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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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103 lines
3.7 KiB
C#
103 lines
3.7 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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[Serializable]
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[PostProcess(typeof(TentBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/TentBlur")]
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public class TentBlur : PostProcessEffectSettings
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{
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[Range(0f, 5f)]
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public FloatParameter BlurRadius = new FloatParameter { value = 3f };
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[Range(1, 20)]
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public IntParameter Iteration = new IntParameter { value = 6 };
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[Range(1, 8)]
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public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
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}
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public sealed class TentBlurRenderer : PostProcessEffectRenderer<TentBlur>
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{
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private const string PROFILER_TAG = "X-TentBlur";
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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/TentBlur");
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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 BlurRadius = Shader.PropertyToID("_BlurOffset");
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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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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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// downsample screen copy into smaller RT
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context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1);
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for (int i = 0; i < settings.Iteration; i++)
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{
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if (settings.Iteration > 20)
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{
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return;
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}
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Vector4 BlurRadius = new Vector4(settings.BlurRadius / (float)context.screenWidth, settings.BlurRadius / (float)context.screenHeight, 0, 0);
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// RT1 -> RT2
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sheet.properties.SetVector(ShaderIDs.BlurRadius, BlurRadius);
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context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT1, ShaderIDs.BufferRT2, sheet, 0);
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// RT2 -> RT1
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sheet.properties.SetVector(ShaderIDs.BlurRadius, BlurRadius);
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context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT2, ShaderIDs.BufferRT1, sheet, 0);
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}
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// Render blurred texture in blend pass
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cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT1, context.destination, sheet, 1);
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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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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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