噩梦5Tilt Shift (Lens Blur) 倾斜移位(镜头模糊)
卢光远
2023-12-01
using System;
using UnityEngine;
namespace UnitySampleAssets.ImageEffects
{
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Camera/Tilt Shift (Lens Blur)")]
class TiltShift : PostEffectsBase {
public enum TiltShiftMode
{
TiltShiftMode,
IrisMode,
}
public enum TiltShiftQuality
{
Preview,
Normal,
High,
}
public TiltShiftMode mode = TiltShiftMode.TiltShiftMode;
public TiltShiftQuality quality = TiltShiftQuality.Normal;
[Range(0.0f, 15.0f)]
public float blurArea = 1.0f;
[Range(0.0f, 25.0f)]
public float maxBlurSize = 5.0f;
[Range(0, 1)]
public int downsample = 0;
public Shader tiltShiftShader = null;
private Material tiltShiftMaterial = null;
public override bool CheckResources () {
CheckSupport (true);
tiltShiftMaterial = CheckShaderAndCreateMaterial (tiltShiftShader, tiltShiftMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnRenderImage (RenderTexture source, RenderTexture destination) {
if (CheckResources() == false) {
Graphics.Blit (source, destination);
return;
}
tiltShiftMaterial.SetFloat("_BlurSize", maxBlurSize < 0.0f ? 0.0f : maxBlurSize);
tiltShiftMaterial.SetFloat("_BlurArea", blurArea);
source.filterMode = FilterMode.Bilinear;
RenderTexture rt = destination;
if (downsample > 0f) {
rt = RenderTexture.GetTemporary (source.width>>downsample, source.height>>downsample, 0, source.format);
rt.filterMode = FilterMode.Bilinear;
}
int basePassNr = (int) quality; basePassNr *= 2;
Graphics.Blit (source, rt, tiltShiftMaterial, mode == TiltShiftMode.TiltShiftMode ? basePassNr : basePassNr + 1);
if (downsample > 0) {
tiltShiftMaterial.SetTexture ("_Blurred", rt);
Graphics.Blit (source, destination, tiltShiftMaterial, 6);
}
if (rt != destination)
RenderTexture.ReleaseTemporary (rt);
}
}
}