4 namespace UnityStandardAssets.ImageEffects
7 [RequireComponent (typeof(Camera))]
8 [AddComponentMenu (
"Image Effects/Camera/Vignette and Chromatic Aberration")]
11 public enum AberrationMode
18 public AberrationMode mode = AberrationMode.Simple;
19 public float intensity = 0.036f;
20 public float chromaticAberration = 0.2f;
21 public float axialAberration = 0.5f;
22 public float blur = 0.0f;
23 public float blurSpread = 0.75f;
24 public float luminanceDependency = 0.25f;
25 public float blurDistance = 2.5f;
26 public Shader vignetteShader;
27 public Shader separableBlurShader;
28 public Shader chromAberrationShader;
31 private Material m_VignetteMaterial;
32 private Material m_SeparableBlurMaterial;
33 private Material m_ChromAberrationMaterial;
36 public override bool CheckResources ()
40 m_VignetteMaterial = CheckShaderAndCreateMaterial (vignetteShader, m_VignetteMaterial);
41 m_SeparableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, m_SeparableBlurMaterial);
42 m_ChromAberrationMaterial = CheckShaderAndCreateMaterial (chromAberrationShader, m_ChromAberrationMaterial);
50 void OnRenderImage (RenderTexture source, RenderTexture destination)
52 if ( CheckResources () ==
false)
54 Graphics.Blit (source, destination);
58 int rtW = source.width;
59 int rtH = source.height;
61 bool doPrepass = (Mathf.Abs(blur)>0.0f || Mathf.Abs(intensity)>0.0f);
63 float widthOverHeight = (1.0f * rtW) / (1.0f * rtH);
64 const float oneOverBaseSize = 1.0f / 512.0f;
66 RenderTexture color = null;
67 RenderTexture color2A = null;
71 color = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
74 if (Mathf.Abs (blur)>0.0f)
76 color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format);
78 Graphics.Blit (source, color2A, m_ChromAberrationMaterial, 0);
80 for(
int i = 0; i < 2; i++)
82 m_SeparableBlurMaterial.SetVector (
"offsets",
new Vector4 (0.0f, blurSpread * oneOverBaseSize, 0.0f, 0.0f));
83 RenderTexture color2B = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format);
84 Graphics.Blit (color2A, color2B, m_SeparableBlurMaterial);
85 RenderTexture.ReleaseTemporary (color2A);
87 m_SeparableBlurMaterial.SetVector (
"offsets",
new Vector4 (blurSpread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f));
88 color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format);
89 Graphics.Blit (color2B, color2A, m_SeparableBlurMaterial);
90 RenderTexture.ReleaseTemporary (color2B);
94 m_VignetteMaterial.SetFloat(
"_Intensity", (1.0f / (1.0f - intensity) - 1.0f));
95 m_VignetteMaterial.SetFloat(
"_Blur", (1.0f / (1.0f - blur)) - 1.0f);
96 m_VignetteMaterial.SetTexture (
"_VignetteTex", color2A);
98 Graphics.Blit (source, color, m_VignetteMaterial, 0);
101 m_ChromAberrationMaterial.SetFloat (
"_ChromaticAberration", chromaticAberration);
102 m_ChromAberrationMaterial.SetFloat (
"_AxialAberration", axialAberration);
103 m_ChromAberrationMaterial.SetVector (
"_BlurDistance",
new Vector2 (-blurDistance, blurDistance));
104 m_ChromAberrationMaterial.SetFloat (
"_Luminance", 1.0f/Mathf.Max(Mathf.Epsilon, luminanceDependency));
106 if (doPrepass) color.wrapMode = TextureWrapMode.Clamp;
107 else source.wrapMode = TextureWrapMode.Clamp;
108 Graphics.Blit (doPrepass ? color : source, destination, m_ChromAberrationMaterial, mode == AberrationMode.Advanced ? 2 : 1);
110 RenderTexture.ReleaseTemporary (color);
111 RenderTexture.ReleaseTemporary (color2A);