mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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161 lines
5.7 KiB
C#
161 lines
5.7 KiB
C#
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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namespace XPostProcessing
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{
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public enum TiltShiftBlurQualityLevel
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{
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High_Quality = 0,
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Normal_Quality = 1,
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}
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[Serializable]
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public sealed class TiltShiftBlurQualityLevelParameter : ParameterOverride<TiltShiftBlurQualityLevel> { }
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[Serializable]
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[PostProcess(typeof(TiltShiftBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/TiltShiftBlur/TiltShiftBlurV1")]
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public class TiltShiftBlur : PostProcessEffectSettings
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{
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public TiltShiftBlurQualityLevelParameter QualityLevel = new TiltShiftBlurQualityLevelParameter { value = TiltShiftBlurQualityLevel.High_Quality };
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[Range(0.0f, 1.0f)]
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public FloatParameter AreaSize = new FloatParameter { value = 0.5f };
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[Range(0.0f, 1.0f)]
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public FloatParameter BlurRadius = new FloatParameter { value = 1.0f };
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[Range(1, 8)]
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public IntParameter Iteration = new IntParameter { value = 2 };
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[Range(1, 2)]
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public FloatParameter RTDownScaling = new FloatParameter { value = 1.0f };
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}
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public sealed class TiltShiftBlurRenderer : PostProcessEffectRenderer<TiltShiftBlur>
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{
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private const string PROFILER_TAG = "X-TiltShiftBlur";
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private Shader shader;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/TiltShiftBlur");
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}
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public override void Release()
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{
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base.Release();
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}
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static class ShaderIDs
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{
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internal static readonly int Params = Shader.PropertyToID("_Params");
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internal static readonly int BlurredTex = Shader.PropertyToID("_BlurredTex");
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internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
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internal static readonly int BufferRT2 = Shader.PropertyToID("_BufferRT2");
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}
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public override void Render(PostProcessRenderContext context)
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{
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CommandBuffer cmd = context.command;
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PropertySheet sheet = context.propertySheets.Get(shader);
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cmd.BeginSample(PROFILER_TAG);
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if (settings.Iteration == 1)
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{
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HandleOneBlitBlur(context, cmd, sheet);
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}
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else
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{
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HandleMultipleIterationBlur(context, cmd, sheet, settings.Iteration);
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}
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cmd.EndSample(PROFILER_TAG);
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}
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void HandleOneBlitBlur(PostProcessRenderContext context, CommandBuffer cmd, PropertySheet sheet)
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{
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if (context == null || cmd == null || sheet == null)
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{
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return;
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}
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// Get RT
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int RTWidth = (int)(context.screenWidth / settings.RTDownScaling);
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int RTHeight = (int)(context.screenHeight / settings.RTDownScaling);
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cmd.GetTemporaryRT(ShaderIDs.BufferRT1, RTWidth, RTHeight, 0, FilterMode.Bilinear);
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// Set Property
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sheet.properties.SetVector(ShaderIDs.Params, new Vector2(settings.AreaSize, settings.BlurRadius));
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// Do Blit
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context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1, sheet, (int)settings.QualityLevel.value);
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// Final Blit
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cmd.SetGlobalTexture(ShaderIDs.BlurredTex, ShaderIDs.BufferRT1);
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 2);
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// Release
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cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1);
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}
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void HandleMultipleIterationBlur(PostProcessRenderContext context, CommandBuffer cmd, PropertySheet sheet, int Iteration)
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{
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if (context == null || cmd == null || sheet == null)
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{
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return;
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}
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// Get RT
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int RTWidth = (int)(context.screenWidth / settings.RTDownScaling);
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int RTHeight = (int)(context.screenHeight / settings.RTDownScaling);
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cmd.GetTemporaryRT(ShaderIDs.BufferRT1, RTWidth, RTHeight, 0, FilterMode.Bilinear);
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cmd.GetTemporaryRT(ShaderIDs.BufferRT2, RTWidth, RTHeight, 0, FilterMode.Bilinear);
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// Set Property
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sheet.properties.SetVector(ShaderIDs.Params, new Vector2(settings.AreaSize, settings.BlurRadius));
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RenderTargetIdentifier finalBlurID = ShaderIDs.BufferRT1;
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RenderTargetIdentifier firstID = context.source;
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RenderTargetIdentifier secondID = ShaderIDs.BufferRT1;
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for (int i = 0; i < Iteration; i++)
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{
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// Do Blit
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context.command.BlitFullscreenTriangle(firstID, secondID, sheet, (int)settings.QualityLevel.value);
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finalBlurID = secondID;
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firstID = secondID;
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secondID = (secondID == ShaderIDs.BufferRT1) ? ShaderIDs.BufferRT2 : ShaderIDs.BufferRT1;
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}
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// Final Blit
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cmd.SetGlobalTexture(ShaderIDs.BlurredTex, finalBlurID);
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 2);
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// Release
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cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1);
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cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT2);
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}
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}
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}
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