using UnityEngine; // This class implements simple ghosting type Motion Blur. // If Extra Blur is selected, the scene will allways be a little blurred, // as it is scaled to a smaller resolution. // The effect works by accumulating the previous frames in an accumulation // texture. [ExecuteInEditMode] [AddComponentMenu("Image Effects/Motion Blur (Color Accumulation)")] [RequireComponent(typeof(Camera))] public class MotionBlur : ImageEffectBase { public float blurAmount = 0.8f; public bool extraBlur = false; private RenderTexture accumTexture; override protected void Start() { if(!SystemInfo.supportsRenderTextures) { enabled = false; return; } base.Start(); } override protected void OnDisable() { base.OnDisable(); DestroyImmediate(accumTexture); } // Called by camera to apply image effect void OnRenderImage (RenderTexture source, RenderTexture destination) { // Create the accumulation texture if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height) { DestroyImmediate(accumTexture); accumTexture = new RenderTexture(source.width, source.height, 0); accumTexture.hideFlags = HideFlags.HideAndDontSave; Graphics.Blit( source, accumTexture ); } // If Extra Blur is selected, downscale the texture to 4x4 smaller resolution. if (extraBlur) { RenderTexture blurbuffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); Graphics.Blit(accumTexture, blurbuffer); Graphics.Blit(blurbuffer,accumTexture); RenderTexture.ReleaseTemporary(blurbuffer); } // Clamp the motion blur variable, so it can never leave permanent trails in the image blurAmount = Mathf.Clamp( blurAmount, 0.0f, 0.92f ); // Setup the texture and floating point values in the shader material.SetTexture("_MainTex", accumTexture); material.SetFloat("_AccumOrig", 1.0F-blurAmount); // Render the image using the motion blur shader Graphics.Blit (source, accumTexture, material); Graphics.Blit (accumTexture, destination); } }