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100 lines
2.7 KiB
100 lines
2.7 KiB
using UnityEngine; |
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using System.Collections; |
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public class GaussianBlur : PostEffectsBase { |
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public Shader gaussianBlurShader; |
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private Material gaussianBlurMaterial = null; |
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public Material material { |
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get { |
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gaussianBlurMaterial = CheckShaderAndCreateMaterial(gaussianBlurShader, gaussianBlurMaterial); |
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return gaussianBlurMaterial; |
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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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/// 1st edition: just apply blur |
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// void OnRenderImage(RenderTexture src, RenderTexture dest) { |
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// if (material != null) { |
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// int rtW = src.width; |
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// int rtH = src.height; |
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// RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0); |
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// |
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// // Render the vertical pass |
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// Graphics.Blit(src, buffer, material, 0); |
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// // Render the horizontal pass |
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// Graphics.Blit(buffer, dest, material, 1); |
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// |
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// RenderTexture.ReleaseTemporary(buffer); |
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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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/// 2nd edition: scale the render texture |
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// void OnRenderImage (RenderTexture src, RenderTexture dest) { |
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// if (material != null) { |
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// int rtW = src.width/downSample; |
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// int rtH = src.height/downSample; |
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// RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0); |
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// buffer.filterMode = FilterMode.Bilinear; |
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// |
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// // Render the vertical pass |
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// Graphics.Blit(src, buffer, material, 0); |
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// // Render the horizontal pass |
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// Graphics.Blit(buffer, dest, material, 1); |
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// |
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// RenderTexture.ReleaseTemporary(buffer); |
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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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/// 3rd edition: use iterations for larger blur |
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void OnRenderImage (RenderTexture src, RenderTexture dest) { |
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if (material != null) { |
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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); |
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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, 0); |
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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, 1); |
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RenderTexture.ReleaseTemporary(buffer0); |
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buffer0 = buffer1; |
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} |
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Graphics.Blit(buffer0, dest); |
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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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