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BokehBlur.cs
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BokehBlur.cs
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//----------------------------------------------------------------------------------------------------------
// X-PostProcessing Library
// https://github.com/QianMo/X-PostProcessing-Library
// Copyright (C) 2020 QianMo. All rights reserved.
// Licensed under the MIT License
// You may not use this file except in compliance with the License.You may obtain a copy of the License at
// http://opensource.org/licenses/MIT
//----------------------------------------------------------------------------------------------------------
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
namespace XPostProcessing
{
[Serializable]
[PostProcess(typeof(BokehBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/BokehBlur")]
public class BokehBlur : PostProcessEffectSettings
{
[Range(0f, 3f)]
public FloatParameter BlurRadius = new FloatParameter { value = 1f };
[Range(8, 128)]
public IntParameter Iteration = new IntParameter { value = 32 };
[Range(1, 10)]
public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
}
public sealed class BokehBlurRenderer : PostProcessEffectRenderer<BokehBlur>
{
private const string PROFILER_TAG = "X-BokehBlur";
private Shader shader;
private Vector4 mGoldenRot = new Vector4();
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/BokehBlur");
// Precompute rotations
float c = Mathf.Cos(2.39996323f);
float s = Mathf.Sin(2.39996323f);
mGoldenRot.Set(c, s, -s, c);
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int GoldenRot = Shader.PropertyToID("_GoldenRot");
internal static readonly int Params = Shader.PropertyToID("_Params");
internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
}
public override void Render(PostProcessRenderContext context)
{
CommandBuffer cmd = context.command;
PropertySheet sheet = context.propertySheets.Get(shader);
cmd.BeginSample(PROFILER_TAG);
int RTWidth = (int)(context.screenWidth / settings.RTDownScaling);
int RTHeight = (int)(context.screenHeight / settings.RTDownScaling);
cmd.GetTemporaryRT(ShaderIDs.BufferRT1, RTWidth, RTHeight, 0, FilterMode.Bilinear);
// downsample screen copy into smaller RT
context.command.BlitFullscreenTriangle(context.source, ShaderIDs.BufferRT1);
sheet.properties.SetVector(ShaderIDs.GoldenRot, mGoldenRot);
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(settings.Iteration, settings.BlurRadius, 1f / context.width, 1f / context.height));
cmd.BlitFullscreenTriangle(ShaderIDs.BufferRT1, context.destination, sheet, 0);
cmd.ReleaseTemporaryRT(ShaderIDs.BufferRT1);
cmd.EndSample(PROFILER_TAG);
}
}
}