1 using System;
2 using UnityEngine;
3
4 namespace UnityStandardAssets.ImageEffects
5 {
6 [ExecuteInEditMode]
7 [RequireComponent (typeof(Camera))]
8 [AddComponentMenu ("Image Effects/Bloom and Glow/Bloom (Optimized)")]
9 public class BloomOptimized : PostEffectsBase
10 {
11
12 public enum Resolution
13 {
14 Low = 0,
15 High = 1,
16 }
17
18 public enum BlurType
19 {
20 Standard = 0,
21 Sgx = 1,
22 }
23
24 [Range(0.0f, 1.5f)]
25 public float threshold = 0.25f;
26 [Range(0.0f, 2.5f)]
27 public float intensity = 0.75f;
28
29 [Range(0.25f, 5.5f)]
30 public float blurSize = 1.0f;
31
32 Resolution resolution = Resolution.Low;
33 [Range(1, 4)]
34 public int blurIterations = 1;
35
36 public BlurType blurType= BlurType.Standard;
37
38 public Shader fastBloomShader = null;
39 private Material fastBloomMaterial = null;
40
41
42 public override bool CheckResources ()
43 {
44 CheckSupport (false);
45
46 fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial);
47
48 if (!isSupported)
49 ReportAutoDisable ();
50 return isSupported;
51 }
52
53 void OnDisable ()
54 {
55 if (fastBloomMaterial)
56 DestroyImmediate (fastBloomMaterial);
57 }
58
59 void OnRenderImage (RenderTexture source, RenderTexture destination)
60 {
61 if (CheckResources() == false)
62 {
63 Graphics.Blit (source, destination);
64 return;
65 }
66
67 int divider = resolution == Resolution.Low ? 4 : 2;
68 float widthMod = resolution == Resolution.Low ? 0.5f : 1.0f;
69
70 fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, 0.0f, threshold, intensity));
71 source.filterMode = FilterMode.Bilinear;
72
73 var rtW= source.width/divider;
74 var rtH= source.height/divider;
75
76 // downsample
77 RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
78 rt.filterMode = FilterMode.Bilinear;
79 Graphics.Blit (source, rt, fastBloomMaterial, 1);
80
81 var passOffs= blurType == BlurType.Standard ? 0 : 2;
82
83 for(int i = 0; i < blurIterations; i++)
84 {
85 fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshold, intensity));
86
87 // vertical blur
88 RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
89 rt2.filterMode = FilterMode.Bilinear;
90 Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs);
91 RenderTexture.ReleaseTemporary (rt);
92 rt = rt2;
93
94 // horizontal blur
95 rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
96 rt2.filterMode = FilterMode.Bilinear;
97 Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs);
98 RenderTexture.ReleaseTemporary (rt);
99 rt = rt2;
100 }
101
102 fastBloomMaterial.SetTexture ("_Bloom", rt);
103
104 Graphics.Blit (source, destination, fastBloomMaterial, 0);
105
106 RenderTexture.ReleaseTemporary (rt);
107 }
108 }
109 }