Files
2026-03-04 10:03:45 +08:00

279 lines
5.9 KiB
C#

using UnityEngine;
namespace Artngame.SKYMASTER.SSMS
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("OCASM/Image Effects/SSMS")]
[ImageEffectAllowedInSceneView]
public class SSMS : MonoBehaviour
{
[HideInInspector]
[SerializeField]
[Tooltip("Filters out pixels under this level of brightness.")]
private float _threshold;
[HideInInspector]
[SerializeField]
[Range(0f, 1f)]
[Tooltip("Makes transition between under/over-threshold gradual.")]
private float _softKnee = 0.5f;
[Header("Scattering")]
[SerializeField]
[Range(1f, 7f)]
[Tooltip("Changes extent of veiling effects\nin a screen resolution-independent fashion.")]
private float _radius = 7f;
[SerializeField]
[Range(0.1f, 100f)]
[Tooltip("Higher number creates a softer look but artifacts are more pronounced.")]
private float _blurWeight = 1f;
[SerializeField]
[Tooltip("Blend factor of the result image.")]
[Range(0f, 1f)]
private float _intensity = 1f;
[SerializeField]
[Tooltip("Controls filter quality and buffer resolution.")]
private bool _highQuality = true;
[SerializeField]
[Tooltip("Reduces flashing noise with an additional filter.")]
private bool _antiFlicker = true;
[SerializeField]
[Tooltip("1D gradient. Determines how the effect fades across distance.")]
private Texture2D _fadeRamp;
[SerializeField]
[Tooltip("Tints the resulting blur. ")]
private Color _blurTint = Color.white;
[SerializeField]
[HideInInspector]
private Shader _shader;
private Material _material;
private const int kMaxIterations = 16;
private RenderTexture[] _blurBuffer1 = new RenderTexture[16];
private RenderTexture[] _blurBuffer2 = new RenderTexture[16];
public float thresholdGamma
{
get
{
return Mathf.Max(_threshold, 0f);
}
set
{
_threshold = value;
}
}
public float thresholdLinear
{
get
{
return GammaToLinear(thresholdGamma);
}
set
{
_threshold = LinearToGamma(value);
}
}
public float softKnee
{
get
{
return _softKnee;
}
set
{
_softKnee = value;
}
}
public float radius
{
get
{
return _radius;
}
set
{
_radius = value;
}
}
public float blurWeight
{
get
{
return _blurWeight;
}
set
{
_blurWeight = value;
}
}
public float intensity
{
get
{
return Mathf.Max(_intensity, 0f);
}
set
{
_intensity = value;
}
}
public bool highQuality
{
get
{
return _highQuality;
}
set
{
_highQuality = value;
}
}
public bool antiFlicker
{
get
{
return _antiFlicker;
}
set
{
_antiFlicker = value;
}
}
public Texture2D fadeRamp
{
get
{
return _fadeRamp;
}
set
{
_fadeRamp = value;
}
}
public Color blurTint
{
get
{
return _blurTint;
}
set
{
_blurTint = value;
}
}
private float LinearToGamma(float x)
{
return Mathf.LinearToGammaSpace(x);
}
private float GammaToLinear(float x)
{
return Mathf.GammaToLinearSpace(x);
}
private void OnEnable()
{
Shader shader = (_shader ? _shader : Shader.Find("Hidden/SSMS"));
_material = new Material(shader);
_material.hideFlags = HideFlags.DontSave;
if (fadeRamp == null)
{
_fadeRamp = Resources.Load("Textures/nonLinear2", typeof(Texture2D)) as Texture2D;
}
}
private void OnDisable()
{
Object.DestroyImmediate(_material);
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
bool isMobilePlatform = Application.isMobilePlatform;
int num = source.width;
int num2 = source.height;
if (!_highQuality)
{
num /= 2;
num2 /= 2;
}
RenderTextureFormat format = (isMobilePlatform ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR);
float num3 = Mathf.Log(num2, 2f) + _radius - 8f;
int num4 = (int)num3;
int num5 = Mathf.Clamp(num4, 1, 16);
float num6 = thresholdLinear;
_material.SetFloat("_Threshold", num6);
float num7 = num6 * _softKnee + 1E-05f;
Vector3 vector = new Vector3(num6 - num7, num7 * 2f, 0.25f / num7);
_material.SetVector("_Curve", vector);
bool flag = !_highQuality && _antiFlicker;
_material.SetFloat("_PrefilterOffs", flag ? (-0.5f) : 0f);
_material.SetFloat("_SampleScale", 0.5f + num3 - (float)num4);
_material.SetFloat("_Intensity", intensity);
_material.SetTexture("_FadeTex", _fadeRamp);
_material.SetFloat("_BlurWeight", _blurWeight);
_material.SetFloat("_Radius", _radius);
_material.SetColor("_BlurTint", _blurTint);
RenderTexture temporary = RenderTexture.GetTemporary(num, num2, 0, format);
int pass = (_antiFlicker ? 1 : 0);
Graphics.Blit(source, temporary, _material, pass);
RenderTexture renderTexture = temporary;
for (int i = 0; i < num5; i++)
{
_blurBuffer1[i] = RenderTexture.GetTemporary(renderTexture.width / 2, renderTexture.height / 2, 0, format);
pass = ((i == 0) ? (_antiFlicker ? 3 : 2) : 4);
Graphics.Blit(renderTexture, _blurBuffer1[i], _material, pass);
renderTexture = _blurBuffer1[i];
}
for (int num8 = num5 - 2; num8 >= 0; num8--)
{
RenderTexture renderTexture2 = _blurBuffer1[num8];
_material.SetTexture("_BaseTex", renderTexture2);
_blurBuffer2[num8] = RenderTexture.GetTemporary(renderTexture2.width, renderTexture2.height, 0, format);
pass = (_highQuality ? 6 : 5);
Graphics.Blit(renderTexture, _blurBuffer2[num8], _material, pass);
renderTexture = _blurBuffer2[num8];
}
_material.SetTexture("_BaseTex", source);
pass = (_highQuality ? 8 : 7);
Graphics.Blit(renderTexture, destination, _material, pass);
for (int j = 0; j < 16; j++)
{
if (_blurBuffer1[j] != null)
{
RenderTexture.ReleaseTemporary(_blurBuffer1[j]);
}
if (_blurBuffer2[j] != null)
{
RenderTexture.ReleaseTemporary(_blurBuffer2[j]);
}
_blurBuffer1[j] = null;
_blurBuffer2[j] = null;
}
RenderTexture.ReleaseTemporary(temporary);
}
}
}