RadialBlurEvent.cs 2.0 KB

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  1. using System;
  2. using UnityEngine;
  3. namespace Xft
  4. {
  5. public class RadialBlurEvent : CameraEffectEvent
  6. {
  7. public RadialBlurEvent(XftEventComponent owner) : base(CameraEffectEvent.EType.RadialBlur, owner)
  8. {
  9. this.RadialBlurShader = owner.RadialBlurShader;
  10. }
  11. public Material MyMaterial
  12. {
  13. get
  14. {
  15. if (this.m_material == null)
  16. {
  17. this.m_material = new Material(this.RadialBlurShader);
  18. this.m_material.hideFlags = HideFlags.HideAndDontSave;
  19. }
  20. return this.m_material;
  21. }
  22. }
  23. public override bool CheckSupport()
  24. {
  25. bool result = true;
  26. if (!SystemInfo.supportsImageEffects)
  27. {
  28. result = false;
  29. }
  30. if (!this.MyMaterial.shader.isSupported)
  31. {
  32. result = false;
  33. }
  34. return result;
  35. }
  36. public override void Update(float deltaTime)
  37. {
  38. this.m_elapsedTime += deltaTime;
  39. Vector3 center = base.MyCamera.WorldToScreenPoint(this.m_owner.RadialBlurObj.position);
  40. this.Center = center;
  41. if (this.m_owner.RBStrengthType == MAGTYPE.Fixed)
  42. {
  43. this.m_strength = this.m_owner.RBSampleStrength;
  44. }
  45. else if (this.m_owner.RBStrengthType == MAGTYPE.Curve_OBSOLETE)
  46. {
  47. this.m_strength = this.m_owner.RBSampleStrengthCurve.Evaluate(this.m_elapsedTime);
  48. }
  49. else
  50. {
  51. this.m_strength = this.m_owner.RBSampleStrengthCurveX.Evaluate(this.m_elapsedTime);
  52. }
  53. }
  54. public override void OnRenderImage(RenderTexture source, RenderTexture destination)
  55. {
  56. this.MyMaterial.SetFloat("_SampleDist", this.m_owner.RBSampleDist);
  57. this.MyMaterial.SetFloat("_SampleStrength", this.m_strength);
  58. Vector4 zero = Vector4.zero;
  59. zero.x = this.Center.x / (float)Screen.width;
  60. zero.y = this.Center.y / (float)Screen.height;
  61. this.MyMaterial.SetVector("_Center", zero);
  62. Graphics.Blit(source, destination, this.m_material);
  63. }
  64. protected Material m_material;
  65. public Shader RadialBlurShader;
  66. public Vector3 Center = new Vector3(0.5f, 0.5f, 0f);
  67. protected float m_strength;
  68. }
  69. }