UnityMol  0.9.6-875
UnityMol viewer / In developement
ContrastEnhance.cs
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1 using System;
2 using UnityEngine;
3 
4 namespace UnityStandardAssets.ImageEffects
5 {
6  [ExecuteInEditMode]
7  [RequireComponent(typeof(Camera))]
8  [AddComponentMenu("Image Effects/Color Adjustments/Contrast Enhance (Unsharp Mask)")]
10  {
11  [Range(0.0f, 1.0f)]
12  public float intensity = 0.5f;
13  [Range(0.0f,0.999f)]
14  public float threshold = 0.0f;
15 
16  private Material separableBlurMaterial;
17  private Material contrastCompositeMaterial;
18 
19  [Range(0.0f,1.0f)]
20  public float blurSpread = 1.0f;
21 
22  public Shader separableBlurShader = null;
23  public Shader contrastCompositeShader = null;
24 
25 
26  public override bool CheckResources ()
27  {
28  CheckSupport (false);
29 
30  contrastCompositeMaterial = CheckShaderAndCreateMaterial (contrastCompositeShader, contrastCompositeMaterial);
31  separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial);
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  RenderTexture color2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0);
50 
51  // downsample
52 
53  Graphics.Blit (source, color2);
54  RenderTexture color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
55  Graphics.Blit (color2, color4a);
56  RenderTexture.ReleaseTemporary (color2);
57 
58  // blur
59 
60  separableBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, (blurSpread * 1.0f) / color4a.height, 0.0f, 0.0f));
61  RenderTexture color4b = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
62  Graphics.Blit (color4a, color4b, separableBlurMaterial);
63  RenderTexture.ReleaseTemporary (color4a);
64 
65  separableBlurMaterial.SetVector ("offsets", new Vector4 ((blurSpread * 1.0f) / color4a.width, 0.0f, 0.0f, 0.0f));
66  color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
67  Graphics.Blit (color4b, color4a, separableBlurMaterial);
68  RenderTexture.ReleaseTemporary (color4b);
69 
70  // composite
71 
72  contrastCompositeMaterial.SetTexture ("_MainTexBlurred", color4a);
73  contrastCompositeMaterial.SetFloat ("intensity", intensity);
74  contrastCompositeMaterial.SetFloat ("threshold", threshold);
75  Graphics.Blit (source, destination, contrastCompositeMaterial);
76 
77  RenderTexture.ReleaseTemporary (color4a);
78  }
79  }
80 }
void OnRenderImage(RenderTexture source, RenderTexture destination)