Code Review

1 using System;
2 using
UnityEngine;
3
4 namespace
UnityStandardAssets.ImageEffects
5 {
6     
[ExecuteInEditMode]
7     
[RequireComponent (typeof(Camera))]
8     
[AddComponentMenu ("Image Effects/Edge Detection/Crease Shading")]
9     
public class CreaseShading : PostEffectsBase
10     {
11         
public float intensity = 0.5f;
12         
public int softness = 1;
13         
public float spread = 1.0f;
14
15         
public Shader blurShader = null;
16         
private Material blurMaterial = null;
17
18         
public Shader depthFetchShader = null;
19         
private Material depthFetchMaterial = null;
20
21         
public Shader creaseApplyShader = null;
22         
private Material creaseApplyMaterial = null;
23
24
25         
public override bool CheckResources ()
26         {
27             CheckSupport (
true);
28
29             blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial);
30             depthFetchMaterial = CheckShaderAndCreateMaterial (depthFetchShader, depthFetchMaterial);
31             creaseApplyMaterial = CheckShaderAndCreateMaterial (creaseApplyShader, creaseApplyMaterial);
32
33             
if (!isSupported)
34                 ReportAutoDisable ();
35             
return isSupported;
36         }
37
38         
void OnRenderImage (RenderTexture source, RenderTexture destination)
39         {
40             
if (CheckResources()==false)
41             {
42                 Graphics.Blit (source, destination);
43                 
return;
44             }
45
46             
int rtW = source.width;
47             
int rtH = source.height;
48
49             
float widthOverHeight = (1.0f * rtW) / (1.0f * rtH);
50             
float oneOverBaseSize = 1.0f / 512.0f;
51
52             RenderTexture hrTex = RenderTexture.GetTemporary (rtW, rtH,
0);
53             RenderTexture lrTex1 = RenderTexture.GetTemporary (rtW/
2, rtH/2, 0);
54
55             Graphics.Blit (source,hrTex, depthFetchMaterial);
56             Graphics.Blit (hrTex, lrTex1);
57
58             
for(int i = 0; i < softness; i++)
59             {
60                 RenderTexture lrTex2 = RenderTexture.GetTemporary (rtW/
2, rtH/2, 0);
61                 blurMaterial.SetVector (
"offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
62                 Graphics.Blit (lrTex1, lrTex2, blurMaterial);
63                 RenderTexture.ReleaseTemporary (lrTex1);
64                 lrTex1 = lrTex2;
65
66                 lrTex2 = RenderTexture.GetTemporary (rtW/
2, rtH/2, 0);
67                 blurMaterial.SetVector (
"offsets", new Vector4 (spread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f));
68                 Graphics.Blit (lrTex1, lrTex2, blurMaterial);
69                 RenderTexture.ReleaseTemporary (lrTex1);
70                 lrTex1 = lrTex2;
71             }
72
73             creaseApplyMaterial.SetTexture (
"_HrDepthTex", hrTex);
74             creaseApplyMaterial.SetTexture (
"_LrDepthTex", lrTex1);
75             creaseApplyMaterial.SetFloat (
"intensity", intensity);
76             Graphics.Blit (source,destination, creaseApplyMaterial);
77
78             RenderTexture.ReleaseTemporary (hrTex);
79             RenderTexture.ReleaseTemporary (lrTex1);
80         }
81     }
82 }


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