//---------------------------------------------------------------------------------------------------------- // 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 { public enum TiltShiftBlurQualityLevel { High_Quality = 0, Normal_Quality = 1, } [Serializable] public sealed class TiltShiftBlurQualityLevelParameter : ParameterOverride { } [Serializable] [PostProcess(typeof(TiltShiftBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/TiltShiftBlur/TiltShiftBlurV1")] public class TiltShiftBlur : PostProcessEffectSettings { public TiltShiftBlurQualityLevelParameter QualityLevel = new TiltShiftBlurQualityLevelParameter { value = TiltShiftBlurQualityLevel.High_Quality }; [Range(0.0f, 1.0f)] public FloatParameter AreaSize = new FloatParameter { value = 0.5f }; [Range(0.0f, 1.0f)] public FloatParameter BlurRadius = new FloatParameter { value = 1.0f }; [Range(1, 8)] public IntParameter Iteration = new IntParameter { value = 2 }; [Range(1, 2)] public FloatParameter RTDownScaling = new FloatParameter { value = 1.0f }; } public sealed class TiltShiftBlurRenderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-TiltShiftBlur"; private Shader shader; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/TiltShiftBlur"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int Params = Shader.PropertyToID("_Params"); internal static readonly int BlurredTex = Shader.PropertyToID("_BlurredTex"); 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); if (settings.Iteration == 1) { HandleOneBlitBlur(context, cmd, sheet); } else { HandleMultipleIterationBlur(context, cmd, sheet, settings.Iteration); } cmd.EndSample(PROFILER_TAG); } void HandleOneBlitBlur(PostProcessRenderContext context, CommandBuffer cmd, PropertySheet sheet) { if (context == null || cmd == null || sheet == null) { return; } // Get RT int RTWidth = (int)(context.screenWidth / settings.RTDownScaling); int RTHeight = (int)(context.screenHeight / settings.RTDownScaling); cmd.GetTemporaryRT(ShaderIDs.BufferRT1, RTWidth, RTHeight, 0, FilterMode.Bilinear); // Set Property sheet.properties.SetVector(ShaderIDs.Params, new Vector2(settings.AreaSize, settings.BlurRadius)); // Do Blit context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1, sheet, (int)settings.QualityLevel.value); // Final Blit cmd.SetGlobalTexture(ShaderIDs.BlurredTex, ShaderIDs.BufferRT1); cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 2); // Release cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1); } void HandleMultipleIterationBlur(PostProcessRenderContext context, CommandBuffer cmd, PropertySheet sheet, int Iteration) { if (context == null || cmd == null || sheet == null) { return; } // Get RT 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); // Set Property sheet.properties.SetVector(ShaderIDs.Params, new Vector2(settings.AreaSize, settings.BlurRadius)); RenderTargetIdentifier finalBlurID = ShaderIDs.BufferRT1; RenderTargetIdentifier firstID = context.source; RenderTargetIdentifier secondID = ShaderIDs.BufferRT1; for (int i = 0; i < Iteration; i++) { // Do Blit context.command.BlitFullscreenTriangle(firstID, secondID, sheet, (int)settings.QualityLevel.value); finalBlurID = secondID; firstID = secondID; secondID = (secondID == ShaderIDs.BufferRT1) ? ShaderIDs.BufferRT2 : ShaderIDs.BufferRT1; } // Final Blit cmd.SetGlobalTexture(ShaderIDs.BlurredTex, finalBlurID); cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 2); // Release cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1); cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT2); } } }