Code Review

1 using System;
2 using
UnityEngine;
3
4 namespace
UnityStandardAssets.ImageEffects
5 {
6     
[ExecuteInEditMode]
7     
[RequireComponent (typeof(Camera))]
8     
[AddComponentMenu ("Image Effects/Other/Screen Overlay")]
9     
public class ScreenOverlay : PostEffectsBase
10     {
11         
public enum OverlayBlendMode
12         {
13             Additive =
0,
14             ScreenBlend =
1,
15             Multiply =
2,
16             Overlay =
3,
17             AlphaBlend =
4,
18         }
19
20         
public OverlayBlendMode blendMode = OverlayBlendMode.Overlay;
21         
public float intensity = 1.0f;
22         
public Texture2D texture = null;
23
24         
public Shader overlayShader = null;
25         
private Material overlayMaterial = null;
26
27
28         
public override bool CheckResources ()
29         {
30             CheckSupport (
false);
31
32             overlayMaterial = CheckShaderAndCreateMaterial (overlayShader, overlayMaterial);
33
34             
if (!isSupported)
35                 ReportAutoDisable ();
36             
return isSupported;
37         }
38
39         
void OnRenderImage (RenderTexture source, RenderTexture destination)
40         {
41             
if (CheckResources() == false)
42             {
43                 Graphics.Blit (source, destination);
44                 
return;
45             }
46
47             Vector4 UV_Transform =
new Vector4(1, 0, 0, 1);
48
49             #
if UNITY_WP8
50             
// WP8 has no OS support for rotating screen with device orientation,
51             
// so we do those transformations ourselves.
52             
if (Screen.orientation == ScreenOrientation.LandscapeLeft) {
53                 UV_Transform =
new Vector4(0, -1, 1, 0);
54             }
55             
if (Screen.orientation == ScreenOrientation.LandscapeRight) {
56                 UV_Transform =
new Vector4(0, 1, -1, 0);
57             }
58             
if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) {
59                 UV_Transform =
new Vector4(-1, 0, 0, -1);
60             }
61             #endif
62
63             overlayMaterial.SetVector(
"_UV_Transform", UV_Transform);
64             overlayMaterial.SetFloat (
"_Intensity", intensity);
65             overlayMaterial.SetTexture (
"_Overlay", texture);
66             Graphics.Blit (source, destination, overlayMaterial, (
int) blendMode);
67         }
68     }
69 }


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