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

112 lines
3.7 KiB
C#

using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Camera/Vignette and Chromatic Aberration")]
public class VignetteAndChromaticAberration : PostEffectsBase
{
public enum AberrationMode
{
Simple = 0,
Advanced = 1
}
public AberrationMode mode;
public float intensity = 0.036f;
public float chromaticAberration = 0.2f;
public float axialAberration = 0.5f;
public float blur;
public float blurSpread = 0.75f;
public float luminanceDependency = 0.25f;
public float blurDistance = 2.5f;
public Shader vignetteShader;
public Shader separableBlurShader;
public Shader chromAberrationShader;
private Material m_VignetteMaterial;
private Material m_SeparableBlurMaterial;
private Material m_ChromAberrationMaterial;
public override bool CheckResources()
{
CheckSupport(false);
m_VignetteMaterial = CheckShaderAndCreateMaterial(vignetteShader, m_VignetteMaterial);
m_SeparableBlurMaterial = CheckShaderAndCreateMaterial(separableBlurShader, m_SeparableBlurMaterial);
m_ChromAberrationMaterial = CheckShaderAndCreateMaterial(chromAberrationShader, m_ChromAberrationMaterial);
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;
bool flag = Mathf.Abs(blur) > 0f || Mathf.Abs(intensity) > 0f;
float num = 1f * (float)width / (1f * (float)height);
RenderTexture renderTexture = null;
RenderTexture renderTexture2 = null;
if (flag)
{
renderTexture = RenderTexture.GetTemporary(width, height, 0, source.format);
if (Mathf.Abs(blur) > 0f)
{
renderTexture2 = RenderTexture.GetTemporary(width / 2, height / 2, 0, source.format);
Graphics.Blit(source, renderTexture2, m_ChromAberrationMaterial, 0);
for (int i = 0; i < 2; i++)
{
m_SeparableBlurMaterial.SetVector("offsets", new Vector4(0f, blurSpread * 0.001953125f, 0f, 0f));
RenderTexture temporary = RenderTexture.GetTemporary(width / 2, height / 2, 0, source.format);
Graphics.Blit(renderTexture2, temporary, m_SeparableBlurMaterial);
RenderTexture.ReleaseTemporary(renderTexture2);
m_SeparableBlurMaterial.SetVector("offsets", new Vector4(blurSpread * 0.001953125f / num, 0f, 0f, 0f));
renderTexture2 = RenderTexture.GetTemporary(width / 2, height / 2, 0, source.format);
Graphics.Blit(temporary, renderTexture2, m_SeparableBlurMaterial);
RenderTexture.ReleaseTemporary(temporary);
}
}
m_VignetteMaterial.SetFloat("_Intensity", 1f / (1f - intensity) - 1f);
m_VignetteMaterial.SetFloat("_Blur", 1f / (1f - blur) - 1f);
m_VignetteMaterial.SetTexture("_VignetteTex", renderTexture2);
Graphics.Blit(source, renderTexture, m_VignetteMaterial, 0);
}
m_ChromAberrationMaterial.SetFloat("_ChromaticAberration", chromaticAberration);
m_ChromAberrationMaterial.SetFloat("_AxialAberration", axialAberration);
m_ChromAberrationMaterial.SetVector("_BlurDistance", new Vector2(0f - blurDistance, blurDistance));
m_ChromAberrationMaterial.SetFloat("_Luminance", 1f / Mathf.Max(Mathf.Epsilon, luminanceDependency));
if (flag)
{
renderTexture.wrapMode = TextureWrapMode.Clamp;
}
else
{
source.wrapMode = TextureWrapMode.Clamp;
}
Graphics.Blit((!flag) ? source : renderTexture, destination, m_ChromAberrationMaterial, (mode != AberrationMode.Advanced) ? 1 : 2);
RenderTexture.ReleaseTemporary(renderTexture);
RenderTexture.ReleaseTemporary(renderTexture2);
}
}
}