mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-02 22:37:28 +00:00
99 lines
3.5 KiB
C#
99 lines
3.5 KiB
C#
|
|
|||
|
//----------------------------------------------------------------------------------------------------------
|
|||
|
// X-PostProcessing Library
|
|||
|
// https://github.com/QianMo/X-PostProcessing-Library
|
|||
|
// Copyright (C) 2020 QianMo. All rights reserved.
|
|||
|
// Licensed under the MIT License
|
|||
|
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
|
|||
|
// http://opensource.org/licenses/MIT
|
|||
|
//----------------------------------------------------------------------------------------------------------
|
|||
|
|
|||
|
using System;
|
|||
|
using UnityEngine;
|
|||
|
using UnityEngine.Rendering;
|
|||
|
using UnityEngine.Rendering.PostProcessing;
|
|||
|
|
|||
|
|
|||
|
namespace XPostProcessing
|
|||
|
{
|
|||
|
|
|||
|
[Serializable]
|
|||
|
[PostProcess(typeof(GaussianBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/GaussianBlur")]
|
|||
|
public class GaussianBlur : PostProcessEffectSettings
|
|||
|
{
|
|||
|
|
|||
|
[Range(0f, 5f)]
|
|||
|
public FloatParameter BlurRadius = new FloatParameter { value = 3f };
|
|||
|
|
|||
|
[Range(1, 15)]
|
|||
|
public IntParameter Iteration = new IntParameter { value = 6 };
|
|||
|
|
|||
|
[Range(1, 8)]
|
|||
|
public FloatParameter RTDownScaling = new FloatParameter { value = 2f };
|
|||
|
}
|
|||
|
|
|||
|
public sealed class GaussianBlurRenderer : PostProcessEffectRenderer<GaussianBlur>
|
|||
|
{
|
|||
|
private Shader shader;
|
|||
|
private const string PROFILER_TAG = "X-GaussianBlur";
|
|||
|
|
|||
|
|
|||
|
public override void Init()
|
|||
|
{
|
|||
|
shader = Shader.Find("Hidden/X-PostProcessing/GaussianBlur");
|
|||
|
}
|
|||
|
|
|||
|
public override void Release()
|
|||
|
{
|
|||
|
base.Release();
|
|||
|
}
|
|||
|
|
|||
|
static class ShaderIDs
|
|||
|
{
|
|||
|
|
|||
|
internal static readonly int BlurRadius = Shader.PropertyToID("_BlurOffset");
|
|||
|
internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
|
|||
|
internal static readonly int BufferRT2 = Shader.PropertyToID("_BufferRT2");
|
|||
|
}
|
|||
|
|
|||
|
public override void Render(PostProcessRenderContext context)
|
|||
|
{
|
|||
|
|
|||
|
CommandBuffer cmd = context.command;
|
|||
|
PropertySheet sheet = context.propertySheets.Get(shader);
|
|||
|
|
|||
|
cmd.BeginSample(PROFILER_TAG);
|
|||
|
|
|||
|
int RTWidth = (int)(context.screenWidth / settings.RTDownScaling);
|
|||
|
int RTHeight = (int)(context.screenHeight / settings.RTDownScaling);
|
|||
|
cmd.GetTemporaryRT(ShaderIDs.BufferRT1, RTWidth, RTHeight, 0, FilterMode.Bilinear);
|
|||
|
cmd.GetTemporaryRT(ShaderIDs.BufferRT2, RTWidth, RTHeight, 0, FilterMode.Bilinear);
|
|||
|
|
|||
|
// downsample screen copy into smaller RT
|
|||
|
context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1);
|
|||
|
|
|||
|
|
|||
|
for (int i = 0; i < settings.Iteration; i++)
|
|||
|
{
|
|||
|
// horizontal blur
|
|||
|
sheet.properties.SetVector(ShaderIDs.BlurRadius, new Vector4(settings.BlurRadius / context.screenWidth, 0, 0, 0));
|
|||
|
context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT1, ShaderIDs.BufferRT2, sheet, 0);
|
|||
|
|
|||
|
// vertical blur
|
|||
|
sheet.properties.SetVector(ShaderIDs.BlurRadius, new Vector4(0, settings.BlurRadius / context.screenHeight, 0, 0));
|
|||
|
context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT2, ShaderIDs.BufferRT1, sheet, 0);
|
|||
|
}
|
|||
|
|
|||
|
// Render blurred texture in blend pass
|
|||
|
cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT1, context.destination, sheet, 1);
|
|||
|
|
|||
|
// release
|
|||
|
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1);
|
|||
|
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT2);
|
|||
|
|
|||
|
cmd.EndSample(PROFILER_TAG);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|