Created
February 20, 2017 07:56
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【Unity】範囲指定可能なブラーエフェクト
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using UnityEngine; | |
using UnityStandardAssets.ImageEffects; | |
namespace TSKT | |
{ | |
[ExecuteInEditMode] | |
[RequireComponent (typeof(Camera))] | |
public class TextureBlur : PostEffectsBase | |
{ | |
public float maxBlurSize = 2.0f; | |
public bool highResolution = false; | |
public enum BlurSampleCount { | |
Low = 0, | |
Medium = 1, | |
High = 2, | |
} | |
public BlurSampleCount blurSampleCount = BlurSampleCount.High; | |
public Shader dofHdrShader; | |
private Material dofHdrMaterial = null; | |
public Texture cocTexture; | |
public override bool CheckResources () | |
{ | |
CheckSupport(false); | |
if (!dofHdrShader) | |
{ | |
dofHdrShader = Shader.Find("Hidden/Dof/DepthOfFieldHdr"); | |
} | |
dofHdrMaterial = CheckShaderAndCreateMaterial (dofHdrShader, dofHdrMaterial); | |
if (!isSupported) | |
{ | |
ReportAutoDisable(); | |
} | |
return isSupported; | |
} | |
void OnDisable() | |
{ | |
if (dofHdrMaterial) | |
{ | |
DestroyImmediate(dofHdrMaterial); | |
} | |
dofHdrMaterial = null; | |
} | |
private void WriteCoc ( RenderTexture fromTo) | |
{ | |
dofHdrMaterial.SetTexture("_FgOverlap", cocTexture); | |
fromTo.MarkRestoreExpected(); // only touching alpha channel, RT restore expected | |
Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 13); | |
} | |
void OnRenderImage (RenderTexture source, RenderTexture destination) | |
{ | |
if (!CheckResources ()) | |
{ | |
Graphics.Blit (source, destination); | |
return; | |
} | |
var internalBlurWidth = Mathf.Max(maxBlurSize, 0.0f); | |
source.filterMode = FilterMode.Bilinear; | |
WriteCoc (source); | |
int blurPass = (blurSampleCount == BlurSampleCount.High || blurSampleCount == BlurSampleCount.Medium) ? 17 : 11; | |
if (highResolution) | |
{ | |
internalBlurWidth *= 2.0f; | |
dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.025f, internalBlurWidth)); | |
Graphics.Blit (source, destination, dofHdrMaterial, blurPass); | |
} | |
else | |
{ | |
var rtLow = RenderTexture.GetTemporary(source.width >> 1, source.height >> 1, 0, source.format); | |
var rtLow2 = RenderTexture.GetTemporary(source.width >> 1, source.height >> 1, 0, source.format); | |
dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.1f, internalBlurWidth)); | |
// blur | |
Graphics.Blit (source, rtLow, dofHdrMaterial, 6); | |
Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, blurPass); | |
// cheaper blur in high resolution, upsample and combine | |
dofHdrMaterial.SetTexture("_LowRez", rtLow2); | |
dofHdrMaterial.SetTexture("_FgOverlap", null); | |
dofHdrMaterial.SetVector ("_Offsets", Vector4.one * ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth); | |
Graphics.Blit (source, destination, dofHdrMaterial, blurSampleCount == BlurSampleCount.High ? 18 : 12); | |
RenderTexture.ReleaseTemporary(rtLow); | |
RenderTexture.ReleaseTemporary(rtLow2); | |
} | |
} | |
} | |
} |
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