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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/SunShafts.js

153 lines
5.1 KiB
JavaScript

1 month ago
@script ExecuteInEditMode
@script RequireComponent (Camera)
@script AddComponentMenu ("Image Effects/Sun Shafts")
enum SunShaftsResolution {
Low = 0,
Normal = 1,
High = 2,
}
enum ShaftsScreenBlendMode {
Screen = 0,
Add = 1,
}
class SunShafts extends PostEffectsBase
{
public var resolution : SunShaftsResolution = SunShaftsResolution.Normal;
public var screenBlendMode : ShaftsScreenBlendMode = ShaftsScreenBlendMode.Screen;
public var sunTransform : Transform;
public var radialBlurIterations : int = 2;
public var sunColor : Color = Color.white;
public var sunShaftBlurRadius : float = 2.5f;
public var sunShaftIntensity : float = 1.15;
public var useSkyBoxAlpha : float = 0.75f;
public var maxRadius : float = 0.75f;
public var useDepthTexture : boolean = true;
public var sunShaftsShader : Shader;
private var sunShaftsMaterial : Material;
public var simpleClearShader : Shader;
private var simpleClearMaterial : Material;
function OnDisable()
{
if (sunShaftsMaterial)
DestroyImmediate(sunShaftsMaterial);
if (simpleClearMaterial)
DestroyImmediate(simpleClearMaterial);
}
function CheckResources () : boolean {
CheckSupport (useDepthTexture);
sunShaftsMaterial = CheckShaderAndCreateMaterial (sunShaftsShader, sunShaftsMaterial);
simpleClearMaterial = CheckShaderAndCreateMaterial (simpleClearShader, simpleClearMaterial);
if(!isSupported)
ReportAutoDisable ();
return isSupported;
}
function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
if(CheckResources()==false) {
Graphics.Blit (source, destination);
return;
}
// we actually need to check this every frame
if(useDepthTexture)
camera.depthTextureMode |= DepthTextureMode.Depth;
var divider : float = 4.0;
if (resolution == SunShaftsResolution.Normal)
divider = 2.0;
else if (resolution == SunShaftsResolution.High)
divider = 1.0;
var v : Vector3 = Vector3.one * 0.5;
if (sunTransform)
v = camera.WorldToViewportPoint (sunTransform.position);
else
v = Vector3(0.5, 0.5, 0.0);
var secondQuarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0);
var lrDepthBuffer : RenderTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0);
// mask out everything except the skybox
// we have 2 methods, one of which requires depth buffer support, the other one is just comparing images
sunShaftsMaterial.SetVector ("_BlurRadius4", Vector4 (1.0, 1.0, 0.0, 0.0) * sunShaftBlurRadius );
sunShaftsMaterial.SetVector ("_SunPosition", Vector4 (v.x, v.y, v.z, maxRadius));
sunShaftsMaterial.SetFloat ("_NoSkyBoxMask", 1.0f - useSkyBoxAlpha);
if (!useDepthTexture) {
var tmpBuffer : RenderTexture = RenderTexture.GetTemporary (source.width, source.height, 0);
RenderTexture.active = tmpBuffer;
GL.ClearWithSkybox (false, camera);
sunShaftsMaterial.SetTexture ("_Skybox", tmpBuffer);
Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 3);
RenderTexture.ReleaseTemporary (tmpBuffer);
}
else {
Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 2);
}
// paint a small black small border to get rid of clamping problems
DrawBorder (lrDepthBuffer, simpleClearMaterial);
// radial blur:
radialBlurIterations = ClampBlurIterationsToSomethingThatMakesSense (radialBlurIterations);
var ofs : float = sunShaftBlurRadius * (1.0f / 768.0f);
sunShaftsMaterial.SetVector ("_BlurRadius4", Vector4 (ofs, ofs, 0.0f, 0.0f));
sunShaftsMaterial.SetVector ("_SunPosition", Vector4 (v.x, v.y, v.z, maxRadius));
for (var it2 : int = 0; it2 < radialBlurIterations; it2++ ) {
// each iteration takes 2 * 6 samples
// we update _BlurRadius each time to cheaply get a very smooth look
Graphics.Blit (lrDepthBuffer, secondQuarterRezColor, sunShaftsMaterial, 1);
ofs = sunShaftBlurRadius * (((it2 * 2.0f + 1.0f) * 6.0f)) / 768.0f;
sunShaftsMaterial.SetVector ("_BlurRadius4", Vector4 (ofs, ofs, 0.0f, 0.0f) );
Graphics.Blit (secondQuarterRezColor, lrDepthBuffer, sunShaftsMaterial, 1);
ofs = sunShaftBlurRadius * (((it2 * 2.0f + 2.0f) * 6.0f)) / 768.0f;
sunShaftsMaterial.SetVector ("_BlurRadius4", Vector4 (ofs, ofs, 0.0f, 0.0f) );
}
// put together:
if (v.z >= 0.0)
sunShaftsMaterial.SetVector ("_SunColor", Vector4 (sunColor.r, sunColor.g, sunColor.b, sunColor.a) * sunShaftIntensity);
else
sunShaftsMaterial.SetVector ("_SunColor", Vector4.zero); // no backprojection !
sunShaftsMaterial.SetTexture ("_ColorBuffer", lrDepthBuffer);
Graphics.Blit (source, destination, sunShaftsMaterial, (screenBlendMode == ShaftsScreenBlendMode.Screen) ? 0 : 4);
RenderTexture.ReleaseTemporary (lrDepthBuffer);
RenderTexture.ReleaseTemporary (secondQuarterRezColor);
}
// helper functions
private function ClampBlurIterationsToSomethingThatMakesSense (its : int) : int {
if (its < 1)
return 1;
else if (its > 4)
return 4;
else
return its;
}
}