You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
142 lines
5.8 KiB
142 lines
5.8 KiB
using System; |
|
using UnityEngine; |
|
using Random = UnityEngine.Random; |
|
|
|
namespace UnityStandardAssets.ImageEffects |
|
{ |
|
[ExecuteInEditMode] |
|
[RequireComponent (typeof(Camera))] |
|
[AddComponentMenu("Image Effects/Noise/Noise and Scratches")] |
|
public class NoiseAndScratches : MonoBehaviour |
|
{ |
|
/// Monochrome noise just adds grain. Non-monochrome noise |
|
/// more resembles VCR as it adds noise in YUV color space, |
|
/// thus introducing magenta/green colors. |
|
public bool monochrome = true; |
|
private bool rgbFallback = false; |
|
|
|
// Noise grain takes random intensity from Min to Max. |
|
[Range(0.0f,5.0f)] |
|
public float grainIntensityMin = 0.1f; |
|
[Range(0.0f, 5.0f)] |
|
public float grainIntensityMax = 0.2f; |
|
|
|
/// The size of the noise grains (1 = one pixel). |
|
[Range(0.1f, 50.0f)] |
|
public float grainSize = 2.0f; |
|
|
|
// Scratches take random intensity from Min to Max. |
|
[Range(0.0f, 5.0f)] |
|
public float scratchIntensityMin = 0.05f; |
|
[Range(0.0f, 5.0f)] |
|
public float scratchIntensityMax = 0.25f; |
|
|
|
/// Scratches jump to another locations at this times per second. |
|
[Range(1.0f, 30.0f)] |
|
public float scratchFPS = 10.0f; |
|
/// While scratches are in the same location, they jitter a bit. |
|
[Range(0.0f, 1.0f)] |
|
public float scratchJitter = 0.01f; |
|
|
|
public Texture grainTexture; |
|
public Texture scratchTexture; |
|
public Shader shaderRGB; |
|
public Shader shaderYUV; |
|
private Material m_MaterialRGB; |
|
private Material m_MaterialYUV; |
|
|
|
private float scratchTimeLeft = 0.0f; |
|
private float scratchX, scratchY; |
|
|
|
protected void Start () |
|
{ |
|
// Disable if we don't support image effects |
|
if (!SystemInfo.supportsImageEffects) { |
|
enabled = false; |
|
return; |
|
} |
|
|
|
if ( shaderRGB == null || shaderYUV == null ) |
|
{ |
|
Debug.Log( "Noise shaders are not set up! Disabling noise effect." ); |
|
enabled = false; |
|
} |
|
else |
|
{ |
|
if ( !shaderRGB.isSupported ) // disable effect if RGB shader is not supported |
|
enabled = false; |
|
else if ( !shaderYUV.isSupported ) // fallback to RGB if YUV is not supported |
|
rgbFallback = true; |
|
} |
|
} |
|
|
|
protected Material material { |
|
get { |
|
if ( m_MaterialRGB == null ) { |
|
m_MaterialRGB = new Material( shaderRGB ); |
|
m_MaterialRGB.hideFlags = HideFlags.HideAndDontSave; |
|
} |
|
if ( m_MaterialYUV == null && !rgbFallback ) { |
|
m_MaterialYUV = new Material( shaderYUV ); |
|
m_MaterialYUV.hideFlags = HideFlags.HideAndDontSave; |
|
} |
|
return (!rgbFallback && !monochrome) ? m_MaterialYUV : m_MaterialRGB; |
|
} |
|
} |
|
|
|
protected void OnDisable() { |
|
if ( m_MaterialRGB ) |
|
DestroyImmediate( m_MaterialRGB ); |
|
if ( m_MaterialYUV ) |
|
DestroyImmediate( m_MaterialYUV ); |
|
} |
|
|
|
private void SanitizeParameters() |
|
{ |
|
grainIntensityMin = Mathf.Clamp( grainIntensityMin, 0.0f, 5.0f ); |
|
grainIntensityMax = Mathf.Clamp( grainIntensityMax, 0.0f, 5.0f ); |
|
scratchIntensityMin = Mathf.Clamp( scratchIntensityMin, 0.0f, 5.0f ); |
|
scratchIntensityMax = Mathf.Clamp( scratchIntensityMax, 0.0f, 5.0f ); |
|
scratchFPS = Mathf.Clamp( scratchFPS, 1, 30 ); |
|
scratchJitter = Mathf.Clamp( scratchJitter, 0.0f, 1.0f ); |
|
grainSize = Mathf.Clamp( grainSize, 0.1f, 50.0f ); |
|
} |
|
|
|
// Called by the camera to apply the image effect |
|
void OnRenderImage (RenderTexture source, RenderTexture destination) |
|
{ |
|
SanitizeParameters(); |
|
|
|
if ( scratchTimeLeft <= 0.0f ) |
|
{ |
|
scratchTimeLeft = Random.value * 2 / scratchFPS; // we have sanitized it earlier, won't be zero |
|
scratchX = Random.value; |
|
scratchY = Random.value; |
|
} |
|
scratchTimeLeft -= Time.deltaTime; |
|
|
|
Material mat = material; |
|
|
|
mat.SetTexture("_GrainTex", grainTexture); |
|
mat.SetTexture("_ScratchTex", scratchTexture); |
|
float grainScale = 1.0f / grainSize; // we have sanitized it earlier, won't be zero |
|
mat.SetVector("_GrainOffsetScale", new Vector4( |
|
Random.value, |
|
Random.value, |
|
(float)Screen.width / (float)grainTexture.width * grainScale, |
|
(float)Screen.height / (float)grainTexture.height * grainScale |
|
)); |
|
mat.SetVector("_ScratchOffsetScale", new Vector4( |
|
scratchX + Random.value*scratchJitter, |
|
scratchY + Random.value*scratchJitter, |
|
(float)Screen.width / (float) scratchTexture.width, |
|
(float)Screen.height / (float) scratchTexture.height |
|
)); |
|
mat.SetVector("_Intensity", new Vector4( |
|
Random.Range(grainIntensityMin, grainIntensityMax), |
|
Random.Range(scratchIntensityMin, scratchIntensityMax), |
|
0, 0 )); |
|
Graphics.Blit (source, destination, mat); |
|
} |
|
} |
|
}
|
|
|