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204 lines
5.3 KiB
JavaScript
204 lines
5.3 KiB
JavaScript
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#pragma strict
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@script ExecuteInEditMode
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@script RequireComponent (Camera)
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class PostEffectsBase extends MonoBehaviour {
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protected var supportHDRTextures : boolean = true;
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protected var isSupported : boolean = true;
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function CheckShaderAndCreateMaterial (s : Shader, m2Create : Material) : Material {
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if (!s) {
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Debug.Log("Missing shader in " + this.ToString ());
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enabled = false;
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return null;
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}
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if (s.isSupported && m2Create && m2Create.shader == s)
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return m2Create;
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if (!s.isSupported) {
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NotSupported ();
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Debug.LogError("The shader " + s.ToString() + " on effect "+this.ToString()+" is not supported on this platform!");
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return null;
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}
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else {
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m2Create = new Material (s);
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m2Create.hideFlags = HideFlags.DontSave;
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if (m2Create)
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return m2Create;
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else return null;
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}
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}
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function CreateMaterial (s : Shader, m2Create : Material) : Material {
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if (!s) {
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Debug.Log ("Missing shader in " + this.ToString ());
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return null;
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}
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if (m2Create && (m2Create.shader == s) && (s.isSupported))
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return m2Create;
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if (!s.isSupported) {
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return null;
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}
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else {
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m2Create = new Material (s);
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m2Create.hideFlags = HideFlags.DontSave;
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if (m2Create)
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return m2Create;
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else return null;
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}
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}
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function OnEnable() {
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isSupported = true;
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}
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// deprecated but needed for old effects to survive upgrade
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function CheckSupport () : boolean {
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return CheckSupport (false);
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}
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function CheckResources () : boolean {
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Debug.LogWarning ("CheckResources () for " + this.ToString() + " should be overwritten.");
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return isSupported;
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}
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function Start () {
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CheckResources ();
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}
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function CheckSupport (needDepth : boolean) : boolean {
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isSupported = true;
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supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf);
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if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) {
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NotSupported ();
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return false;
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}
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if(needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) {
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NotSupported ();
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return false;
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}
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if(needDepth)
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camera.depthTextureMode |= DepthTextureMode.Depth;
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return true;
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}
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function CheckSupport (needDepth : boolean, needHdr : boolean) : boolean {
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if(!CheckSupport(needDepth))
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return false;
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if(needHdr && !supportHDRTextures) {
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NotSupported ();
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return false;
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}
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return true;
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}
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function ReportAutoDisable () {
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Debug.LogWarning ("The image effect " + this.ToString() + " has been disabled as it's not supported on the current platform.");
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}
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// deprecated but needed for old effects to survive upgrading
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function CheckShader (s : Shader) : boolean {
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Debug.Log("The shader " + s.ToString () + " on effect "+ this.ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package.");
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if (!s.isSupported) {
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NotSupported ();
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return false;
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}
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else {
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return false;
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}
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}
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function NotSupported () {
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enabled = false;
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isSupported = false;
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return;
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}
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function DrawBorder (dest : RenderTexture, material : Material ) {
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var x1 : float;
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var x2 : float;
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var y1 : float;
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var y2 : float;
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RenderTexture.active = dest;
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var invertY : boolean = true; // source.texelSize.y < 0.0f;
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// Set up the simple Matrix
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GL.PushMatrix();
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GL.LoadOrtho();
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for (var i : int = 0; i < material.passCount; i++)
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{
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material.SetPass(i);
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var y1_ : float; var y2_ : float;
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if (invertY)
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{
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y1_ = 1.0; y2_ = 0.0;
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}
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else
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{
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y1_ = 0.0; y2_ = 1.0;
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}
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// left
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x1 = 0.0;
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x2 = 0.0 + 1.0/(dest.width*1.0);
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y1 = 0.0;
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y2 = 1.0;
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GL.Begin(GL.QUADS);
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GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1);
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GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1);
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GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1);
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GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1);
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// right
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x1 = 1.0 - 1.0/(dest.width*1.0);
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x2 = 1.0;
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y1 = 0.0;
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y2 = 1.0;
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GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1);
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GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1);
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GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1);
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GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1);
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// top
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x1 = 0.0;
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x2 = 1.0;
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y1 = 0.0;
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y2 = 0.0 + 1.0/(dest.height*1.0);
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GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1);
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GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1);
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GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1);
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GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1);
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// bottom
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x1 = 0.0;
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x2 = 1.0;
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y1 = 1.0 - 1.0/(dest.height*1.0);
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y2 = 1.0;
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GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1);
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GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1);
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GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1);
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GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1);
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GL.End();
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}
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GL.PopMatrix();
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}
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} |