This commit is contained in:
max 2019-10-29 16:13:37 +01:00
parent 309d3910b9
commit ef2a64b16a
2210 changed files with 297015 additions and 152008 deletions

View file

@ -25,7 +25,7 @@
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using UnityEngine;
using System.Collections;
public enum LensFlareTypes {
BloomAndFlare = 0,
Flare = 2,
Bloom = 1
}
[RequireComponent (typeof(Camera))]
[ExecuteInEditMode]
[AddComponentMenu("Image Effects/Max P/Dirty Lens Flare")]
public class DirtyLensFlare : MonoBehaviour {
// Flare Settings
public LensFlareTypes lensFlareType;
public float saturation = 0.9f;
public float threshold = 0.5f;
public float flareIntensity = 2.5f;
public float bloomIntensity = 2.0f;
// Blur
public int iterations = 10;
public float blurSpread = 0.6f;
// Downsample
public int downsample = 6;
// Textures
public bool useDirt = true;
public Texture2D screenDirt;
// Shaders and Materials
private Shader blurShader;
private Material blurMaterial;
// ------------------------------------------------------------------------------
// Image Effect Base (Default Unity Image Effect Script: Standard Assets/Image Effects (Pro Only)/ImageEffectBase.cs)
// ------------------------------------------------------------------------------
#region Image Effect Base
private Shader shader;
private Material m_Material;
// (Modified)
protected virtual void Start ()
{
// Check Resources First
CheckResources();
// Disable if we don't support image effects
if (!SystemInfo.supportsImageEffects) {
enabled = false;
return;
}
// Disable the image effect if the shader can't
// run on the users graphics card
if (!shader || !shader.isSupported)
enabled = false;
}
protected Material material {
get {
if (m_Material == null) {
m_Material = new Material (shader);
m_Material.hideFlags = HideFlags.HideAndDontSave;
}
return m_Material;
}
}
protected virtual void OnDisable() {
if( m_Material ) {
DestroyImmediate( m_Material );
}
}
#endregion
// ------------------------------------------------------------------------------
// Blur (Default Unity Blur Shader Script: Standard Assets/Image Effects (Pro Only)/BlurEffect.cs)
// ------------------------------------------------------------------------------
#region Blur Shader Script
// Performs one blur iteration.
public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration, Material blurMtl)
{
float off = 0.5f + iteration*blurSpread;
Graphics.BlitMultiTap (source, dest, blurMtl,
new Vector2(-off, -off),
new Vector2(-off, off),
new Vector2( off, off),
new Vector2( off, -off)
);
}
// Applies a blur effect (Modified from default script)
void ApplyBlurPass(RenderTexture source, RenderTexture destination, Material blurMtl)
{
downsample = Mathf.Clamp(downsample, 1, 12);
RenderTexture buffer = RenderTexture.GetTemporary(source.width / downsample, source.height / downsample, 0);
RenderTexture buffer2 = RenderTexture.GetTemporary(source.width / downsample, source.height / downsample, 0);
// Copy source into buffer
Graphics.Blit(source, buffer);
// Blur the small texture
bool oddEven = true;
for(int i = 0; i < iterations; i++)
{
if( oddEven )
FourTapCone (buffer, buffer2, i, blurMtl);
else
FourTapCone (buffer2, buffer, i, blurMtl);
oddEven = !oddEven;
}
if( oddEven )
Graphics.Blit(buffer, destination);
else
Graphics.Blit(buffer2, destination);
// Release the buffers
RenderTexture.ReleaseTemporary(buffer);
RenderTexture.ReleaseTemporary(buffer2);
}
#endregion
// ------------------------------------------------------------------------------
// Dirty Lens Flare MAIN
// ------------------------------------------------------------------------------
#region Dirty Lens Flare
bool CheckResources()
{
// Check blur shader
if(!blurShader)
{
blurShader = Shader.Find("Hidden/Dirty Lens Flare Blur");
if(!blurShader)
return false;
}
// Check blur material
if(!blurMaterial)
{
blurMaterial = new Material(blurShader);
blurMaterial.hideFlags = HideFlags.HideAndDontSave;
if(!blurMaterial)
return false;
}
// Check dirty lens flare shader
if(!shader)
{
shader = Shader.Find("Hidden/Dirty Lens Flare");
if(!shader)
return false;
}
return true;
}
// Called by camera to apply image effect
void OnRenderImage (RenderTexture source, RenderTexture destination) {
if( CheckResources() )
{
material.SetFloat("_Threshold", threshold);
material.SetFloat("_Scale", flareIntensity);
material.SetFloat("_BloomScale", bloomIntensity);
// Create downsampled image
RenderTexture downSampled = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, RenderTextureFormat.Default);
// Apply threshold
material.SetFloat("_desaturate", 1.0f-saturation);
switch(lensFlareType)
{
case LensFlareTypes.Bloom:
Graphics.Blit(source, downSampled, material, 2); // Bloom only
break;
case LensFlareTypes.Flare:
Graphics.Blit(source, downSampled, material, 0); // Flare only
break;
case LensFlareTypes.BloomAndFlare:
Graphics.Blit(source, downSampled, material, 1); // Flare + Bloom
break;
}
// Create blur buffer
RenderTexture blurred = RenderTexture.GetTemporary (downSampled.width, downSampled.height, 0, RenderTextureFormat.Default);
// Apply blur
ApplyBlurPass(downSampled, blurred, blurMaterial);
// Apply blending
material.SetTexture("_Flare", blurred);
if( useDirt )
{
material.SetTexture("_Dirt", screenDirt);
Graphics.Blit (source, destination, material, 3);
}
else
{
Graphics.Blit (source, destination, material, 4);
}
// Release downsampled images
RenderTexture.ReleaseTemporary (downSampled);
RenderTexture.ReleaseTemporary (blurred);
}
}
#endregion
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomEditor(typeof(DirtyLensFlare))]
public class DirtyLensFlareEditor : Editor {
SerializedObject serObj;
SerializedProperty lensFlareType;
SerializedProperty useDirt;
SerializedProperty saturation;
SerializedProperty flareIntensity;
SerializedProperty bloomIntensity;
SerializedProperty threshold;
SerializedProperty blurSpread;
SerializedProperty blurIterations;
SerializedProperty dirtTexture;
SerializedProperty downsample;
GUIStyle style;
void OnEnable()
{
serObj = new SerializedObject (target);
lensFlareType = serObj.FindProperty("lensFlareType");
useDirt = serObj.FindProperty("useDirt");
saturation = serObj.FindProperty("saturation");
flareIntensity = serObj.FindProperty("flareIntensity");
bloomIntensity = serObj.FindProperty("bloomIntensity");
threshold = serObj.FindProperty("threshold");
blurIterations = serObj.FindProperty("iterations");
blurSpread = serObj.FindProperty("blurSpread");
downsample = serObj.FindProperty("downsample");
dirtTexture = serObj.FindProperty("screenDirt");
}
public override void OnInspectorGUI () {
serObj.Update();
EditorGUILayout.PropertyField (lensFlareType, new GUIContent("Lens flare type"));
threshold.floatValue = EditorGUILayout.Slider ("Threshold", threshold.floatValue, 0.0f, 1.0f);
if( lensFlareType.enumValueIndex == 0 || lensFlareType.enumValueIndex == 2 )
{
saturation.floatValue = EditorGUILayout.Slider ("Flare saturation", saturation.floatValue, -2.0f, 2.0f);
flareIntensity.floatValue = EditorGUILayout.Slider ("Flare intensity", flareIntensity.floatValue, 0.0f, 10.0f);
if( lensFlareType.enumValueIndex == 0 )
bloomIntensity.floatValue = EditorGUILayout.Slider ("Bloom intensity", bloomIntensity.floatValue, 0.0f, 10.0f);
}
else
{
bloomIntensity.floatValue = EditorGUILayout.Slider ("Bloom intensity", bloomIntensity.floatValue, 0.0f, 10.0f);
}
EditorGUILayout.Separator ();
blurSpread.floatValue = EditorGUILayout.Slider ("Blur spread", blurSpread.floatValue, 0.0f, 2.0f);
blurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", blurIterations.intValue, 0, 64);
EditorGUILayout.Separator ();
downsample.intValue = EditorGUILayout.IntField("Downsample", downsample.intValue);
downsample.intValue = Mathf.Clamp(downsample.intValue, 1, 12);
EditorGUILayout.Separator ();
EditorGUILayout.PropertyField (useDirt, new GUIContent("Use dirt"));
EditorGUILayout.PropertyField (dirtTexture, new GUIContent("Screen dirt texture"));
serObj.ApplyModifiedProperties();
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// ------------------------------------------------------------------------------------------------------
// Default Unity Blur Shader [Image Effects(Pro Only)/_Sources/Shaders/BlurEffectConeTaps.shader]
// ------------------------------------------------------------------------------------------------------
Shader "Hidden/Dirty Lens Flare Blur" {
Properties { _MainTex ("", 2D) = "" {} }
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off Fog { Mode Off }
SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant alpha}
SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous}
}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
half2 uv : TEXCOORD0;
half2 taps[4] : TEXCOORD1;
};
sampler2D _MainTex;
half4 _MainTex_TexelSize;
half4 _BlurOffsets;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon
o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy;
o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1);
return o;
}
half4 frag(v2f i) : COLOR {
half4 color = tex2D(_MainTex, i.taps[0]);
color += tex2D(_MainTex, i.taps[1]);
color += tex2D(_MainTex, i.taps[2]);
color += tex2D(_MainTex, i.taps[3]);
return color * 0.25;
}
ENDCG
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
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Shader "Hidden/Dirty Lens Flare" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Flare ("Flare", 2D) = "black" {}
_Dirt ("Dirt", 2D) = "white" {}
_Threshold ("Threshold", Range (0,1)) = 1.5
_Scale ("Scale", Range(-10,10))= 1
_BloomScale ("Bloom Scale", Range(-10,10))= 1
_desaturate ("Desaturate", Range(0,1)) = 0.4
}
CGINCLUDE
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _Flare;
uniform sampler2D _Dirt;
uniform float _Threshold;
uniform float _Scale;
uniform float _BloomScale;
uniform float _desaturate;
// Threshold
fixed4 frag_threshold (v2f_img IN) : COLOR
{
// Get original color
fixed4 original = tex2D(_MainTex, IN.uv);
// Flip uv
fixed2 uv = float2(1,1) - IN.uv;
// Apply threshold
fixed4 output = max( float4(0,0,0,0), tex2D(_MainTex, uv) - _Threshold ) * _Scale;
// Desaturate
output = Luminance(output.rgb) * _desaturate + output * (float4(1,1,1,1)-_desaturate);
return output;
}
// Threshold + Bloom
fixed4 frag_thresholdBloom (v2f_img IN) : COLOR
{
// Get original color
fixed4 original = tex2D(_MainTex, IN.uv);
// Get bloom
fixed4 bloom = max( float4(0,0,0,0), original - _Threshold ) * _BloomScale;
// Flip uv
fixed2 uv = float2(1,1) - IN.uv;
// Apply threshold
fixed4 output = max( float4(0,0,0,0), tex2D(_MainTex, uv) - _Threshold ) * _Scale;
// Desaturate
output = Luminance(output.rgb) * _desaturate + output * (float4(1,1,1,1)-_desaturate);
// Add bloom
output += bloom;
return output;
}
// Threshold + Bloom
fixed4 frag_bloom (v2f_img IN) : COLOR
{
fixed4 original = tex2D(_MainTex, IN.uv);
fixed4 bloom = max( float4(0,0,0,0), original - _Threshold ) * _BloomScale;
return bloom;
}
// Additive blending
fixed4 frag_blend (v2f_img IN) : COLOR
{
fixed4 output = tex2D(_MainTex, IN.uv) + tex2D(_Flare, IN.uv) * tex2D(_Dirt, IN.uv);
return output;
}
// Additive blending (No Dirt)
fixed4 frag_blend_noDirt (v2f_img IN) : COLOR
{
fixed4 output = tex2D(_MainTex, IN.uv) + tex2D(_Flare, IN.uv);
return output;
}
ENDCG
SubShader {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
// 0: Flare
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_threshold
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// 1: Flare + Bloom
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_thresholdBloom
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// 2: Bloom
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_bloom
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// 3: Apply additive blending
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_blend
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
// 4: Apply additive blending (no dirt)
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_blend_noDirt
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
Fallback off
}

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