Code Review

1 using System;
2 using
UnityEngine;
3
4 namespace
UnityStandardAssets.ImageEffects
5 {
6     
[ ExecuteInEditMode]
7     
[RequireComponent (typeof(Camera))]
8     
[AddComponentMenu ("Image Effects/Rendering/Screen Space Ambient Obscurance")]
9     
class ScreenSpaceAmbientObscurance : PostEffectsBase {
10         
[Range (0,3)]
11         
public float intensity = 0.5f;
12         
[Range (0.1f,3)]
13         
public float radius = 0.2f;
14         
[Range (0,3)]
15         
public int blurIterations = 1;
16         
[Range (0,5)]
17         
public float blurFilterDistance = 1.25f;
18         
[Range (0,1)]
19         
public int downsample = 0;
20
21         
public Texture2D rand = null;
22         
public Shader aoShader= null;
23
24         
private Material aoMaterial = null;
25
26         
public override bool CheckResources () {
27             CheckSupport (
true);
28
29             aoMaterial = CheckShaderAndCreateMaterial (aoShader, aoMaterial);
30
31             
if (!isSupported)
32                 ReportAutoDisable ();
33             
return isSupported;
34         }
35
36         
void OnDisable () {
37             
if (aoMaterial)
38                 DestroyImmediate (aoMaterial);
39             aoMaterial =
null;
40         }
41
42         
[ImageEffectOpaque]
43         
void OnRenderImage (RenderTexture source, RenderTexture destination) {
44             
if (CheckResources () == false) {
45                 Graphics.Blit (source, destination);
46                 
return;
47             }
48
49             Matrix4x4 P = GetComponent<Camera>().projectionMatrix;
50             
var invP= P.inverse;
51             Vector4 projInfo =
new Vector4
52                 ((-
2.0f / (Screen.width * P[0])),
53                  (-
2.0f / (Screen.height * P[5])),
54                  ((
1.0f - P[2]) / P[0]),
55                  ((
1.0f + P[6]) / P[5]));
56
57             aoMaterial.SetVector (
"_ProjInfo", projInfo); // used for unprojection
58             aoMaterial.SetMatrix (
"_ProjectionInv", invP); // only used for reference
59             aoMaterial.SetTexture (
"_Rand", rand); // not needed for DX11 :)
60             aoMaterial.SetFloat (
"_Radius", radius);
61             aoMaterial.SetFloat (
"_Radius2", radius*radius);
62             aoMaterial.SetFloat (
"_Intensity", intensity);
63             aoMaterial.SetFloat (
"_BlurFilterDistance", blurFilterDistance);
64
65             
int rtW = source.width;
66             
int rtH = source.height;
67
68             RenderTexture tmpRt = RenderTexture.GetTemporary (rtW>>downsample, rtH>>downsample);
69             RenderTexture tmpRt2;
70
71             Graphics.Blit (source, tmpRt, aoMaterial,
0);
72
73             
if (downsample > 0) {
74                 tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
75                 Graphics.Blit(tmpRt, tmpRt2, aoMaterial,
4);
76                 RenderTexture.ReleaseTemporary (tmpRt);
77                 tmpRt = tmpRt2;
78
79                 
// @NOTE: it's probably worth a shot to blur in low resolution
80                 
// instead with a bilat-upsample afterwards ...
81             }
82
83             
for (int i = 0; i < blurIterations; i++) {
84                 aoMaterial.SetVector(
"_Axis", new Vector2(1.0f,0.0f));
85                 tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
86                 Graphics.Blit (tmpRt, tmpRt2, aoMaterial,
1);
87                 RenderTexture.ReleaseTemporary (tmpRt);
88
89                 aoMaterial.SetVector(
"_Axis", new Vector2(0.0f,1.0f));
90                 tmpRt = RenderTexture.GetTemporary (rtW, rtH);
91                 Graphics.Blit (tmpRt2, tmpRt, aoMaterial,
1);
92                 RenderTexture.ReleaseTemporary (tmpRt2);
93             }
94
95             aoMaterial.SetTexture (
"_AOTex", tmpRt);
96             Graphics.Blit (source, destination, aoMaterial,
2);
97
98             RenderTexture.ReleaseTemporary (tmpRt);
99         }
100     }
101 }


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