexture != destination)
{
RenderTexture.ReleaseTemporary(renderTexture);
}
}
}
}