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362 lines
16 KiB
362 lines
16 KiB
using System; |
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using UnityEngine; |
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namespace UnityStandardAssets.ImageEffects |
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{ |
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[ExecuteInEditMode] |
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[RequireComponent (typeof(Camera))] |
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[AddComponentMenu ("Image Effects/Bloom and Glow/Bloom")] |
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public class Bloom : PostEffectsBase |
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{ |
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public enum LensFlareStyle |
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{ |
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Ghosting = 0, |
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Anamorphic = 1, |
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Combined = 2, |
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} |
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public enum TweakMode |
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{ |
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Basic = 0, |
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Complex = 1, |
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} |
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public enum HDRBloomMode |
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{ |
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Auto = 0, |
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On = 1, |
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Off = 2, |
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} |
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public enum BloomScreenBlendMode |
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{ |
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Screen = 0, |
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Add = 1, |
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} |
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public enum BloomQuality |
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{ |
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Cheap = 0, |
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High = 1, |
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} |
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public TweakMode tweakMode = 0; |
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public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add; |
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public HDRBloomMode hdr = HDRBloomMode.Auto; |
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private bool doHdr = false; |
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public float sepBlurSpread = 2.5f; |
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public BloomQuality quality = BloomQuality.High; |
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public float bloomIntensity = 0.5f; |
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public float bloomThreshold = 0.5f; |
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public Color bloomThresholdColor = Color.white; |
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public int bloomBlurIterations = 2; |
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public int hollywoodFlareBlurIterations = 2; |
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public float flareRotation = 0.0f; |
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public LensFlareStyle lensflareMode = (LensFlareStyle) 1; |
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public float hollyStretchWidth = 2.5f; |
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public float lensflareIntensity = 0.0f; |
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public float lensflareThreshold = 0.3f; |
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public float lensFlareSaturation = 0.75f; |
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public Color flareColorA = new Color (0.4f, 0.4f, 0.8f, 0.75f); |
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public Color flareColorB = new Color (0.4f, 0.8f, 0.8f, 0.75f); |
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public Color flareColorC = new Color (0.8f, 0.4f, 0.8f, 0.75f); |
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public Color flareColorD = new Color (0.8f, 0.4f, 0.0f, 0.75f); |
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public Texture2D lensFlareVignetteMask; |
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public Shader lensFlareShader; |
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private Material lensFlareMaterial; |
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public Shader screenBlendShader; |
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private Material screenBlend; |
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public Shader blurAndFlaresShader; |
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private Material blurAndFlaresMaterial; |
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public Shader brightPassFilterShader; |
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private Material brightPassFilterMaterial; |
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public override bool CheckResources () |
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{ |
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CheckSupport (false); |
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screenBlend = CheckShaderAndCreateMaterial (screenBlendShader, screenBlend); |
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lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader,lensFlareMaterial); |
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blurAndFlaresMaterial = CheckShaderAndCreateMaterial (blurAndFlaresShader, blurAndFlaresMaterial); |
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brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial); |
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if (!isSupported) |
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ReportAutoDisable (); |
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return isSupported; |
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} |
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public void OnRenderImage (RenderTexture source, RenderTexture destination) |
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{ |
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if (CheckResources()==false) |
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{ |
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Graphics.Blit (source, destination); |
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return; |
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} |
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// screen blend is not supported when HDR is enabled (will cap values) |
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doHdr = false; |
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if (hdr == HDRBloomMode.Auto) |
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#if UNITY_5_6_OR_NEWER |
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doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent<Camera>().allowHDR; |
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#else |
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doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent<Camera>().hdr; |
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#endif |
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else { |
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doHdr = hdr == HDRBloomMode.On; |
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} |
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doHdr = doHdr && supportHDRTextures; |
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BloomScreenBlendMode realBlendMode = screenBlendMode; |
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if (doHdr) |
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realBlendMode = BloomScreenBlendMode.Add; |
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var rtFormat= (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; |
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var rtW2= source.width/2; |
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var rtH2= source.height/2; |
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var rtW4= source.width/4; |
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var rtH4= source.height/4; |
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float widthOverHeight = (1.0f * source.width) / (1.0f * source.height); |
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float oneOverBaseSize = 1.0f / 512.0f; |
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// downsample |
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RenderTexture quarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); |
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RenderTexture halfRezColorDown = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); |
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if (quality > BloomQuality.Cheap) { |
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Graphics.Blit (source, halfRezColorDown, screenBlend, 2); |
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RenderTexture rtDown4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); |
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Graphics.Blit (halfRezColorDown, rtDown4, screenBlend, 2); |
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Graphics.Blit (rtDown4, quarterRezColor, screenBlend, 6); |
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RenderTexture.ReleaseTemporary(rtDown4); |
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} |
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else { |
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Graphics.Blit (source, halfRezColorDown); |
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Graphics.Blit (halfRezColorDown, quarterRezColor, screenBlend, 6); |
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} |
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RenderTexture.ReleaseTemporary (halfRezColorDown); |
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// cut colors (thresholding) |
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RenderTexture secondQuarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); |
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BrightFilter (bloomThreshold * bloomThresholdColor, quarterRezColor, secondQuarterRezColor); |
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// blurring |
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if (bloomBlurIterations < 1) bloomBlurIterations = 1; |
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else if (bloomBlurIterations > 10) bloomBlurIterations = 10; |
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for (int iter = 0; iter < bloomBlurIterations; iter++) |
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{ |
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float spreadForPass = (1.0f + (iter * 0.25f)) * sepBlurSpread; |
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// vertical blur |
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RenderTexture blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); |
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blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); |
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Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); |
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RenderTexture.ReleaseTemporary(secondQuarterRezColor); |
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secondQuarterRezColor = blur4; |
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// horizontal blur |
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blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); |
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blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); |
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Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); |
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RenderTexture.ReleaseTemporary (secondQuarterRezColor); |
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secondQuarterRezColor = blur4; |
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if (quality > BloomQuality.Cheap) |
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{ |
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if (iter == 0) |
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{ |
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Graphics.SetRenderTarget(quarterRezColor); |
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GL.Clear(false, true, Color.black); // Clear to avoid RT restore |
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Graphics.Blit (secondQuarterRezColor, quarterRezColor); |
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} |
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else |
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{ |
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quarterRezColor.MarkRestoreExpected(); // using max blending, RT restore expected |
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Graphics.Blit (secondQuarterRezColor, quarterRezColor, screenBlend, 10); |
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} |
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} |
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} |
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if (quality > BloomQuality.Cheap) |
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{ |
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Graphics.SetRenderTarget(secondQuarterRezColor); |
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GL.Clear(false, true, Color.black); // Clear to avoid RT restore |
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Graphics.Blit (quarterRezColor, secondQuarterRezColor, screenBlend, 6); |
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} |
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// lens flares: ghosting, anamorphic or both (ghosted anamorphic flares) |
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if (lensflareIntensity > Mathf.Epsilon) |
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{ |
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RenderTexture rtFlares4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); |
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if (lensflareMode == 0) |
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{ |
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// ghosting only |
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BrightFilter (lensflareThreshold, secondQuarterRezColor, rtFlares4); |
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if (quality > BloomQuality.Cheap) |
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{ |
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// smooth a little |
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blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, (1.5f) / (1.0f * quarterRezColor.height), 0.0f, 0.0f)); |
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Graphics.SetRenderTarget(quarterRezColor); |
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GL.Clear(false, true, Color.black); // Clear to avoid RT restore |
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Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); |
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blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((1.5f) / (1.0f * quarterRezColor.width), 0.0f, 0.0f, 0.0f)); |
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Graphics.SetRenderTarget(rtFlares4); |
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GL.Clear(false, true, Color.black); // Clear to avoid RT restore |
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Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); |
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} |
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// no ugly edges! |
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Vignette (0.975f, rtFlares4, rtFlares4); |
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BlendFlares (rtFlares4, secondQuarterRezColor); |
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} |
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else |
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{ |
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//Vignette (0.975ff, rtFlares4, rtFlares4); |
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//DrawBorder(rtFlares4, screenBlend, 8); |
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float flareXRot = 1.0f * Mathf.Cos(flareRotation); |
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float flareyRot = 1.0f * Mathf.Sin(flareRotation); |
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float stretchWidth = (hollyStretchWidth * 1.0f / widthOverHeight) * oneOverBaseSize; |
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blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot, flareyRot, 0.0f, 0.0f)); |
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blurAndFlaresMaterial.SetVector ("_Threshhold", new Vector4 (lensflareThreshold, 1.0f, 0.0f, 0.0f)); |
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blurAndFlaresMaterial.SetVector ("_TintColor", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity); |
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blurAndFlaresMaterial.SetFloat ("_Saturation", lensFlareSaturation); |
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// "pre and cut" |
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quarterRezColor.DiscardContents(); |
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Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 2); |
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// "post" |
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rtFlares4.DiscardContents(); |
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Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 3); |
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blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot * stretchWidth, flareyRot * stretchWidth, 0.0f, 0.0f)); |
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// stretch 1st |
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blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth); |
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quarterRezColor.DiscardContents(); |
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Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); |
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// stretch 2nd |
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blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 2.0f); |
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rtFlares4.DiscardContents(); |
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Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 1); |
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// stretch 3rd |
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blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 4.0f); |
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quarterRezColor.DiscardContents(); |
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Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); |
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// additional blur passes |
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for (int iter = 0; iter < hollywoodFlareBlurIterations; iter++) |
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{ |
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stretchWidth = (hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize; |
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blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); |
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rtFlares4.DiscardContents(); |
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Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); |
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blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); |
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quarterRezColor.DiscardContents(); |
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Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); |
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} |
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if (lensflareMode == (LensFlareStyle) 1) |
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// anamorphic lens flares |
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AddTo (1.0f, quarterRezColor, secondQuarterRezColor); |
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else |
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{ |
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// "combined" lens flares |
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Vignette (1.0f, quarterRezColor, rtFlares4); |
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BlendFlares (rtFlares4, quarterRezColor); |
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AddTo (1.0f, quarterRezColor, secondQuarterRezColor); |
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} |
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} |
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RenderTexture.ReleaseTemporary (rtFlares4); |
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} |
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int blendPass = (int) realBlendMode; |
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//if (Mathf.Abs(chromaticBloom) < Mathf.Epsilon) |
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// blendPass += 4; |
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screenBlend.SetFloat ("_Intensity", bloomIntensity); |
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screenBlend.SetTexture ("_ColorBuffer", source); |
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if (quality > BloomQuality.Cheap) |
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{ |
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RenderTexture halfRezColorUp = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); |
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Graphics.Blit (secondQuarterRezColor, halfRezColorUp); |
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Graphics.Blit (halfRezColorUp, destination, screenBlend, blendPass); |
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RenderTexture.ReleaseTemporary (halfRezColorUp); |
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} |
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else |
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Graphics.Blit (secondQuarterRezColor, destination, screenBlend, blendPass); |
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RenderTexture.ReleaseTemporary (quarterRezColor); |
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RenderTexture.ReleaseTemporary (secondQuarterRezColor); |
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} |
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private void AddTo (float intensity_, RenderTexture from, RenderTexture to) |
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{ |
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screenBlend.SetFloat ("_Intensity", intensity_); |
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to.MarkRestoreExpected(); // additive blending, RT restore expected |
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Graphics.Blit (from, to, screenBlend, 9); |
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} |
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private void BlendFlares (RenderTexture from, RenderTexture to) |
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{ |
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lensFlareMaterial.SetVector ("colorA", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); |
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lensFlareMaterial.SetVector ("colorB", new Vector4 (flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); |
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lensFlareMaterial.SetVector ("colorC", new Vector4 (flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); |
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lensFlareMaterial.SetVector ("colorD", new Vector4 (flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); |
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to.MarkRestoreExpected(); // additive blending, RT restore expected |
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Graphics.Blit (from, to, lensFlareMaterial); |
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} |
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private void BrightFilter (float thresh, RenderTexture from, RenderTexture to) |
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{ |
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brightPassFilterMaterial.SetVector ("_Threshhold", new Vector4 (thresh, thresh, thresh, thresh)); |
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Graphics.Blit (from, to, brightPassFilterMaterial, 0); |
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} |
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private void BrightFilter (Color threshColor, RenderTexture from, RenderTexture to) |
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{ |
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brightPassFilterMaterial.SetVector ("_Threshhold", threshColor); |
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Graphics.Blit (from, to, brightPassFilterMaterial, 1); |
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} |
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private void Vignette (float amount, RenderTexture from, RenderTexture to) |
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{ |
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if (lensFlareVignetteMask) |
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{ |
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screenBlend.SetTexture ("_ColorBuffer", lensFlareVignetteMask); |
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to.MarkRestoreExpected(); // using blending, RT restore expected |
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Graphics.Blit (from == to ? null : from, to, screenBlend, from == to ? 7 : 3); |
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} |
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else if (from != to) |
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{ |
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Graphics.SetRenderTarget (to); |
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GL.Clear(false, true, Color.black); // clear destination to avoid RT restore |
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Graphics.Blit (from, to); |
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} |
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} |
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} |
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}
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