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

151 lines
4.5 KiB
C#

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<Camera>().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<Camera>().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<Camera>());
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()
{
}
}