Files
2026-05-23 14:12:25 +02:00

307 lines
9.8 KiB
C#

using System;
using UnityEngine;
[Serializable]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Bloom (HDR, Lens Flares)")]
[ExecuteInEditMode]
public class BloomAndLensFlares : PostEffectsBase
{
public TweakMode34 tweakMode;
public BloomScreenBlendMode screenBlendMode;
public HDRBloomMode hdr;
private bool doHdr;
public float sepBlurSpread;
public float useSrcAlphaAsMask;
public float bloomIntensity;
public float bloomThreshhold;
public int bloomBlurIterations;
public bool lensflares;
public int hollywoodFlareBlurIterations;
public LensflareStyle34 lensflareMode;
public float hollyStretchWidth;
public float lensflareIntensity;
public float lensflareThreshhold;
public Color flareColorA;
public Color flareColorB;
public Color flareColorC;
public Color flareColorD;
public float blurWidth;
public Texture2D lensFlareVignetteMask;
public Shader lensFlareShader;
private Material lensFlareMaterial;
public Shader vignetteShader;
private Material vignetteMaterial;
public Shader separableBlurShader;
private Material separableBlurMaterial;
public Shader addBrightStuffOneOneShader;
private Material addBrightStuffBlendOneOneMaterial;
public Shader screenBlendShader;
private Material screenBlend;
public Shader hollywoodFlaresShader;
private Material hollywoodFlaresMaterial;
public Shader brightPassFilterShader;
private Material brightPassFilterMaterial;
public BloomAndLensFlares()
{
screenBlendMode = BloomScreenBlendMode.Add;
hdr = HDRBloomMode.Auto;
sepBlurSpread = 1.5f;
useSrcAlphaAsMask = 0.5f;
bloomIntensity = 1f;
bloomThreshhold = 0.5f;
bloomBlurIterations = 2;
hollywoodFlareBlurIterations = 2;
lensflareMode = LensflareStyle34.Anamorphic;
hollyStretchWidth = 3.5f;
lensflareIntensity = 1f;
lensflareThreshhold = 0.3f;
flareColorA = new Color(0.4f, 0.4f, 0.8f, 0.75f);
flareColorB = new Color(0.4f, 0.8f, 0.8f, 0.75f);
flareColorC = new Color(0.8f, 0.4f, 0.8f, 0.75f);
flareColorD = new Color(0.8f, 0.4f, 0f, 0.75f);
blurWidth = 1f;
}
public virtual void OnDisable()
{
if ((bool)screenBlend)
{
UnityEngine.Object.DestroyImmediate(screenBlend);
}
if ((bool)lensFlareMaterial)
{
UnityEngine.Object.DestroyImmediate(lensFlareMaterial);
}
if ((bool)vignetteMaterial)
{
UnityEngine.Object.DestroyImmediate(vignetteMaterial);
}
if ((bool)separableBlurMaterial)
{
UnityEngine.Object.DestroyImmediate(separableBlurMaterial);
}
if ((bool)addBrightStuffBlendOneOneMaterial)
{
UnityEngine.Object.DestroyImmediate(addBrightStuffBlendOneOneMaterial);
}
if ((bool)hollywoodFlaresMaterial)
{
UnityEngine.Object.DestroyImmediate(hollywoodFlaresMaterial);
}
if ((bool)brightPassFilterMaterial)
{
UnityEngine.Object.DestroyImmediate(brightPassFilterMaterial);
}
}
public override bool CheckResources()
{
CheckSupport(false);
screenBlend = CheckShaderAndCreateMaterial(screenBlendShader, screenBlend);
lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader, lensFlareMaterial);
vignetteMaterial = CheckShaderAndCreateMaterial(vignetteShader, vignetteMaterial);
separableBlurMaterial = CheckShaderAndCreateMaterial(separableBlurShader, separableBlurMaterial);
addBrightStuffBlendOneOneMaterial = CheckShaderAndCreateMaterial(addBrightStuffOneOneShader, addBrightStuffBlendOneOneMaterial);
hollywoodFlaresMaterial = CheckShaderAndCreateMaterial(hollywoodFlaresShader, hollywoodFlaresMaterial);
brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial);
if (!isSupported)
{
ReportAutoDisable();
}
return isSupported;
}
public virtual void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!CheckResources())
{
Graphics.Blit(source, destination);
return;
}
doHdr = false;
if (hdr == HDRBloomMode.Auto)
{
bool num = source.format == RenderTextureFormat.ARGBHalf;
if (num)
{
num = GetComponent<Camera>().allowHDR;
}
doHdr = num;
}
else
{
doHdr = hdr == HDRBloomMode.On;
}
bool num2 = doHdr;
if (num2)
{
num2 = supportHDRTextures;
}
doHdr = num2;
BloomScreenBlendMode pass = screenBlendMode;
if (doHdr)
{
pass = BloomScreenBlendMode.Add;
}
RenderTextureFormat format = ((!doHdr) ? RenderTextureFormat.Default : RenderTextureFormat.ARGBHalf);
RenderTexture temporary = RenderTexture.GetTemporary(source.width / 2, source.height / 2, 0, format);
RenderTexture temporary2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, format);
RenderTexture temporary3 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, format);
RenderTexture temporary4 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, format);
float num3 = 1f * (float)source.width / (1f * (float)source.height);
float num4 = 0.001953125f;
Graphics.Blit(source, temporary, screenBlend, 2);
Graphics.Blit(temporary, temporary2, screenBlend, 2);
RenderTexture.ReleaseTemporary(temporary);
BrightFilter(bloomThreshhold, useSrcAlphaAsMask, temporary2, temporary3);
if (bloomBlurIterations < 1)
{
bloomBlurIterations = 1;
}
for (int i = 0; i < bloomBlurIterations; i++)
{
float num5 = (1f + (float)i * 0.5f) * sepBlurSpread;
separableBlurMaterial.SetVector("offsets", new Vector4(0f, num5 * num4, 0f, 0f));
Graphics.Blit((i != 0) ? temporary2 : temporary3, temporary4, separableBlurMaterial);
separableBlurMaterial.SetVector("offsets", new Vector4(num5 / num3 * num4, 0f, 0f, 0f));
Graphics.Blit(temporary4, temporary2, separableBlurMaterial);
}
if (lensflares)
{
if (lensflareMode == LensflareStyle34.Ghosting)
{
BrightFilter(lensflareThreshhold, 0f, temporary2, temporary4);
Vignette(0.975f, temporary4, temporary3);
BlendFlares(temporary3, temporary2);
}
else
{
hollywoodFlaresMaterial.SetVector("_Threshhold", new Vector4(lensflareThreshhold, 1f / (1f - lensflareThreshhold), 0f, 0f));
hollywoodFlaresMaterial.SetVector("tintColor", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity);
Graphics.Blit(temporary4, temporary3, hollywoodFlaresMaterial, 2);
Graphics.Blit(temporary3, temporary4, hollywoodFlaresMaterial, 3);
hollywoodFlaresMaterial.SetVector("offsets", new Vector4(sepBlurSpread * 1f / num3 * num4, 0f, 0f, 0f));
hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth);
Graphics.Blit(temporary4, temporary3, hollywoodFlaresMaterial, 1);
hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth * 2f);
Graphics.Blit(temporary3, temporary4, hollywoodFlaresMaterial, 1);
hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth * 4f);
Graphics.Blit(temporary4, temporary3, hollywoodFlaresMaterial, 1);
if (lensflareMode == LensflareStyle34.Anamorphic)
{
for (int j = 0; j < hollywoodFlareBlurIterations; j++)
{
separableBlurMaterial.SetVector("offsets", new Vector4(hollyStretchWidth * 2f / num3 * num4, 0f, 0f, 0f));
Graphics.Blit(temporary3, temporary4, separableBlurMaterial);
separableBlurMaterial.SetVector("offsets", new Vector4(hollyStretchWidth * 2f / num3 * num4, 0f, 0f, 0f));
Graphics.Blit(temporary4, temporary3, separableBlurMaterial);
}
AddTo(1f, temporary3, temporary2);
}
else
{
for (int k = 0; k < hollywoodFlareBlurIterations; k++)
{
separableBlurMaterial.SetVector("offsets", new Vector4(hollyStretchWidth * 2f / num3 * num4, 0f, 0f, 0f));
Graphics.Blit(temporary3, temporary4, separableBlurMaterial);
separableBlurMaterial.SetVector("offsets", new Vector4(hollyStretchWidth * 2f / num3 * num4, 0f, 0f, 0f));
Graphics.Blit(temporary4, temporary3, separableBlurMaterial);
}
Vignette(1f, temporary3, temporary4);
BlendFlares(temporary4, temporary3);
AddTo(1f, temporary3, temporary2);
}
}
}
screenBlend.SetFloat("_Intensity", bloomIntensity);
screenBlend.SetTexture("_ColorBuffer", source);
Graphics.Blit(temporary2, destination, screenBlend, (int)pass);
RenderTexture.ReleaseTemporary(temporary2);
RenderTexture.ReleaseTemporary(temporary3);
RenderTexture.ReleaseTemporary(temporary4);
}
private void AddTo(float intensity_, RenderTexture from, RenderTexture to)
{
addBrightStuffBlendOneOneMaterial.SetFloat("_Intensity", intensity_);
Graphics.Blit(from, to, addBrightStuffBlendOneOneMaterial);
}
private void BlendFlares(RenderTexture from, RenderTexture to)
{
lensFlareMaterial.SetVector("colorA", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity);
lensFlareMaterial.SetVector("colorB", new Vector4(flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity);
lensFlareMaterial.SetVector("colorC", new Vector4(flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity);
lensFlareMaterial.SetVector("colorD", new Vector4(flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity);
Graphics.Blit(from, to, lensFlareMaterial);
}
private void BrightFilter(float thresh, float useAlphaAsMask, RenderTexture from, RenderTexture to)
{
if (doHdr)
{
brightPassFilterMaterial.SetVector("threshhold", new Vector4(thresh, 1f, 0f, 0f));
}
else
{
brightPassFilterMaterial.SetVector("threshhold", new Vector4(thresh, 1f / (1f - thresh), 0f, 0f));
}
brightPassFilterMaterial.SetFloat("useSrcAlphaAsMask", useAlphaAsMask);
Graphics.Blit(from, to, brightPassFilterMaterial);
}
private void Vignette(float amount, RenderTexture from, RenderTexture to)
{
if ((bool)lensFlareVignetteMask)
{
screenBlend.SetTexture("_ColorBuffer", lensFlareVignetteMask);
Graphics.Blit(from, to, screenBlend, 3);
}
else
{
vignetteMaterial.SetFloat("vignetteIntensity", amount);
Graphics.Blit(from, to, vignetteMaterial);
}
}
public override void Main()
{
}
}