diff options
author | chai <chaifix@163.com> | 2021-01-25 14:28:30 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2021-01-25 14:28:30 +0800 |
commit | 6eb915c129fc90c6f4c82ae097dd6ffad5239efc (patch) | |
tree | 7dd2be50edf41f36b60fac84696e731c13afe617 /Client/Assets/Scripts/XEditor/XSkillEditor/Effect/RadialBlur.cs |
+scripts
Diffstat (limited to 'Client/Assets/Scripts/XEditor/XSkillEditor/Effect/RadialBlur.cs')
-rw-r--r-- | Client/Assets/Scripts/XEditor/XSkillEditor/Effect/RadialBlur.cs | 49 |
1 files changed, 49 insertions, 0 deletions
diff --git a/Client/Assets/Scripts/XEditor/XSkillEditor/Effect/RadialBlur.cs b/Client/Assets/Scripts/XEditor/XSkillEditor/Effect/RadialBlur.cs new file mode 100644 index 00000000..553496bf --- /dev/null +++ b/Client/Assets/Scripts/XEditor/XSkillEditor/Effect/RadialBlur.cs @@ -0,0 +1,49 @@ +#if UNITY_EDITOR
+using UnityEngine;
+
+[ExecuteInEditMode]
+[RequireComponent(typeof(Camera))]
+
+public class RadialBlur : ImageEffectBase
+{
+ public float blurStrength = 6.0f;
+ public float blurWidth = 0.7f;
+
+ void Awake()
+ {
+ enabled = false;
+ m_shaderName = "Hidden/radialBlur";
+ //if (!SystemInfo.supportsRenderTextures)
+ //{
+ // enabled = false;
+ // return;
+ //}
+ }
+ void OnEnable()
+ {
+ }
+ void OnRenderImage(RenderTexture source, RenderTexture dest)
+ {
+ // Create the accumulation texture
+ //if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height)
+ //{
+ // DestroyImmediate(accumTexture);
+ // accumTexture = new RenderTexture(source.width, source.height, 0);
+ // accumTexture.hideFlags = HideFlags.HideAndDontSave;
+ // Graphics.Blit(source, accumTexture);
+ //}
+
+ material.SetTexture("_MainTex", source);
+ material.SetFloat("_BlurStrength", blurStrength);
+ material.SetFloat("_BlurWidth", blurWidth);
+ material.SetFloat("_iHeight", 1);
+ material.SetFloat("_iWidth", 1);
+ //accumTexture.MarkRestoreExpected();
+
+ // Graphics.Blit(source, accumTexture, material);
+ // Graphics.Blit(accumTexture, dest);
+
+ Graphics.Blit(source, dest, material);
+ }
+}
+#endif
\ No newline at end of file |