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53 lines
1.4 KiB
53 lines
1.4 KiB
3 years ago
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using UnityEngine;
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using System.Collections;
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public class MotionBlurWithDepthTexture : 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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private Camera myCamera;
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public Camera camera {
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get {
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if (myCamera == null) {
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myCamera = GetComponent<Camera>();
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}
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return myCamera;
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}
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}
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[Range(0.0f, 1.0f)]
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public float blurSize = 0.5f;
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private Matrix4x4 previousViewProjectionMatrix;
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void OnEnable() {
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camera.depthTextureMode |= DepthTextureMode.Depth;
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previousViewProjectionMatrix = camera.projectionMatrix * camera.worldToCameraMatrix;
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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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material.SetFloat("_BlurSize", blurSize);
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material.SetMatrix("_PreviousViewProjectionMatrix", previousViewProjectionMatrix);
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Matrix4x4 currentViewProjectionMatrix = camera.projectionMatrix * camera.worldToCameraMatrix;
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Matrix4x4 currentViewProjectionInverseMatrix = currentViewProjectionMatrix.inverse;
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material.SetMatrix("_CurrentViewProjectionInverseMatrix", currentViewProjectionInverseMatrix);
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previousViewProjectionMatrix = currentViewProjectionMatrix;
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Graphics.Blit (src, dest, material);
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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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