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

99 lines
3.5 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
{
[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<GaussianBlur>
{
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);
}
}
}