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111 lines
2.9 KiB
C#
111 lines
2.9 KiB
C#
using UnityEngine;
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using System.Collections;
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[ExecuteInEditMode]
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[AddComponentMenu("Image Effects/Blur")]
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public class BlurEffect : MonoBehaviour
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{
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/// Blur iterations - larger number means more blur.
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public int iterations = 3;
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/// Blur spread for each iteration. Lower values
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/// give better looking blur, but require more iterations to
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/// get large blurs. Value is usually between 0.5 and 1.0.
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public float blurSpread = 0.6f;
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// --------------------------------------------------------
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// The blur iteration shader.
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// Basically it just takes 4 texture samples and averages them.
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// By applying it repeatedly and spreading out sample locations
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// we get a Gaussian blur approximation.
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public Shader blurShader = null;
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//private static string blurMatString =
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static Material m_Material = null;
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protected Material material {
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get {
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if (m_Material == null) {
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m_Material = new Material(blurShader);
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m_Material.hideFlags = HideFlags.DontSave;
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}
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return m_Material;
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}
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}
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protected void OnDisable() {
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if( m_Material ) {
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DestroyImmediate( m_Material );
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}
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}
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// --------------------------------------------------------
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protected void Start()
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{
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// Disable if we don't support image effects
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if (!SystemInfo.supportsImageEffects) {
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enabled = false;
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return;
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}
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// Disable if the shader can't run on the users graphics card
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if (!blurShader || !material.shader.isSupported) {
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enabled = false;
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return;
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}
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}
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// Performs one blur iteration.
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public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration)
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{
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float off = 0.5f + iteration*blurSpread;
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Graphics.BlitMultiTap (source, dest, material,
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new Vector2(-off, -off),
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new Vector2(-off, off),
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new Vector2( off, off),
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new Vector2( off, -off)
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);
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}
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// Downsamples the texture to a quarter resolution.
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private void DownSample4x (RenderTexture source, RenderTexture dest)
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{
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float off = 1.0f;
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Graphics.BlitMultiTap (source, dest, material,
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new Vector2(-off, -off),
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new Vector2(-off, off),
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new Vector2( off, off),
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new Vector2( off, -off)
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);
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}
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// Called by the camera to apply the image effect
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void OnRenderImage (RenderTexture source, RenderTexture destination) {
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RenderTexture buffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0);
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RenderTexture buffer2 = RenderTexture.GetTemporary(source.width/4, source.height/4, 0);
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// Copy source to the 4x4 smaller texture.
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DownSample4x (source, buffer);
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// Blur the small texture
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bool oddEven = true;
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for(int i = 0; i < iterations; i++)
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{
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if( oddEven )
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FourTapCone (buffer, buffer2, i);
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else
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FourTapCone (buffer2, buffer, i);
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oddEven = !oddEven;
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}
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if( oddEven )
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Graphics.Blit(buffer, destination);
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else
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Graphics.Blit(buffer2, destination);
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RenderTexture.ReleaseTemporary(buffer);
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RenderTexture.ReleaseTemporary(buffer2);
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}
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}
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