//---------------------------------------------------------------------------------------------------------- // 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(GaussianBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/GaussianBlur")] public class GaussianBlur : PostProcessEffectSettings { [Range(0f, 5f)] public FloatParameter BlurRadius = new FloatParameter { value = 3f }; [Range(1, 15)] public IntParameter Iteration = new IntParameter { value = 6 }; [Range(1, 8)] public FloatParameter RTDownScaling = new FloatParameter { value = 2f }; } public sealed class GaussianBlurRenderer : PostProcessEffectRenderer { private Shader shader; private const string PROFILER_TAG = "X-GaussianBlur"; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/GaussianBlur"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int BlurRadius = Shader.PropertyToID("_BlurOffset"); 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); 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); // downsample screen copy into smaller RT context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1); for (int i = 0; i < settings.Iteration; i++) { // horizontal blur sheet.properties.SetVector(ShaderIDs.BlurRadius, new Vector4(settings.BlurRadius / context.screenWidth, 0, 0, 0)); context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT1, ShaderIDs.BufferRT2, sheet, 0); // vertical blur sheet.properties.SetVector(ShaderIDs.BlurRadius, new Vector4(0, settings.BlurRadius / context.screenHeight, 0, 0)); context.command.BlitFullscreenTriangle(ShaderIDs.BufferRT2, ShaderIDs.BufferRT1, sheet, 0); } // Render blurred texture in blend pass cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT1, context.destination, sheet, 1); // release cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1); cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT2); cmd.EndSample(PROFILER_TAG); } } }