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New Version 1.6
New 125 balls & powerups. Improved graphics.
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9413 changed files with 193360 additions and 264803 deletions
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#pragma strict
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@script ExecuteInEditMode
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@script RequireComponent (Camera)
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@script AddComponentMenu ("Image Effects/Tilt shift")
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class TiltShift extends PostEffectsBase {
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public var tiltShiftShader : Shader;
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private var tiltShiftMaterial : Material = null;
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public var renderTextureDivider : int = 2;
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public var blurIterations : int = 2;
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public var enableForegroundBlur : boolean = true;
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public var foregroundBlurIterations : int = 2;
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public var maxBlurSpread : float = 1.5f;
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public var focalPoint : float = 30.0f;
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public var smoothness : float = 1.65f;
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public var visualizeCoc : boolean = false;
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// these values will be automatically determined
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private var start01 : float = 0.0f;
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private var distance01 : float = 0.2f;
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private var end01 : float = 1.0f;
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private var curve : float = 1.0f;
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function CheckResources () : boolean {
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CheckSupport (true);
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tiltShiftMaterial = CheckShaderAndCreateMaterial (tiltShiftShader, tiltShiftMaterial);
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if(!isSupported)
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ReportAutoDisable ();
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return isSupported;
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}
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function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
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if(CheckResources()==false) {
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Graphics.Blit (source, destination);
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return;
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}
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var widthOverHeight : float = (1.0f * source.width) / (1.0f * source.height);
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var oneOverBaseSize : float = 1.0f / 512.0f;
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// clamp some values
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renderTextureDivider = renderTextureDivider < 1 ? 1 : renderTextureDivider;
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renderTextureDivider = renderTextureDivider > 4 ? 4 : renderTextureDivider;
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blurIterations = blurIterations < 1 ? 0 : blurIterations;
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blurIterations = blurIterations > 4 ? 4 : blurIterations;
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// automagically calculate parameters based on focalPoint
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var focalPoint01 : float = camera.WorldToViewportPoint (focalPoint * camera.transform.forward + camera.transform.position).z / (camera.farClipPlane);
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distance01 = focalPoint01;
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start01 = 0.0;
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end01 = 1.0;
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start01 = Mathf.Min (focalPoint01 - Mathf.Epsilon, start01);
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end01 = Mathf.Max (focalPoint01 + Mathf.Epsilon, end01);
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curve = smoothness * distance01;
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// resources
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var cocTex : RenderTexture = RenderTexture.GetTemporary (source.width, source.height, 0);
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var cocTex2 : RenderTexture = RenderTexture.GetTemporary (source.width, source.height, 0);
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var lrTex1 : RenderTexture = RenderTexture.GetTemporary (source.width / renderTextureDivider, source.height / renderTextureDivider, 0);
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var lrTex2 : RenderTexture = RenderTexture.GetTemporary (source.width / renderTextureDivider, source.height / renderTextureDivider, 0);
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// coc
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tiltShiftMaterial.SetVector ("_SimpleDofParams", Vector4 (start01, distance01, end01, curve));
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tiltShiftMaterial.SetTexture ("_Coc", cocTex);
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if (enableForegroundBlur) {
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Graphics.Blit (source, cocTex, tiltShiftMaterial, 0);
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Graphics.Blit (cocTex, lrTex1); // downwards (only really needed if lrTex resolution is different)
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for (var fgBlurIter : int = 0; fgBlurIter < foregroundBlurIterations; fgBlurIter++ ) {
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tiltShiftMaterial.SetVector ("offsets", Vector4 (0.0, (maxBlurSpread * 0.75f) * oneOverBaseSize, 0.0, 0.0));
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Graphics.Blit (lrTex1, lrTex2, tiltShiftMaterial, 3);
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tiltShiftMaterial.SetVector ("offsets", Vector4 ((maxBlurSpread * 0.75f / widthOverHeight) * oneOverBaseSize, 0.0, 0.0, 0.0));
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Graphics.Blit (lrTex2, lrTex1, tiltShiftMaterial, 3);
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}
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Graphics.Blit (lrTex1, cocTex2, tiltShiftMaterial, 7); // upwards (only really needed if lrTex resolution is different)
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tiltShiftMaterial.SetTexture ("_Coc", cocTex2);
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} else {
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RenderTexture.active = cocTex;
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GL.Clear (false, true, Color.black);
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}
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// combine coc's
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Graphics.Blit (source, cocTex, tiltShiftMaterial, 5);
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tiltShiftMaterial.SetTexture ("_Coc", cocTex);
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// downsample & blur
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Graphics.Blit (source, lrTex2);
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for (var iter : int = 0; iter < blurIterations; iter++ ) {
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tiltShiftMaterial.SetVector ("offsets", Vector4 (0.0, (maxBlurSpread * 1.0f) * oneOverBaseSize, 0.0, 0.0));
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Graphics.Blit (lrTex2, lrTex1, tiltShiftMaterial, 6);
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tiltShiftMaterial.SetVector ("offsets", Vector4 ((maxBlurSpread * 1.0f / widthOverHeight) * oneOverBaseSize, 0.0, 0.0, 0.0));
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Graphics.Blit (lrTex1, lrTex2, tiltShiftMaterial, 6);
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}
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tiltShiftMaterial.SetTexture ("_Blurred", lrTex2);
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Graphics.Blit (source, destination, tiltShiftMaterial, visualizeCoc ? 4 : 1);
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RenderTexture.ReleaseTemporary (cocTex);
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RenderTexture.ReleaseTemporary (cocTex2);
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RenderTexture.ReleaseTemporary (lrTex1);
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RenderTexture.ReleaseTemporary (lrTex2);
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}
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}
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