You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/Vignetting.js

87 lines
3.2 KiB
JavaScript

1 month ago
#pragma strict
@script ExecuteInEditMode
@script RequireComponent (Camera)
@script AddComponentMenu ("Image Effects/Vignette and Chromatic Aberration")
class Vignetting extends PostEffectsBase {
public var intensity : float = 0.375f;
public var chromaticAberration : float = 0.2f;
public var blur : float = 0.1f;
public var blurSpread : float = 1.5f;
// needed shaders & materials
public var vignetteShader : Shader;
private var vignetteMaterial : Material;
public var separableBlurShader : Shader;
private var separableBlurMaterial : Material;
public var chromAberrationShader : Shader;
private var chromAberrationMaterial : Material;
function OnDisable()
{
if (vignetteMaterial)
DestroyImmediate(vignetteMaterial);
if (separableBlurMaterial)
DestroyImmediate(separableBlurMaterial);
if (chromAberrationMaterial)
DestroyImmediate(chromAberrationMaterial);
}
function CheckResources () : boolean {
CheckSupport (false);
vignetteMaterial = CheckShaderAndCreateMaterial (vignetteShader, vignetteMaterial);
separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial);
chromAberrationMaterial = CheckShaderAndCreateMaterial (chromAberrationShader, chromAberrationMaterial);
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;
var color : RenderTexture = RenderTexture.GetTemporary (source.width, source.height, 0);
var halfRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 2.0, source.height / 2.0, 0);
var quarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4.0, source.height / 4.0, 0);
var secondQuarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4.0, source.height / 4.0, 0);
Graphics.Blit (source, halfRezColor, chromAberrationMaterial, 0);
Graphics.Blit (halfRezColor, quarterRezColor);
for (var it : int = 0; it < 2; it++ ) {
separableBlurMaterial.SetVector ("offsets", Vector4 (0.0, blurSpread * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (quarterRezColor, secondQuarterRezColor, separableBlurMaterial);
separableBlurMaterial.SetVector ("offsets", Vector4 (blurSpread * oneOverBaseSize / widthOverHeight, 0.0, 0.0, 0.0));
Graphics.Blit (secondQuarterRezColor, quarterRezColor, separableBlurMaterial);
}
vignetteMaterial.SetFloat ("_Intensity", intensity);
vignetteMaterial.SetFloat ("_Blur", blur);
vignetteMaterial.SetTexture ("_VignetteTex", quarterRezColor);
Graphics.Blit (source, color, vignetteMaterial);
chromAberrationMaterial.SetFloat ("_ChromaticAberration", chromaticAberration);
Graphics.Blit (color, destination, chromAberrationMaterial, 1);
RenderTexture.ReleaseTemporary (color);
RenderTexture.ReleaseTemporary (halfRezColor);
RenderTexture.ReleaseTemporary (quarterRezColor);
RenderTexture.ReleaseTemporary (secondQuarterRezColor);
}
}