From 6eb915c129fc90c6f4c82ae097dd6ffad5239efc Mon Sep 17 00:00:00 2001 From: chai Date: Mon, 25 Jan 2021 14:28:30 +0800 Subject: +scripts --- .../Scripts/PostEffect/MobilePostEffectsBase.cs | 214 +++++++++++++++++++++ 1 file changed, 214 insertions(+) create mode 100644 Client/Assets/Scripts/PostEffect/MobilePostEffectsBase.cs (limited to 'Client/Assets/Scripts/PostEffect/MobilePostEffectsBase.cs') diff --git a/Client/Assets/Scripts/PostEffect/MobilePostEffectsBase.cs b/Client/Assets/Scripts/PostEffect/MobilePostEffectsBase.cs new file mode 100644 index 00000000..43c5e905 --- /dev/null +++ b/Client/Assets/Scripts/PostEffect/MobilePostEffectsBase.cs @@ -0,0 +1,214 @@ +using UnityEngine; +using System.Collections; + +[ExecuteInEditMode] +[RequireComponent(typeof(Camera))] +public class MobilePostEffectsBase : MonoBehaviour +{ + protected bool supportHDRTextures = false; + protected bool isSupported = true; + protected void NotSupported() + { + enabled = false; + isSupported = false; + return; + } + protected Material CheckShaderAndCreateMaterial(Shader s, Material m2Create) + { + if (!s) + { + Debug.Log("Missing shader in " + this.ToString()); + enabled = false; + return null; + } + + if (s.isSupported && m2Create && m2Create.shader == s) + return m2Create; + + if (!s.isSupported) + { + NotSupported(); + Debug.Log("The shader " + s.ToString() + " on effect " + this.ToString() + " is not supported on this platform!"); + return null; + } + else + { + m2Create = new Material(s); + m2Create.hideFlags = HideFlags.DontSave; + if (m2Create) + return m2Create; + else return null; + } + } + protected Material CreateMaterial(Shader s, Material m2Create) + { + if (!s) + { + Debug.Log("Missing shader in " + this.ToString()); + return null; + } + + if (m2Create && (m2Create.shader == s) && (s.isSupported)) + return m2Create; + + if (!s.isSupported) + { + return null; + } + else + { + m2Create = new Material(s); + m2Create.hideFlags = HideFlags.DontSave; + if (m2Create) + return m2Create; + else return null; + } + } + protected void OnEnable() + { + isSupported = true; + CheckResources(); + } + + protected bool CheckSupport() + { + return CheckSupport(false); + } + + protected virtual bool CheckResources() + { + Debug.LogWarning("CheckResources () for " + this.ToString() + " should be overwritten."); + return isSupported; + } + + protected bool CheckSupport(bool needDepth) + { + isSupported = true; + supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); + + if (!SystemInfo.supportsImageEffects) { + NotSupported (); + return false; + } + + if(needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) { + NotSupported (); + return false; + } + + if(needDepth) + GetComponent().depthTextureMode |= DepthTextureMode.Depth; + + return true; + } + + protected bool CheckSupport (bool needDepth,bool needHdr) + { + if(!CheckSupport(needDepth)) + return false; + + if(needHdr && !supportHDRTextures) { + NotSupported (); + return false; + } + return true; + } + + protected bool CheckShader(Shader s) + { + Debug.Log("The shader " + s.ToString() + " on effect " + this.ToString() + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); + if (!s.isSupported) + { + NotSupported(); + return false; + } + else + { + return false; + } + } + + protected void DrawBorder (RenderTexture dest,Material material) + { + float x1; + float x2; + float y1; + float y2; + + RenderTexture.active = dest; + bool invertY = true; // source.texelSize.y < 0.0f; + // Set up the simple Matrix + GL.PushMatrix(); + GL.LoadOrtho(); + + for (int i = 0; i < material.passCount; i++) + { + material.SetPass(i); + + float y1_; + float y2_; + if (invertY) + { + y1_ = 1.0f; y2_ = 0.0f; + } + else + { + y1_ = 0.0f; y2_ = 1.0f; + } + + // left + x1 = 0.0f; + x2 = 0.0f + 1.0f/(dest.width*1.0f); + y1 = 0.0f; + y2 = 1.0f; + GL.Begin(GL.QUADS); + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + // right + x1 = 1.0f - 1.0f/(dest.width*1.0f); + x2 = 1.0f; + y1 = 0.0f; + y2 = 1.0f; + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + // top + x1 = 0.0f; + x2 = 1.0f; + y1 = 0.0f; + y2 = 0.0f + 1.0f/(dest.height*1.0f); + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + // bottom + x1 = 0.0f; + x2 = 1.0f; + y1 = 1.0f - 1.0f/(dest.height*1.0f); + y2 = 1.0f; + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + GL.End(); + } + + GL.PopMatrix(); + } + + // Use this for initialization + void Start () { + + } +} -- cgit v1.1-26-g67d0