UnityMol  0.9.6-875
UnityMol viewer / In developement
BloomOptimized.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/Bloom and Glow/Bloom (Optimized)")]
10  {
11 
12  public enum Resolution
13  {
14  Low = 0,
15  High = 1,
16  }
17 
18  public enum BlurType
19  {
20  Standard = 0,
21  Sgx = 1,
22  }
23 
24  [Range(0.0f, 1.5f)]
25  public float threshold = 0.25f;
26  [Range(0.0f, 2.5f)]
27  public float intensity = 0.75f;
28 
29  [Range(0.25f, 5.5f)]
30  public float blurSize = 1.0f;
31 
32  Resolution resolution = Resolution.Low;
33  [Range(1, 4)]
34  public int blurIterations = 1;
35 
36  public BlurType blurType= BlurType.Standard;
37 
38  public Shader fastBloomShader = null;
39  private Material fastBloomMaterial = null;
40 
41 
42  public override bool CheckResources ()
43  {
44  CheckSupport (false);
45 
46  fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial);
47 
48  if (!isSupported)
49  ReportAutoDisable ();
50  return isSupported;
51  }
52 
53  void OnDisable ()
54  {
55  if (fastBloomMaterial)
56  DestroyImmediate (fastBloomMaterial);
57  }
58 
59  void OnRenderImage (RenderTexture source, RenderTexture destination)
60  {
61  if (CheckResources() == false)
62  {
63  Graphics.Blit (source, destination);
64  return;
65  }
66 
67  int divider = resolution == Resolution.Low ? 4 : 2;
68  float widthMod = resolution == Resolution.Low ? 0.5f : 1.0f;
69 
70  fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, 0.0f, threshold, intensity));
71  source.filterMode = FilterMode.Bilinear;
72 
73  var rtW= source.width/divider;
74  var rtH= source.height/divider;
75 
76  // downsample
77  RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
78  rt.filterMode = FilterMode.Bilinear;
79  Graphics.Blit (source, rt, fastBloomMaterial, 1);
80 
81  var passOffs= blurType == BlurType.Standard ? 0 : 2;
82 
83  for(int i = 0; i < blurIterations; i++)
84  {
85  fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshold, intensity));
86 
87  // vertical blur
88  RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
89  rt2.filterMode = FilterMode.Bilinear;
90  Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs);
91  RenderTexture.ReleaseTemporary (rt);
92  rt = rt2;
93 
94  // horizontal blur
95  rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
96  rt2.filterMode = FilterMode.Bilinear;
97  Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs);
98  RenderTexture.ReleaseTemporary (rt);
99  rt = rt2;
100  }
101 
102  fastBloomMaterial.SetTexture ("_Bloom", rt);
103 
104  Graphics.Blit (source, destination, fastBloomMaterial, 0);
105 
106  RenderTexture.ReleaseTemporary (rt);
107  }
108  }
109 }
void OnRenderImage(RenderTexture source, RenderTexture destination)