Files
UltimateFishing/Assets/Plugins/Assembly-CSharp-firstpass/UnityStandardAssets/ImageEffects/EdgeDetection.cs
2026-02-21 16:45:37 +08:00

98 lines
2.4 KiB
C#

using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Edge Detection/Edge Detection")]
public class EdgeDetection : PostEffectsBase
{
public enum EdgeDetectMode
{
TriangleDepthNormals = 0,
RobertsCrossDepthNormals = 1,
SobelDepth = 2,
SobelDepthThin = 3,
TriangleLuminance = 4
}
public EdgeDetectMode mode = EdgeDetectMode.SobelDepthThin;
public float sensitivityDepth = 1f;
public float sensitivityNormals = 1f;
public float lumThreshold = 0.2f;
public float edgeExp = 1f;
public float sampleDist = 1f;
public float edgesOnly;
public Color edgesOnlyBgColor = Color.white;
public Shader edgeDetectShader;
private Material edgeDetectMaterial;
private EdgeDetectMode oldMode = EdgeDetectMode.SobelDepthThin;
public override bool CheckResources()
{
CheckSupport(true);
edgeDetectMaterial = CheckShaderAndCreateMaterial(edgeDetectShader, edgeDetectMaterial);
if (mode != oldMode)
{
SetCameraFlag();
}
oldMode = mode;
if (!isSupported)
{
ReportAutoDisable();
}
return isSupported;
}
private new void Start()
{
oldMode = mode;
}
private void SetCameraFlag()
{
if (mode == EdgeDetectMode.SobelDepth || mode == EdgeDetectMode.SobelDepthThin)
{
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
}
else if (mode == EdgeDetectMode.TriangleDepthNormals || mode == EdgeDetectMode.RobertsCrossDepthNormals)
{
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals;
}
}
private void OnEnable()
{
SetCameraFlag();
}
[ImageEffectOpaque]
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!CheckResources())
{
Graphics.Blit(source, destination);
return;
}
Vector2 vector = new Vector2(sensitivityDepth, sensitivityNormals);
edgeDetectMaterial.SetVector("_Sensitivity", new Vector4(vector.x, vector.y, 1f, vector.y));
edgeDetectMaterial.SetFloat("_BgFade", edgesOnly);
edgeDetectMaterial.SetFloat("_SampleDistance", sampleDist);
edgeDetectMaterial.SetVector("_BgColor", edgesOnlyBgColor);
edgeDetectMaterial.SetFloat("_Exponent", edgeExp);
edgeDetectMaterial.SetFloat("_Threshold", lumThreshold);
Graphics.Blit(source, destination, edgeDetectMaterial, (int)mode);
}
}
}