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- using System;
- using UnityEngine;
- namespace Xft
- {
- public class GlowPerObjEvent : CameraEffectEvent
- {
- public GlowPerObjEvent(XftEventComponent owner) : base(CameraEffectEvent.EType.GlowPerObj, owner)
- {
- this.ReplacementShader = owner.GlowPerObjReplacementShader;
- this.blendShader = owner.GlowPerObjBlendShader;
- this.downsampleShader = owner.GlowDownSampleShader;
- this.compositeShader = owner.GlowCompositeShader;
- this.blurShader = owner.GlowBlurShader;
- }
- protected Camera ShaderCamera
- {
- get
- {
- if (this.m_shaderCamera == null)
- {
- this.m_shaderCamera = new GameObject("ShaderCamera", new Type[]
- {
- typeof(Camera)
- });
- this.m_shaderCamera.GetComponent<Camera>().enabled = false;
- this.m_shaderCamera.hideFlags = HideFlags.HideAndDontSave;
- }
- return this.m_shaderCamera.GetComponent<Camera>();
- }
- }
- protected Material compositeMaterial
- {
- get
- {
- if (this.m_CompositeMaterial == null)
- {
- this.m_CompositeMaterial = new Material(this.compositeShader);
- this.m_CompositeMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
- return this.m_CompositeMaterial;
- }
- }
- protected Material blurMaterial
- {
- get
- {
- if (this.m_BlurMaterial == null)
- {
- this.m_BlurMaterial = new Material(this.blurShader);
- this.m_BlurMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
- return this.m_BlurMaterial;
- }
- }
- protected Material downsampleMaterial
- {
- get
- {
- if (this.m_DownsampleMaterial == null)
- {
- this.m_DownsampleMaterial = new Material(this.downsampleShader);
- this.m_DownsampleMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
- return this.m_DownsampleMaterial;
- }
- }
- protected Material blendMaterial
- {
- get
- {
- if (this.m_blendMaterial == null)
- {
- this.m_blendMaterial = new Material(this.blendShader);
- this.m_blendMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
- return this.m_blendMaterial;
- }
- }
- public override void Initialize()
- {
- base.Initialize();
- if (base.MyCamera.depthTextureMode == DepthTextureMode.None)
- {
- base.MyCamera.depthTextureMode = DepthTextureMode.Depth;
- }
- }
- public override bool CheckSupport()
- {
- bool result = true;
- if (!SystemInfo.supportsImageEffects)
- {
- result = false;
- }
- if (!this.blurMaterial.shader.isSupported)
- {
- result = false;
- }
- if (!this.compositeMaterial.shader.isSupported)
- {
- result = false;
- }
- if (!this.downsampleMaterial.shader.isSupported)
- {
- result = false;
- }
- return result;
- }
- public override void OnPreRender()
- {
- this.PrepareRenderTex();
- Camera shaderCamera = this.ShaderCamera;
- shaderCamera.CopyFrom(base.MyCamera);
- shaderCamera.backgroundColor = Color.black;
- shaderCamera.clearFlags = CameraClearFlags.Color;
- shaderCamera.targetTexture = this.TempRenderTex;
- shaderCamera.RenderWithShader(this.ReplacementShader, "XftEffect");
- }
- public override void Update(float deltaTime)
- {
- this.m_elapsedTime += deltaTime;
- float t = this.m_owner.ColorCurve.Evaluate(this.m_elapsedTime);
- this.m_tint = Color.Lerp(this.m_owner.GlowColorStart, this.m_owner.GlowColorEnd, t);
- }
- public override void OnRenderImage(RenderTexture source, RenderTexture destination)
- {
- this.RenderGlow(this.TempRenderTex, this.TempRenderGlow);
- this.blendMaterial.SetTexture("_GlowTex", this.TempRenderGlow);
- Graphics.Blit(source, destination, this.blendMaterial);
- this.ReleaseRenderTex();
- }
- private void ReleaseRenderTex()
- {
- if (this.TempRenderGlow != null)
- {
- RenderTexture.ReleaseTemporary(this.TempRenderGlow);
- this.TempRenderGlow = null;
- }
- if (this.TempRenderTex != null)
- {
- RenderTexture.ReleaseTemporary(this.TempRenderTex);
- this.TempRenderTex = null;
- }
- }
- private void PrepareRenderTex()
- {
- if (this.TempRenderTex == null)
- {
- this.TempRenderTex = RenderTexture.GetTemporary(base.MyCamera.pixelWidth, base.MyCamera.pixelHeight, 0);
- }
- if (this.TempRenderGlow == null)
- {
- this.TempRenderGlow = RenderTexture.GetTemporary(base.MyCamera.pixelWidth, base.MyCamera.pixelHeight, 0);
- }
- }
- private void FourTapCone(RenderTexture source, RenderTexture dest, int iteration, float spread)
- {
- float num = 0.5f + (float)iteration * spread;
- Graphics.BlitMultiTap(source, dest, this.blurMaterial, new Vector2[]
- {
- new Vector2(num, num),
- new Vector2(-num, num),
- new Vector2(num, -num),
- new Vector2(-num, -num)
- });
- }
- private void DownSample4x(RenderTexture source, RenderTexture dest, Color tint)
- {
- this.downsampleMaterial.color = new Color(tint.r, tint.g, tint.b, tint.a / 4f);
- Graphics.Blit(source, dest, this.downsampleMaterial);
- }
- private void RenderGlow(RenderTexture source, RenderTexture destination)
- {
- float num = this.m_owner.GlowIntensity;
- int num2 = this.m_owner.GlowBlurIterations;
- float num3 = this.m_owner.GlowBlurSpread;
- num = Mathf.Clamp(num, 0f, 10f);
- num2 = Mathf.Clamp(num2, 0, 30);
- num3 = Mathf.Clamp(num3, 0.5f, 1f);
- RenderTexture temporary = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
- RenderTexture temporary2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
- this.DownSample4x(source, temporary, this.m_tint);
- float num4 = Mathf.Clamp01((num - 1f) / 4f);
- this.blurMaterial.color = new Color(1f, 1f, 1f, 0.25f + num4);
- bool flag = true;
- for (int i = 0; i < num2; i++)
- {
- if (flag)
- {
- this.FourTapCone(temporary, temporary2, i, num3);
- temporary.DiscardContents();
- }
- else
- {
- this.FourTapCone(temporary2, temporary, i, num3);
- temporary2.DiscardContents();
- }
- flag = !flag;
- }
- Graphics.Blit(source, destination);
- if (flag)
- {
- this.BlitGlow(temporary, destination, num);
- }
- else
- {
- this.BlitGlow(temporary2, destination, num);
- }
- RenderTexture.ReleaseTemporary(temporary);
- RenderTexture.ReleaseTemporary(temporary2);
- }
- private void BlitGlow(RenderTexture source, RenderTexture dest, float intensity)
- {
- this.compositeMaterial.color = new Color(1f, 1f, 1f, Mathf.Clamp01(intensity));
- Graphics.Blit(source, dest, this.compositeMaterial);
- }
- public Shader ReplacementShader;
- protected GameObject m_shaderCamera;
- protected RenderTexture TempRenderTex;
- protected RenderTexture TempRenderGlow;
- protected Color m_tint;
- public Shader compositeShader;
- private Material m_CompositeMaterial;
- public Shader blurShader;
- private Material m_BlurMaterial;
- public Shader downsampleShader;
- private Material m_DownsampleMaterial;
- public Shader blendShader;
- private Material m_blendMaterial;
- }
- }
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