HeavenStudioPlus/Assets/X-PostProcessing/Effects/IrisBlur/IrisBlur.cs

159 lines
5.7 KiB
C#

//----------------------------------------------------------------------------------------------------------
// 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 IrisBlurQualityLevel
{
High_Quality = 0,
Normal_Quality = 1,
}
[Serializable]
public sealed class IrisBlurQualityLevelParameter : ParameterOverride<IrisBlurQualityLevel> { }
[Serializable]
[PostProcess(typeof(IrisBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/IrisBlur/IrisBlurV1")]
public class IrisBlur : PostProcessEffectSettings
{
public IrisBlurQualityLevelParameter QualityLevel = new IrisBlurQualityLevelParameter { value = IrisBlurQualityLevel.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 IrisBlurRenderer : PostProcessEffectRenderer<IrisBlur>
{
private const string PROFILER_TAG = "X-IrisBlur";
private Shader shader;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/IrisBlur");
}
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 Vector4(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);
}
}
}