1 using System;
2 using
UnityEngine;
3
4 namespace
UnityStandardAssets.ImageEffects
5 {
6     
[ExecuteInEditMode]
7     
[RequireComponent (typeof (Camera))]
8     
[AddComponentMenu ("Image Effects/Edge Detection/Edge Detection")]
9     
public class EdgeDetection : PostEffectsBase
10     {
11         
public enum EdgeDetectMode
12         {
13             TriangleDepthNormals =
0,
14             RobertsCrossDepthNormals =
1,
15             SobelDepth =
2,
16             SobelDepthThin =
3,
17             TriangleLuminance =
4,
18         }
19
20
21         
public EdgeDetectMode mode = EdgeDetectMode.SobelDepthThin;
22         
public float sensitivityDepth = 1.0f;
23         
public float sensitivityNormals = 1.0f;
24         
public float lumThreshold = 0.2f;
25         
public float edgeExp = 1.0f;
26         
public float sampleDist = 1.0f;
27         
public float edgesOnly = 0.0f;
28         
public Color edgesOnlyBgColor = Color.white;
29
30         
public Shader edgeDetectShader;
31         
private Material edgeDetectMaterial = null;
32         
private EdgeDetectMode oldMode = EdgeDetectMode.SobelDepthThin;
33
34
35         
public override bool CheckResources ()
36         {
37             CheckSupport (
true);
38
39             edgeDetectMaterial = CheckShaderAndCreateMaterial (edgeDetectShader,edgeDetectMaterial);
40             
if (mode != oldMode)
41                 SetCameraFlag ();
42
43             oldMode = mode;
44
45             
if (!isSupported)
46                 ReportAutoDisable ();
47             
return isSupported;
48         }
49
50
51         
new void Start ()
52         {
53             oldMode = mode;
54         }
55
56         
void SetCameraFlag ()
57         {
58             
if (mode == EdgeDetectMode.SobelDepth || mode == EdgeDetectMode.SobelDepthThin)
59                 GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
60             
else if (mode == EdgeDetectMode.TriangleDepthNormals || mode == EdgeDetectMode.RobertsCrossDepthNormals)
61                 GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals;
62         }
63
64         
void OnEnable ()
65         {
66             SetCameraFlag();
67         }
68
69         
[ImageEffectOpaque]
70         
void OnRenderImage (RenderTexture source, RenderTexture destination)
71         {
72             
if (CheckResources () == false)
73             {
74                 Graphics.Blit (source, destination);
75                 
return;
76             }
77
78             Vector2 sensitivity =
new Vector2 (sensitivityDepth, sensitivityNormals);
79             edgeDetectMaterial.SetVector (
"_Sensitivity", new Vector4 (sensitivity.x, sensitivity.y, 1.0f, sensitivity.y));
80             edgeDetectMaterial.SetFloat (
"_BgFade", edgesOnly);
81             edgeDetectMaterial.SetFloat (
"_SampleDistance", sampleDist);
82             edgeDetectMaterial.SetVector (
"_BgColor", edgesOnlyBgColor);
83             edgeDetectMaterial.SetFloat (
"_Exponent", edgeExp);
84             edgeDetectMaterial.SetFloat (
"_Threshold", lumThreshold);
85
86             Graphics.Blit (source, destination, edgeDetectMaterial, (
int) mode);
87         }
88     }
89 }


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