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- using System;
- using UnityEngine;
- namespace UnityStandardAssets.ImageEffects
- {
- [ExecuteInEditMode]
- [RequireComponent(typeof(Camera))]
- [AddComponentMenu("Image Effects/Color Adjustments/Contrast Enhance (Unsharp Mask)")]
- public class ContrastEnhance : PostEffectsBase
- {
- [Range(0.0f, 1.0f)]
- public float intensity = 0.5f;
- [Range(0.0f,0.999f)]
- public float threshold = 0.0f;
- private Material separableBlurMaterial;
- private Material contrastCompositeMaterial;
- [Range(0.0f,1.0f)]
- public float blurSpread = 1.0f;
- public Shader separableBlurShader = null;
- public Shader contrastCompositeShader = null;
- public override bool CheckResources ()
- {
- CheckSupport (false);
- contrastCompositeMaterial = CheckShaderAndCreateMaterial (contrastCompositeShader, contrastCompositeMaterial);
- separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial);
- if (!isSupported)
- ReportAutoDisable ();
- return isSupported;
- }
- void OnRenderImage (RenderTexture source, RenderTexture destination)
- {
- if (CheckResources()==false)
- {
- Graphics.Blit (source, destination);
- return;
- }
- int rtW = source.width;
- int rtH = source.height;
- RenderTexture color2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0);
- // downsample
- Graphics.Blit (source, color2);
- RenderTexture color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
- Graphics.Blit (color2, color4a);
- RenderTexture.ReleaseTemporary (color2);
- // blur
- separableBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, (blurSpread * 1.0f) / color4a.height, 0.0f, 0.0f));
- RenderTexture color4b = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
- Graphics.Blit (color4a, color4b, separableBlurMaterial);
- RenderTexture.ReleaseTemporary (color4a);
- separableBlurMaterial.SetVector ("offsets", new Vector4 ((blurSpread * 1.0f) / color4a.width, 0.0f, 0.0f, 0.0f));
- color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
- Graphics.Blit (color4b, color4a, separableBlurMaterial);
- RenderTexture.ReleaseTemporary (color4b);
- // composite
- contrastCompositeMaterial.SetTexture ("_MainTexBlurred", color4a);
- contrastCompositeMaterial.SetFloat ("intensity", intensity);
- contrastCompositeMaterial.SetFloat ("threshold", threshold);
- Graphics.Blit (source, destination, contrastCompositeMaterial);
- RenderTexture.ReleaseTemporary (color4a);
- }
- }
- }
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