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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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88 lines
3.1 KiB
C#
88 lines
3.1 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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[Serializable]
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[PostProcess(typeof(BokehBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/BokehBlur")]
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public class BokehBlur : PostProcessEffectSettings
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{
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[Range(0f, 3f)]
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public FloatParameter BlurRadius = new FloatParameter { value = 1f };
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[Range(8, 128)]
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public IntParameter Iteration = new IntParameter { value = 32 };
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[Range(1, 10)]
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public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
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}
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public sealed class BokehBlurRenderer : PostProcessEffectRenderer<BokehBlur>
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{
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private const string PROFILER_TAG = "X-BokehBlur";
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private Shader shader;
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private Vector4 mGoldenRot = new Vector4();
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/BokehBlur");
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// Precompute rotations
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float c = Mathf.Cos(2.39996323f);
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float s = Mathf.Sin(2.39996323f);
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mGoldenRot.Set(c, s, -s, c);
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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 GoldenRot = Shader.PropertyToID("_GoldenRot");
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internal static readonly int Params = Shader.PropertyToID("_Params");
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internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
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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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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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// downsample screen copy into smaller RT
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context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1);
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sheet.properties.SetVector(ShaderIDs.GoldenRot, mGoldenRot);
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.Iteration, settings.BlurRadius, 1f / context.width, 1f / context.height));
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cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT1, context.destination, sheet, 0);
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cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1);
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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