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https://github.com/ApfelTeeSaft/Slender.git
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Complete Upgrade
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@@ -0,0 +1,97 @@
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using System;
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using UnityEngine;
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[Serializable]
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Crease")]
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public class Crease : PostEffectsBase
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{
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public float intensity;
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public int softness;
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public float spread;
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public Shader blurShader;
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private Material blurMaterial;
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public Shader depthFetchShader;
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private Material depthFetchMaterial;
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public Shader creaseApplyShader;
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private Material creaseApplyMaterial;
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public Crease()
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{
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intensity = 0.5f;
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softness = 1;
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spread = 1f;
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}
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public virtual void OnDisable()
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{
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if ((bool)blurMaterial)
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{
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UnityEngine.Object.DestroyImmediate(blurMaterial);
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}
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if ((bool)depthFetchMaterial)
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{
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UnityEngine.Object.DestroyImmediate(depthFetchMaterial);
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}
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if ((bool)creaseApplyMaterial)
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{
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UnityEngine.Object.DestroyImmediate(creaseApplyMaterial);
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}
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}
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public override bool CheckResources()
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{
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CheckSupport(true);
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blurMaterial = CheckShaderAndCreateMaterial(blurShader, blurMaterial);
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depthFetchMaterial = CheckShaderAndCreateMaterial(depthFetchShader, depthFetchMaterial);
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creaseApplyMaterial = CheckShaderAndCreateMaterial(creaseApplyShader, creaseApplyMaterial);
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if (!isSupported)
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{
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ReportAutoDisable();
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}
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return isSupported;
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}
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public virtual void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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if (!CheckResources())
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{
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Graphics.Blit(source, destination);
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return;
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}
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float num = 1f * (float)source.width / (1f * (float)source.height);
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float num2 = 0.001953125f;
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RenderTexture temporary = RenderTexture.GetTemporary(source.width, source.height, 0);
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RenderTexture temporary2 = RenderTexture.GetTemporary(source.width / 2, source.height / 2, 0);
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RenderTexture temporary3 = RenderTexture.GetTemporary(source.width / 2, source.height / 2, 0);
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Graphics.Blit(source, temporary, depthFetchMaterial);
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Graphics.Blit(temporary, temporary2);
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for (int i = 0; i < softness; i++)
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{
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blurMaterial.SetVector("offsets", new Vector4(0f, spread * num2, 0f, 0f));
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Graphics.Blit(temporary2, temporary3, blurMaterial);
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blurMaterial.SetVector("offsets", new Vector4(spread * num2 / num, 0f, 0f, 0f));
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Graphics.Blit(temporary3, temporary2, blurMaterial);
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}
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creaseApplyMaterial.SetTexture("_HrDepthTex", temporary);
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creaseApplyMaterial.SetTexture("_LrDepthTex", temporary2);
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creaseApplyMaterial.SetFloat("intensity", intensity);
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Graphics.Blit(source, destination, creaseApplyMaterial);
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RenderTexture.ReleaseTemporary(temporary);
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RenderTexture.ReleaseTemporary(temporary2);
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RenderTexture.ReleaseTemporary(temporary3);
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}
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public override void Main()
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{
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}
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}
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