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

127 lines
4.6 KiB
JavaScript

1 month ago
#pragma strict
@script ExecuteInEditMode
@script RequireComponent (Camera)
@script AddComponentMenu ("Image Effects/Tilt shift")
class TiltShift extends PostEffectsBase {
public var tiltShiftShader : Shader;
private var tiltShiftMaterial : Material = null;
public var renderTextureDivider : int = 2;
public var blurIterations : int = 2;
public var enableForegroundBlur : boolean = true;
public var foregroundBlurIterations : int = 2;
public var maxBlurSpread : float = 1.5f;
public var focalPoint : float = 30.0f;
public var smoothness : float = 1.65f;
public var visualizeCoc : boolean = false;
// these values will be automatically determined
private var start01 : float = 0.0f;
private var distance01 : float = 0.2f;
private var end01 : float = 1.0f;
private var curve : float = 1.0f;
function OnDisable()
{
if (tiltShiftMaterial)
DestroyImmediate(tiltShiftMaterial);
}
function CheckResources () : boolean {
CheckSupport (true);
tiltShiftMaterial = CheckShaderAndCreateMaterial (tiltShiftShader, tiltShiftMaterial);
if(!isSupported)
ReportAutoDisable ();
return isSupported;
}
function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
if(CheckResources()==false) {
Graphics.Blit (source, destination);
return;
}
var widthOverHeight : float = (1.0f * source.width) / (1.0f * source.height);
var oneOverBaseSize : float = 1.0f / 512.0f;
// clamp some values
renderTextureDivider = renderTextureDivider < 1 ? 1 : renderTextureDivider;
renderTextureDivider = renderTextureDivider > 4 ? 4 : renderTextureDivider;
blurIterations = blurIterations < 1 ? 0 : blurIterations;
blurIterations = blurIterations > 4 ? 4 : blurIterations;
// automagically calculate parameters based on focalPoint
var focalPoint01 : float = camera.WorldToViewportPoint (focalPoint * camera.transform.forward + camera.transform.position).z / (camera.farClipPlane);
distance01 = focalPoint01;
start01 = 0.0;
end01 = 1.0;
start01 = Mathf.Min (focalPoint01 - Mathf.Epsilon, start01);
end01 = Mathf.Max (focalPoint01 + Mathf.Epsilon, end01);
curve = smoothness * distance01;
// resources
var cocTex : RenderTexture = RenderTexture.GetTemporary (source.width, source.height, 0);
var cocTex2 : RenderTexture = RenderTexture.GetTemporary (source.width, source.height, 0);
var lrTex1 : RenderTexture = RenderTexture.GetTemporary (source.width / renderTextureDivider, source.height / renderTextureDivider, 0);
var lrTex2 : RenderTexture = RenderTexture.GetTemporary (source.width / renderTextureDivider, source.height / renderTextureDivider, 0);
// coc
tiltShiftMaterial.SetVector ("_SimpleDofParams", Vector4 (start01, distance01, end01, curve));
tiltShiftMaterial.SetTexture ("_Coc", cocTex);
if (enableForegroundBlur) {
Graphics.Blit (source, cocTex, tiltShiftMaterial, 0);
Graphics.Blit (cocTex, lrTex1); // downwards (only really needed if lrTex resolution is different)
for (var fgBlurIter : int = 0; fgBlurIter < foregroundBlurIterations; fgBlurIter++ ) {
tiltShiftMaterial.SetVector ("offsets", Vector4 (0.0, (maxBlurSpread * 0.75f) * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (lrTex1, lrTex2, tiltShiftMaterial, 3);
tiltShiftMaterial.SetVector ("offsets", Vector4 ((maxBlurSpread * 0.75f / widthOverHeight) * oneOverBaseSize, 0.0, 0.0, 0.0));
Graphics.Blit (lrTex2, lrTex1, tiltShiftMaterial, 3);
}
Graphics.Blit (lrTex1, cocTex2, tiltShiftMaterial, 7); // upwards (only really needed if lrTex resolution is different)
tiltShiftMaterial.SetTexture ("_Coc", cocTex2);
} else {
RenderTexture.active = cocTex;
GL.Clear (false, true, Color.black);
}
// combine coc's
Graphics.Blit (source, cocTex, tiltShiftMaterial, 5);
tiltShiftMaterial.SetTexture ("_Coc", cocTex);
// downsample & blur
Graphics.Blit (source, lrTex2);
for (var iter : int = 0; iter < blurIterations; iter++ ) {
tiltShiftMaterial.SetVector ("offsets", Vector4 (0.0, (maxBlurSpread * 1.0f) * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (lrTex2, lrTex1, tiltShiftMaterial, 6);
tiltShiftMaterial.SetVector ("offsets", Vector4 ((maxBlurSpread * 1.0f / widthOverHeight) * oneOverBaseSize, 0.0, 0.0, 0.0));
Graphics.Blit (lrTex1, lrTex2, tiltShiftMaterial, 6);
}
tiltShiftMaterial.SetTexture ("_Blurred", lrTex2);
Graphics.Blit (source, destination, tiltShiftMaterial, visualizeCoc ? 4 : 1);
RenderTexture.ReleaseTemporary (cocTex);
RenderTexture.ReleaseTemporary (cocTex2);
RenderTexture.ReleaseTemporary (lrTex1);
RenderTexture.ReleaseTemporary (lrTex2);
}
}