//---------------------------------------------------------------------------------------------------------- // 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(TiltShiftBlurV2Renderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/TiltShiftBlur/TiltShiftBlurV2")] public class TiltShiftBlurV2 : PostProcessEffectSettings { [Range(0f, 3f)] public FloatParameter BlurRadius = new FloatParameter { value = 1f }; [Range(8, 128)] public IntParameter Iteration = new IntParameter { value = 32 }; [Range(-1f, 1f)] public FloatParameter centerOffset = new FloatParameter { value = 0f }; [Range(0f, 20f)] public FloatParameter AreaSize = new FloatParameter { value = 1f }; [Range(1f, 20f)] public FloatParameter areaSmooth = new FloatParameter { value = 1.2f }; public BoolParameter showPreview = new BoolParameter { value = false }; } public sealed class TiltShiftBlurV2Renderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-TiltShiftBlurV2"; private Shader shader; private Vector4 mGoldenRot = new Vector4(); public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/TiltShiftBlurV2"); // Precompute rotations float c = Mathf.Cos(2.39996323f); float s = Mathf.Sin(2.39996323f); mGoldenRot.Set(c, s, -s, c); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int GoldenRot = Shader.PropertyToID("_GoldenRot"); internal static readonly int Gradient = Shader.PropertyToID("_Gradient"); internal static readonly int Params = Shader.PropertyToID("_Params"); } public override void Render(PostProcessRenderContext context) { CommandBuffer cmd = context.command; PropertySheet sheet = context.propertySheets.Get(shader); cmd.BeginSample(PROFILER_TAG); sheet.properties.SetVector(ShaderIDs.GoldenRot, mGoldenRot); sheet.properties.SetVector(ShaderIDs.Gradient, new Vector3(settings.centerOffset, settings.AreaSize, settings.areaSmooth)); sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.Iteration, settings.BlurRadius, 1f / context.width, 1f / context.height)); cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, settings.showPreview ? 1 : 0); cmd.EndSample(PROFILER_TAG); } } }