Created
March 20, 2014 20:27
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#pragma strict | |
@script ExecuteInEditMode | |
@script RequireComponent (Camera) | |
@script AddComponentMenu ("Image Effects/Blur/Blur (Optimized)") | |
class Blur extends PostEffectsBase { | |
@Range(0, 2) | |
public var downsample : int = 1; | |
public enum BlurType { | |
StandardGauss = 0, | |
SgxGauss = 1, | |
} | |
@Range(0.0f, 10.0f) | |
public var blurSize : float = 3.0f; | |
@Range(1, 4) | |
public var blurIterations : int = 2; | |
public var blurType = BlurType.StandardGauss; | |
public var blurShader : Shader; | |
private var blurMaterial : Material = null; | |
function CheckResources () : boolean { | |
CheckSupport (false); | |
blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); | |
if(!isSupported) | |
ReportAutoDisable (); | |
return isSupported; | |
} | |
function OnDisable() { | |
if(blurMaterial) | |
DestroyImmediate (blurMaterial); | |
} | |
function OnRenderImage (source : RenderTexture, destination : RenderTexture) { | |
if(CheckResources() == false) { | |
Graphics.Blit (source, destination); | |
return; | |
} | |
var widthMod : float = 1.0f / (1.0f * (1<<downsample)); | |
blurMaterial.SetVector ("_Parameter", Vector4 (blurSize * widthMod, -blurSize * widthMod, 0.0f, 0.0f)); | |
source.filterMode = FilterMode.Bilinear; | |
var rt : RenderTexture; | |
var rtW : int = source.width >> downsample; | |
var rtH : int = source.height >> downsample; | |
if ( downsample > 0 ) { | |
// downsample | |
rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); | |
rt.filterMode = FilterMode.Bilinear; | |
Graphics.Blit(source, rt, blurMaterial, 0); | |
} else { | |
rt = source; | |
} | |
var passOffs = blurType == BlurType.StandardGauss ? 0 : 2; | |
for(var i : int = 0; i < blurIterations; i++) { | |
var iterationOffs : float = (i*1.0f); | |
blurMaterial.SetVector ("_Parameter", Vector4 (blurSize * widthMod + iterationOffs, -blurSize * widthMod - iterationOffs, 0.0f, 0.0f)); | |
// vertical blur | |
var rt2 : RenderTexture = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); | |
rt2.filterMode = FilterMode.Bilinear; | |
Graphics.Blit (rt, rt2, blurMaterial, 1 + passOffs); | |
if ( rt != source ) { | |
RenderTexture.ReleaseTemporary (rt); | |
} | |
rt = rt2; | |
// horizontal blur | |
rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); | |
rt2.filterMode = FilterMode.Bilinear; | |
Graphics.Blit (rt, rt2, blurMaterial, 2 + passOffs); | |
if ( rt != source ) { | |
RenderTexture.ReleaseTemporary (rt); | |
} | |
rt = rt2; | |
} | |
Graphics.Blit (rt, destination); | |
if ( rt != source ) { | |
RenderTexture.ReleaseTemporary (rt); | |
} | |
} | |
} |
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