//---------------------------------------------------------------------------------------------------------- // 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(KawaseBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/KawaseBlur")] public class KawaseBlur : PostProcessEffectSettings { [Range(0.0f, 5.0f)] public FloatParameter BlurRadius = new FloatParameter { value = 0.5f }; [Range(1, 10)] public IntParameter Iteration = new IntParameter { value = 6 }; [Range(1, 8)] public FloatParameter RTDownScaling = new FloatParameter { value = 2 }; } public sealed class KawaseBlurRenderer : PostProcessEffectRenderer { private const string PROFILER_TAG = "X-KawaseBlur"; private Shader shader; public override void Init() { shader = Shader.Find("Hidden/X-PostProcessing/KawaseBlur"); } public override void Release() { base.Release(); } static class ShaderIDs { internal static readonly int BlurRadius = Shader.PropertyToID("_Offset"); 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); bool needSwitch = true; for (int i = 0; i < settings.Iteration; i++) { sheet.properties.SetFloat(ShaderIDs.BlurRadius, i / settings.RTDownScaling + settings.BlurRadius); context.command.BlitFullscreenTriangle(needSwitch ? ShaderIDs.BufferRT1 : ShaderIDs.BufferRT2, needSwitch ? ShaderIDs.BufferRT2 : ShaderIDs.BufferRT1, sheet, 0); needSwitch = !needSwitch; } sheet.properties.SetFloat(ShaderIDs.BlurRadius, settings.Iteration / settings.RTDownScaling + settings.BlurRadius); cmd.BlitFullscreenTriangle(needSwitch ? ShaderIDs.BufferRT1 : ShaderIDs.BufferRT2, context.destination, sheet, 0); // release cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1); cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT2); cmd.EndSample(PROFILER_TAG); } } }