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69 lines
1.7 KiB
69 lines
1.7 KiB
3 years ago
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using UnityEngine;
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using System.Collections;
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public class Bloom : PostEffectsBase {
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public Shader bloomShader;
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private Material bloomMaterial = null;
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public Material material {
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get {
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bloomMaterial = CheckShaderAndCreateMaterial(bloomShader, bloomMaterial);
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return bloomMaterial;
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}
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}
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// Blur iterations - larger number means more blur.
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[Range(0, 4)]
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public int iterations = 3;
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// Blur spread for each iteration - larger value means more blur
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[Range(0.2f, 3.0f)]
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public float blurSpread = 0.6f;
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[Range(1, 8)]
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public int downSample = 2;
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[Range(0.0f, 4.0f)]
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public float luminanceThreshold = 0.6f;
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void OnRenderImage (RenderTexture src, RenderTexture dest) {
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if (material != null) {
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material.SetFloat("_LuminanceThreshold", luminanceThreshold);
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int rtW = src.width/downSample;
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int rtH = src.height/downSample;
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RenderTexture buffer0 = RenderTexture.GetTemporary(rtW, rtH, 0);
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buffer0.filterMode = FilterMode.Bilinear;
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Graphics.Blit(src, buffer0, material, 0);
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for (int i = 0; i < iterations; i++) {
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material.SetFloat("_BlurSize", 1.0f + i * blurSpread);
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RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
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// Render the vertical pass
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Graphics.Blit(buffer0, buffer1, material, 1);
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RenderTexture.ReleaseTemporary(buffer0);
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buffer0 = buffer1;
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buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0);
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// Render the horizontal pass
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Graphics.Blit(buffer0, buffer1, material, 2);
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RenderTexture.ReleaseTemporary(buffer0);
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buffer0 = buffer1;
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}
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material.SetTexture ("_Bloom", buffer0);
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Graphics.Blit (src, dest, material, 3);
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RenderTexture.ReleaseTemporary(buffer0);
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} else {
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Graphics.Blit(src, dest);
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}
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}
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}
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