1 using System;
2 using UnityEngine;
3
4 namespace UnityStandardAssets.ImageEffects
5 {
6 [ExecuteInEditMode]
7 [RequireComponent (typeof(Camera))]
8 [AddComponentMenu ("Image Effects/Blur/Blur (Optimized)")]
9 public class BlurOptimized : PostEffectsBase
10 {
11
12 [Range(0, 2)]
13 public int downsample = 1;
14
15 public enum BlurType {
16 StandardGauss = 0,
17 SgxGauss = 1,
18 }
19
20 [Range(0.0f, 10.0f)]
21 public float blurSize = 3.0f;
22
23 [Range(1, 4)]
24 public int blurIterations = 2;
25
26 public BlurType blurType= BlurType.StandardGauss;
27
28 public Shader blurShader = null;
29 private Material blurMaterial = null;
30
31
32 public override bool CheckResources () {
33 CheckSupport (false);
34
35 blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial);
36
37 if (!isSupported)
38 ReportAutoDisable ();
39 return isSupported;
40 }
41
42 public void OnDisable () {
43 if (blurMaterial)
44 DestroyImmediate (blurMaterial);
45 }
46
47 public void OnRenderImage (RenderTexture source, RenderTexture destination) {
48 if (CheckResources() == false) {
49 Graphics.Blit (source, destination);
50 return;
51 }
52
53 float widthMod = 1.0f / (1.0f * (1<<downsample));
54
55 blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, -blurSize * widthMod, 0.0f, 0.0f));
56 source.filterMode = FilterMode.Bilinear;
57
58 int rtW = source.width >> downsample;
59 int rtH = source.height >> downsample;
60
61 // downsample
62 RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
63
64 rt.filterMode = FilterMode.Bilinear;
65 Graphics.Blit (source, rt, blurMaterial, 0);
66
67 var passOffs= blurType == BlurType.StandardGauss ? 0 : 2;
68
69 for(int i = 0; i < blurIterations; i++) {
70 float iterationOffs = (i*1.0f);
71 blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + iterationOffs, -blurSize * widthMod - iterationOffs, 0.0f, 0.0f));
72
73 // vertical blur
74 RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
75 rt2.filterMode = FilterMode.Bilinear;
76 Graphics.Blit (rt, rt2, blurMaterial, 1 + passOffs);
77 RenderTexture.ReleaseTemporary (rt);
78 rt = rt2;
79
80 // horizontal blur
81 rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
82 rt2.filterMode = FilterMode.Bilinear;
83 Graphics.Blit (rt, rt2, blurMaterial, 2 + passOffs);
84 RenderTexture.ReleaseTemporary (rt);
85 rt = rt2;
86 }
87
88 Graphics.Blit (rt, destination);
89
90 RenderTexture.ReleaseTemporary (rt);
91 }
92 }
93 }