using System; using UnityEngine; [Serializable] [ExecuteInEditMode] [AddComponentMenu("Image Effects/Sun Shafts")] [RequireComponent(typeof(Camera))] public class SunShafts : PostEffectsBase { public SunShaftsResolution resolution; public ShaftsScreenBlendMode screenBlendMode; public Transform sunTransform; public int radialBlurIterations; public Color sunColor; public float sunShaftBlurRadius; public float sunShaftIntensity; public float useSkyBoxAlpha; public float maxRadius; public bool useDepthTexture; public Shader sunShaftsShader; private Material sunShaftsMaterial; public Shader simpleClearShader; private Material simpleClearMaterial; public SunShafts() { resolution = SunShaftsResolution.Normal; screenBlendMode = ShaftsScreenBlendMode.Screen; radialBlurIterations = 2; sunColor = Color.white; sunShaftBlurRadius = 2.5f; sunShaftIntensity = 1.15f; useSkyBoxAlpha = 0.75f; maxRadius = 0.75f; useDepthTexture = true; } public virtual void OnDisable() { if ((bool)sunShaftsMaterial) { UnityEngine.Object.DestroyImmediate(sunShaftsMaterial); } if ((bool)simpleClearMaterial) { UnityEngine.Object.DestroyImmediate(simpleClearMaterial); } } public override bool CheckResources() { CheckSupport(useDepthTexture); sunShaftsMaterial = CheckShaderAndCreateMaterial(sunShaftsShader, sunShaftsMaterial); simpleClearMaterial = CheckShaderAndCreateMaterial(simpleClearShader, simpleClearMaterial); if (!isSupported) { ReportAutoDisable(); } return isSupported; } public virtual void OnRenderImage(RenderTexture source, RenderTexture destination) { if (!CheckResources()) { Graphics.Blit(source, destination); return; } if (useDepthTexture) { GetComponent().depthTextureMode |= DepthTextureMode.Depth; } float num = 4f; if (resolution == SunShaftsResolution.Normal) { num = 2f; } else if (resolution == SunShaftsResolution.High) { num = 1f; } Vector3 vector = Vector3.one * 0.5f; vector = ((!sunTransform) ? new Vector3(0.5f, 0.5f, 0f) : GetComponent().WorldToViewportPoint(sunTransform.position)); RenderTexture temporary = RenderTexture.GetTemporary((int)((float)source.width / num), (int)((float)source.height / num), 0); RenderTexture temporary2 = RenderTexture.GetTemporary((int)((float)source.width / num), (int)((float)source.height / num), 0); sunShaftsMaterial.SetVector("_BlurRadius4", new Vector4(1f, 1f, 0f, 0f) * sunShaftBlurRadius); sunShaftsMaterial.SetVector("_SunPosition", new Vector4(vector.x, vector.y, vector.z, maxRadius)); sunShaftsMaterial.SetFloat("_NoSkyBoxMask", 1f - useSkyBoxAlpha); if (!useDepthTexture) { RenderTexture renderTexture = (RenderTexture.active = RenderTexture.GetTemporary(source.width, source.height, 0)); GL.ClearWithSkybox(false, GetComponent()); sunShaftsMaterial.SetTexture("_Skybox", renderTexture); Graphics.Blit(source, temporary2, sunShaftsMaterial, 3); RenderTexture.ReleaseTemporary(renderTexture); } else { Graphics.Blit(source, temporary2, sunShaftsMaterial, 2); } DrawBorder(temporary2, simpleClearMaterial); radialBlurIterations = ClampBlurIterationsToSomethingThatMakesSense(radialBlurIterations); float num2 = sunShaftBlurRadius * 0.0013020834f; sunShaftsMaterial.SetVector("_BlurRadius4", new Vector4(num2, num2, 0f, 0f)); sunShaftsMaterial.SetVector("_SunPosition", new Vector4(vector.x, vector.y, vector.z, maxRadius)); for (int i = 0; i < radialBlurIterations; i++) { Graphics.Blit(temporary2, temporary, sunShaftsMaterial, 1); num2 = sunShaftBlurRadius * (((float)i * 2f + 1f) * 6f) / 768f; sunShaftsMaterial.SetVector("_BlurRadius4", new Vector4(num2, num2, 0f, 0f)); Graphics.Blit(temporary, temporary2, sunShaftsMaterial, 1); num2 = sunShaftBlurRadius * (((float)i * 2f + 2f) * 6f) / 768f; sunShaftsMaterial.SetVector("_BlurRadius4", new Vector4(num2, num2, 0f, 0f)); } if (!(vector.z < 0f)) { sunShaftsMaterial.SetVector("_SunColor", new Vector4(sunColor.r, sunColor.g, sunColor.b, sunColor.a) * sunShaftIntensity); } else { sunShaftsMaterial.SetVector("_SunColor", Vector4.zero); } sunShaftsMaterial.SetTexture("_ColorBuffer", temporary2); Graphics.Blit(source, destination, sunShaftsMaterial, (screenBlendMode != ShaftsScreenBlendMode.Screen) ? 4 : 0); RenderTexture.ReleaseTemporary(temporary2); RenderTexture.ReleaseTemporary(temporary); } private int ClampBlurIterationsToSomethingThatMakesSense(int its) { return (its < 1) ? 1 : ((its <= 4) ? its : 4); } public override void Main() { } }