GlowPerObjEvent.cs 6.9 KB

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  1. using System;
  2. using UnityEngine;
  3. namespace Xft
  4. {
  5. public class GlowPerObjEvent : CameraEffectEvent
  6. {
  7. public GlowPerObjEvent(XftEventComponent owner) : base(CameraEffectEvent.EType.GlowPerObj, owner)
  8. {
  9. this.ReplacementShader = owner.GlowPerObjReplacementShader;
  10. this.blendShader = owner.GlowPerObjBlendShader;
  11. this.downsampleShader = owner.GlowDownSampleShader;
  12. this.compositeShader = owner.GlowCompositeShader;
  13. this.blurShader = owner.GlowBlurShader;
  14. }
  15. protected Camera ShaderCamera
  16. {
  17. get
  18. {
  19. if (this.m_shaderCamera == null)
  20. {
  21. this.m_shaderCamera = new GameObject("ShaderCamera", new Type[]
  22. {
  23. typeof(Camera)
  24. });
  25. this.m_shaderCamera.GetComponent<Camera>().enabled = false;
  26. this.m_shaderCamera.hideFlags = HideFlags.HideAndDontSave;
  27. }
  28. return this.m_shaderCamera.GetComponent<Camera>();
  29. }
  30. }
  31. protected Material compositeMaterial
  32. {
  33. get
  34. {
  35. if (this.m_CompositeMaterial == null)
  36. {
  37. this.m_CompositeMaterial = new Material(this.compositeShader);
  38. this.m_CompositeMaterial.hideFlags = HideFlags.HideAndDontSave;
  39. }
  40. return this.m_CompositeMaterial;
  41. }
  42. }
  43. protected Material blurMaterial
  44. {
  45. get
  46. {
  47. if (this.m_BlurMaterial == null)
  48. {
  49. this.m_BlurMaterial = new Material(this.blurShader);
  50. this.m_BlurMaterial.hideFlags = HideFlags.HideAndDontSave;
  51. }
  52. return this.m_BlurMaterial;
  53. }
  54. }
  55. protected Material downsampleMaterial
  56. {
  57. get
  58. {
  59. if (this.m_DownsampleMaterial == null)
  60. {
  61. this.m_DownsampleMaterial = new Material(this.downsampleShader);
  62. this.m_DownsampleMaterial.hideFlags = HideFlags.HideAndDontSave;
  63. }
  64. return this.m_DownsampleMaterial;
  65. }
  66. }
  67. protected Material blendMaterial
  68. {
  69. get
  70. {
  71. if (this.m_blendMaterial == null)
  72. {
  73. this.m_blendMaterial = new Material(this.blendShader);
  74. this.m_blendMaterial.hideFlags = HideFlags.HideAndDontSave;
  75. }
  76. return this.m_blendMaterial;
  77. }
  78. }
  79. public override void Initialize()
  80. {
  81. base.Initialize();
  82. if (base.MyCamera.depthTextureMode == DepthTextureMode.None)
  83. {
  84. base.MyCamera.depthTextureMode = DepthTextureMode.Depth;
  85. }
  86. }
  87. public override bool CheckSupport()
  88. {
  89. bool result = true;
  90. if (!SystemInfo.supportsImageEffects)
  91. {
  92. result = false;
  93. }
  94. if (!this.blurMaterial.shader.isSupported)
  95. {
  96. result = false;
  97. }
  98. if (!this.compositeMaterial.shader.isSupported)
  99. {
  100. result = false;
  101. }
  102. if (!this.downsampleMaterial.shader.isSupported)
  103. {
  104. result = false;
  105. }
  106. return result;
  107. }
  108. public override void OnPreRender()
  109. {
  110. this.PrepareRenderTex();
  111. Camera shaderCamera = this.ShaderCamera;
  112. shaderCamera.CopyFrom(base.MyCamera);
  113. shaderCamera.backgroundColor = Color.black;
  114. shaderCamera.clearFlags = CameraClearFlags.Color;
  115. shaderCamera.targetTexture = this.TempRenderTex;
  116. shaderCamera.RenderWithShader(this.ReplacementShader, "XftEffect");
  117. }
  118. public override void Update(float deltaTime)
  119. {
  120. this.m_elapsedTime += deltaTime;
  121. float t = this.m_owner.ColorCurve.Evaluate(this.m_elapsedTime);
  122. this.m_tint = Color.Lerp(this.m_owner.GlowColorStart, this.m_owner.GlowColorEnd, t);
  123. }
  124. public override void OnRenderImage(RenderTexture source, RenderTexture destination)
  125. {
  126. this.RenderGlow(this.TempRenderTex, this.TempRenderGlow);
  127. this.blendMaterial.SetTexture("_GlowTex", this.TempRenderGlow);
  128. Graphics.Blit(source, destination, this.blendMaterial);
  129. this.ReleaseRenderTex();
  130. }
  131. private void ReleaseRenderTex()
  132. {
  133. if (this.TempRenderGlow != null)
  134. {
  135. RenderTexture.ReleaseTemporary(this.TempRenderGlow);
  136. this.TempRenderGlow = null;
  137. }
  138. if (this.TempRenderTex != null)
  139. {
  140. RenderTexture.ReleaseTemporary(this.TempRenderTex);
  141. this.TempRenderTex = null;
  142. }
  143. }
  144. private void PrepareRenderTex()
  145. {
  146. if (this.TempRenderTex == null)
  147. {
  148. this.TempRenderTex = RenderTexture.GetTemporary(base.MyCamera.pixelWidth, base.MyCamera.pixelHeight, 0);
  149. }
  150. if (this.TempRenderGlow == null)
  151. {
  152. this.TempRenderGlow = RenderTexture.GetTemporary(base.MyCamera.pixelWidth, base.MyCamera.pixelHeight, 0);
  153. }
  154. }
  155. private void FourTapCone(RenderTexture source, RenderTexture dest, int iteration, float spread)
  156. {
  157. float num = 0.5f + (float)iteration * spread;
  158. Graphics.BlitMultiTap(source, dest, this.blurMaterial, new Vector2[]
  159. {
  160. new Vector2(num, num),
  161. new Vector2(-num, num),
  162. new Vector2(num, -num),
  163. new Vector2(-num, -num)
  164. });
  165. }
  166. private void DownSample4x(RenderTexture source, RenderTexture dest, Color tint)
  167. {
  168. this.downsampleMaterial.color = new Color(tint.r, tint.g, tint.b, tint.a / 4f);
  169. Graphics.Blit(source, dest, this.downsampleMaterial);
  170. }
  171. private void RenderGlow(RenderTexture source, RenderTexture destination)
  172. {
  173. float num = this.m_owner.GlowIntensity;
  174. int num2 = this.m_owner.GlowBlurIterations;
  175. float num3 = this.m_owner.GlowBlurSpread;
  176. num = Mathf.Clamp(num, 0f, 10f);
  177. num2 = Mathf.Clamp(num2, 0, 30);
  178. num3 = Mathf.Clamp(num3, 0.5f, 1f);
  179. RenderTexture temporary = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
  180. RenderTexture temporary2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
  181. this.DownSample4x(source, temporary, this.m_tint);
  182. float num4 = Mathf.Clamp01((num - 1f) / 4f);
  183. this.blurMaterial.color = new Color(1f, 1f, 1f, 0.25f + num4);
  184. bool flag = true;
  185. for (int i = 0; i < num2; i++)
  186. {
  187. if (flag)
  188. {
  189. this.FourTapCone(temporary, temporary2, i, num3);
  190. temporary.DiscardContents();
  191. }
  192. else
  193. {
  194. this.FourTapCone(temporary2, temporary, i, num3);
  195. temporary2.DiscardContents();
  196. }
  197. flag = !flag;
  198. }
  199. Graphics.Blit(source, destination);
  200. if (flag)
  201. {
  202. this.BlitGlow(temporary, destination, num);
  203. }
  204. else
  205. {
  206. this.BlitGlow(temporary2, destination, num);
  207. }
  208. RenderTexture.ReleaseTemporary(temporary);
  209. RenderTexture.ReleaseTemporary(temporary2);
  210. }
  211. private void BlitGlow(RenderTexture source, RenderTexture dest, float intensity)
  212. {
  213. this.compositeMaterial.color = new Color(1f, 1f, 1f, Mathf.Clamp01(intensity));
  214. Graphics.Blit(source, dest, this.compositeMaterial);
  215. }
  216. public Shader ReplacementShader;
  217. protected GameObject m_shaderCamera;
  218. protected RenderTexture TempRenderTex;
  219. protected RenderTexture TempRenderGlow;
  220. protected Color m_tint;
  221. public Shader compositeShader;
  222. private Material m_CompositeMaterial;
  223. public Shader blurShader;
  224. private Material m_BlurMaterial;
  225. public Shader downsampleShader;
  226. private Material m_DownsampleMaterial;
  227. public Shader blendShader;
  228. private Material m_blendMaterial;
  229. }
  230. }