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

98 lines
2.6 KiB
C#

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