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using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class FastBloom : PostEffectsBase
{
public enum Resolution {
Low = 0,
High = 1,
}
public enum BlurType {
Standard = 0,
Sgx = 1,
}
[Range(0.0f, 1.5f)]
public float threshhold = 0.25f;
[Range(0.0f, 2.5f)]
public float intensity = 0.75f;
[Range(0.25f, 5.5f)]
public float blurSize = 1.0f;
Resolution resolution = Resolution.Low;
[Range(1, 4)]
public int blurIterations = 1;
public BlurType blurType = BlurType.Standard;
public Shader fastBloomShader;
private Material fastBloomMaterial = null;
new bool CheckResources ()
{
CheckSupport (false);
fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial);
if(!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnDisable() {
if(fastBloomMaterial)
DestroyImmediate (fastBloomMaterial);
}
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if(CheckResources() == false) {
Graphics.Blit (source, destination);
return;
}
int divider = resolution == Resolution.Low ? 4 : 2;
float widthMod = resolution == Resolution.Low ? 0.5f : 1.0f;
fastBloomMaterial.SetVector ("_Parameter",new Vector4 (blurSize * widthMod, 0.0f, threshhold, intensity));
source.filterMode = FilterMode.Bilinear;
var rtW = source.width/divider;
var rtH = source.height/divider;
// downsample
RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
rt.filterMode = FilterMode.Bilinear;
Graphics.Blit (source, rt, fastBloomMaterial, 1);
int passOffs = blurType == BlurType.Standard ? 0 : 2;
for(int i = 0; i < blurIterations; i++) {
fastBloomMaterial.SetVector("_Parameter", new Vector4(blurSize * widthMod + (i * 1.0f), 0.0f, threshhold, intensity));
// vertical blur
RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
rt2.filterMode = FilterMode.Bilinear;
Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs);
RenderTexture.ReleaseTemporary (rt);
rt = rt2;
// horizontal blur
rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
rt2.filterMode = FilterMode.Bilinear;
Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs);
RenderTexture.ReleaseTemporary (rt);
rt = rt2;
}
fastBloomMaterial.SetTexture ("_Bloom", rt);
Graphics.Blit (source, destination, fastBloomMaterial, 0);
RenderTexture.ReleaseTemporary (rt);
}
}
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