mirror of
https://github.com/ApfelTeeSaft/Slender.git
synced 2026-08-27 11:53:34 +00:00
83 lines
2.5 KiB
C#
83 lines
2.5 KiB
C#
using System;
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using UnityEngine;
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[Serializable]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Contrast Enhance (Unsharp Mask)")]
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[ExecuteInEditMode]
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public class ContrastEnhance : PostEffectsBase
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{
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public float intensity;
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public float threshhold;
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private Material separableBlurMaterial;
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private Material contrastCompositeMaterial;
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public float blurSpread;
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public Shader separableBlurShader;
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public Shader contrastCompositeShader;
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public ContrastEnhance()
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{
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intensity = 0.5f;
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blurSpread = 1f;
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}
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public virtual void OnDisable()
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{
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if ((bool)contrastCompositeMaterial)
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{
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UnityEngine.Object.DestroyImmediate(contrastCompositeMaterial);
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}
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if ((bool)separableBlurMaterial)
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{
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UnityEngine.Object.DestroyImmediate(separableBlurMaterial);
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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(false);
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contrastCompositeMaterial = CheckShaderAndCreateMaterial(contrastCompositeShader, contrastCompositeMaterial);
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separableBlurMaterial = CheckShaderAndCreateMaterial(separableBlurShader, separableBlurMaterial);
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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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RenderTexture temporary = RenderTexture.GetTemporary((int)((float)source.width / 2f), (int)((float)source.height / 2f), 0);
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RenderTexture temporary2 = RenderTexture.GetTemporary((int)((float)source.width / 4f), (int)((float)source.height / 4f), 0);
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RenderTexture temporary3 = RenderTexture.GetTemporary((int)((float)source.width / 4f), (int)((float)source.height / 4f), 0);
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Graphics.Blit(source, temporary);
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Graphics.Blit(temporary, temporary2);
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separableBlurMaterial.SetVector("offsets", new Vector4(0f, blurSpread * 1f / (float)temporary2.height, 0f, 0f));
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Graphics.Blit(temporary2, temporary3, separableBlurMaterial);
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separableBlurMaterial.SetVector("offsets", new Vector4(blurSpread * 1f / (float)temporary2.width, 0f, 0f, 0f));
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Graphics.Blit(temporary3, temporary2, separableBlurMaterial);
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contrastCompositeMaterial.SetTexture("_MainTexBlurred", temporary2);
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contrastCompositeMaterial.SetFloat("intensity", intensity);
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contrastCompositeMaterial.SetFloat("threshhold", threshhold);
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Graphics.Blit(source, destination, contrastCompositeMaterial);
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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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