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48 lines
1.3 KiB
48 lines
1.3 KiB
3 years ago
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using UnityEngine;
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using System.Collections;
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public class MotionBlur : PostEffectsBase {
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public Shader motionBlurShader;
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private Material motionBlurMaterial = null;
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public Material material {
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get {
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motionBlurMaterial = CheckShaderAndCreateMaterial(motionBlurShader, motionBlurMaterial);
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return motionBlurMaterial;
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}
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}
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[Range(0.0f, 0.9f)]
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public float blurAmount = 0.5f;
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private RenderTexture accumulationTexture;
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void OnDisable() {
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DestroyImmediate(accumulationTexture);
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}
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void OnRenderImage (RenderTexture src, RenderTexture dest) {
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if (material != null) {
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// Create the accumulation texture
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if (accumulationTexture == null || accumulationTexture.width != src.width || accumulationTexture.height != src.height) {
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DestroyImmediate(accumulationTexture);
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accumulationTexture = new RenderTexture(src.width, src.height, 0);
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accumulationTexture.hideFlags = HideFlags.HideAndDontSave;
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Graphics.Blit(src, accumulationTexture);
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}
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// We are accumulating motion over frames without clear/discard
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// by design, so silence any performance warnings from Unity
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accumulationTexture.MarkRestoreExpected();
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material.SetFloat("_BlurAmount", 1.0f - blurAmount);
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Graphics.Blit (src, accumulationTexture, material);
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Graphics.Blit (accumulationTexture, dest);
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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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