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82 lines
2.9 KiB
82 lines
2.9 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/Edge Detection/Crease Shading")] |
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public class CreaseShading : PostEffectsBase |
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{ |
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public float intensity = 0.5f; |
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public int softness = 1; |
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public float spread = 1.0f; |
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public Shader blurShader = null; |
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private Material blurMaterial = null; |
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public Shader depthFetchShader = null; |
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private Material depthFetchMaterial = null; |
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public Shader creaseApplyShader = null; |
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private Material creaseApplyMaterial = null; |
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public override bool CheckResources () |
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{ |
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CheckSupport (true); |
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blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); |
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depthFetchMaterial = CheckShaderAndCreateMaterial (depthFetchShader, depthFetchMaterial); |
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creaseApplyMaterial = CheckShaderAndCreateMaterial (creaseApplyShader, creaseApplyMaterial); |
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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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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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int rtW = source.width; |
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int rtH = source.height; |
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float widthOverHeight = (1.0f * rtW) / (1.0f * rtH); |
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float oneOverBaseSize = 1.0f / 512.0f; |
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RenderTexture hrTex = RenderTexture.GetTemporary (rtW, rtH, 0); |
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RenderTexture lrTex1 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); |
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Graphics.Blit (source,hrTex, depthFetchMaterial); |
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Graphics.Blit (hrTex, lrTex1); |
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for(int i = 0; i < softness; i++) |
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{ |
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RenderTexture lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); |
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blurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); |
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Graphics.Blit (lrTex1, lrTex2, blurMaterial); |
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RenderTexture.ReleaseTemporary (lrTex1); |
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lrTex1 = lrTex2; |
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lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); |
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blurMaterial.SetVector ("offsets", new Vector4 (spread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); |
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Graphics.Blit (lrTex1, lrTex2, blurMaterial); |
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RenderTexture.ReleaseTemporary (lrTex1); |
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lrTex1 = lrTex2; |
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} |
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creaseApplyMaterial.SetTexture ("_HrDepthTex", hrTex); |
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creaseApplyMaterial.SetTexture ("_LrDepthTex", lrTex1); |
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creaseApplyMaterial.SetFloat ("intensity", intensity); |
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Graphics.Blit (source,destination, creaseApplyMaterial); |
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RenderTexture.ReleaseTemporary (hrTex); |
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RenderTexture.ReleaseTemporary (lrTex1); |
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} |
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} |
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}
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