//---------------------------------------------------------------------------------------------------------- // 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(BokehBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/BokehBlur")] public class BokehBlur : PostProcessEffectSettings { [Range(0f, 3f)] public FloatParameter BlurRadius = new FloatParameter { value = 1f }; [Range(8, 128)] public IntParameter Iteration = new IntParameter { value = 32 }; [Range(1, 10)] public FloatParameter RTDownScaling = new FloatParameter { value = 2 }; } public sealed class BokehBlurRenderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-BokehBlur"; private Shader shader; private Vector4 mGoldenRot = new Vector4(); public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/BokehBlur"); // 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 Params = Shader.PropertyToID("_Params"); internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1"); } public override void Render(PostProcessRenderContext context) { CommandBuffer cmd = context.command; PropertySheet sheet = context.propertySheets.Get(shader); cmd.BeginSample(PROFILER_TAG); int RTWidth = (int)(context.screenWidth / settings.RTDownScaling); int RTHeight = (int)(context.screenHeight / settings.RTDownScaling); cmd.GetTemporaryRT(ShaderIDs.BufferRT1, RTWidth, RTHeight, 0, FilterMode.Bilinear); // downsample screen copy into smaller RT context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1); sheet.properties.SetVector(ShaderIDs.GoldenRot, mGoldenRot); sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.Iteration, settings.BlurRadius, 1f / context.width, 1f / context.height)); cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT1, context.destination, sheet, 0); cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1); cmd.EndSample(PROFILER_TAG); } } }