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263
Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo.cs
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263
Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo.cs
Normal file
@@ -0,0 +1,263 @@
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||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public class CFXR_Demo : MonoBehaviour
|
||||
{
|
||||
//----------------------------------------------------------------------------------------------------------------------------
|
||||
// UI
|
||||
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public void NextEffect()
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{
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index++;
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WrapIndex();
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PlayAtIndex();
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}
|
||||
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public void PreviousEffect()
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{
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index--;
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WrapIndex();
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PlayAtIndex();
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}
|
||||
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public void ToggleSlowMo()
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{
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slowMotion = !slowMotion;
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|
||||
Time.timeScale = slowMotion ? 0.33f : 1.0f;
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var color = Color.white;
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color.a = slowMotion ? 1f : 0.33f;
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btnSlowMotion.color = color;
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lblSlowMotion.color = color;
|
||||
}
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public void ToggleCamera()
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{
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rotateCamera = !rotateCamera;
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|
||||
var color = Color.white;
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color.a = rotateCamera ? 1f : 0.33f;
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btnCameraRotation.color = color;
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lblCameraRotation.color = color;
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}
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public void ToggleGround()
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{
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showGround = !showGround;
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ground.SetActive(showGround);
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var color = Color.white;
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color.a = showGround ? 1f : 0.33f;
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btnShowGround.color = color;
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lblShowGround.color = color;
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}
|
||||
|
||||
public void ToggleCameraShake()
|
||||
{
|
||||
CFXR_Effect.GlobalDisableCameraShake = !CFXR_Effect.GlobalDisableCameraShake;
|
||||
|
||||
var color = Color.white;
|
||||
color.a = CFXR_Effect.GlobalDisableCameraShake ? 0.33f : 1.0f;
|
||||
btnCamShake.color = color;
|
||||
lblCamShake.color = color;
|
||||
}
|
||||
|
||||
public void ToggleEffectsLights()
|
||||
{
|
||||
CFXR_Effect.GlobalDisableLights = !CFXR_Effect.GlobalDisableLights;
|
||||
|
||||
var color = Color.white;
|
||||
color.a = CFXR_Effect.GlobalDisableLights ? 0.33f : 1.0f;
|
||||
btnLights.color = color;
|
||||
lblLights.color = color;
|
||||
}
|
||||
|
||||
public void ToggleBloom()
|
||||
{
|
||||
bloom.enabled = !bloom.enabled;
|
||||
|
||||
var color = Color.white;
|
||||
color.a = !bloom.enabled ? 0.33f : 1.0f;
|
||||
btnBloom.color = color;
|
||||
lblBloom.color = color;
|
||||
}
|
||||
|
||||
public void ResetCam()
|
||||
{
|
||||
Camera.main.transform.position = camInitialPosition;
|
||||
Camera.main.transform.rotation = camInitialRotation;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
public Image btnSlowMotion;
|
||||
public Text lblSlowMotion;
|
||||
public Image btnCameraRotation;
|
||||
public Text lblCameraRotation;
|
||||
public Image btnShowGround;
|
||||
public Text lblShowGround;
|
||||
public Image btnCamShake;
|
||||
public Text lblCamShake;
|
||||
public Image btnLights;
|
||||
public Text lblLights;
|
||||
public Image btnBloom;
|
||||
public Text lblBloom;
|
||||
[Space]
|
||||
public Text labelEffect;
|
||||
public Text labelIndex;
|
||||
[Space]
|
||||
public GameObject ground;
|
||||
public Collider groundCollider;
|
||||
public Transform demoCamera;
|
||||
public MonoBehaviour bloom;
|
||||
public float rotationSpeed = 10f;
|
||||
public float zoomFactor = 1f;
|
||||
|
||||
bool slowMotion = false;
|
||||
bool rotateCamera = false;
|
||||
bool showGround = true;
|
||||
|
||||
//----------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
[System.NonSerialized] public GameObject currentEffect;
|
||||
GameObject[] effectsList;
|
||||
int index = 0;
|
||||
|
||||
Vector3 camInitialPosition;
|
||||
Quaternion camInitialRotation;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
camInitialPosition = Camera.main.transform.position;
|
||||
camInitialRotation = Camera.main.transform.rotation;
|
||||
|
||||
var list = new List<GameObject>();
|
||||
for (int i = 0; i < this.transform.childCount; i++)
|
||||
{
|
||||
var effect = this.transform.GetChild(i).gameObject;
|
||||
list.Add(effect);
|
||||
|
||||
var cfxrEffect= effect.GetComponent<CFXR_Effect>();
|
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if (cfxrEffect != null) cfxrEffect.clearBehavior = CFXR_Effect.ClearBehavior.Disable;
|
||||
}
|
||||
effectsList = list.ToArray();
|
||||
|
||||
PlayAtIndex();
|
||||
UpdateLabels();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (rotateCamera)
|
||||
{
|
||||
demoCamera.RotateAround(Vector3.zero, Vector3.up, rotationSpeed * Time.deltaTime);
|
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}
|
||||
|
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if (Input.GetKeyDown(KeyCode.Space))
|
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{
|
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if (currentEffect != null)
|
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{
|
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var ps = currentEffect.GetComponent<ParticleSystem>();
|
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if (ps.isEmitting)
|
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{
|
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ps.Stop(true);
|
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}
|
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else
|
||||
{
|
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if (!currentEffect.gameObject.activeSelf)
|
||||
{
|
||||
currentEffect.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
ps.Play(true);
|
||||
var cfxrEffects = currentEffect.GetComponentsInChildren<CFXR_Effect>();
|
||||
foreach (var cfxr in cfxrEffects)
|
||||
{
|
||||
cfxr.ResetState();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Delete) || Input.GetKeyDown(KeyCode.Backspace))
|
||||
{
|
||||
if (currentEffect != null)
|
||||
{
|
||||
currentEffect.SetActive(false);
|
||||
currentEffect.SetActive(true);
|
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}
|
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}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.LeftArrow))
|
||||
{
|
||||
PreviousEffect();
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.RightArrow))
|
||||
{
|
||||
NextEffect();
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
var ray = demoCamera.GetComponent<Camera>().ScreenPointToRay(Input.mousePosition);
|
||||
if (Physics.Raycast(ray))
|
||||
{
|
||||
if (currentEffect != null)
|
||||
{
|
||||
currentEffect.SetActive(false);
|
||||
currentEffect.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
|
||||
{
|
||||
ResetCam();
|
||||
}
|
||||
|
||||
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
||||
if (scroll != 0f)
|
||||
{
|
||||
Camera.main.transform.Translate(Vector3.forward * (scroll < 0f ? -1f : 1f) * zoomFactor, Space.Self);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayAtIndex()
|
||||
{
|
||||
if (currentEffect != null)
|
||||
{
|
||||
currentEffect.SetActive(false);
|
||||
}
|
||||
|
||||
currentEffect = effectsList[index];
|
||||
currentEffect.SetActive(true);
|
||||
|
||||
UpdateLabels();
|
||||
}
|
||||
|
||||
void WrapIndex()
|
||||
{
|
||||
if (index < 0) index = effectsList.Length - 1;
|
||||
if (index >= effectsList.Length) index = 0;
|
||||
}
|
||||
|
||||
void UpdateLabels()
|
||||
{
|
||||
labelEffect.text = currentEffect.name;
|
||||
labelIndex.text = string.Format("{0}/{1}", (index+1), effectsList.Length);
|
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}
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}
|
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}
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||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public class CFXR_Demo_Rotate : MonoBehaviour
|
||||
{
|
||||
public Vector3 axis = new Vector3(0,1,0);
|
||||
public Vector3 center;
|
||||
public float speed = 1.0f;
|
||||
|
||||
void Update()
|
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{
|
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this.transform.RotateAround(center, axis, speed * Time.deltaTime);
|
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}
|
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}
|
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}
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||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
// Cartoon FX
|
||||
// (c) 2012-2020 Jean Moreno
|
||||
//--------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace CartoonFX
|
||||
{
|
||||
public class CFXR_Demo_Translate : MonoBehaviour
|
||||
{
|
||||
public Vector3 direction = new Vector3(0,1,0);
|
||||
public bool randomRotation;
|
||||
|
||||
|
||||
bool initialized;
|
||||
Vector3 initialPosition;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (!initialized)
|
||||
{
|
||||
initialized = true;
|
||||
initialPosition = this.transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
this.transform.position = initialPosition;
|
||||
if (randomRotation)
|
||||
{
|
||||
this.transform.eulerAngles = Vector3.Lerp(Vector3.zero, Vector3.up * 360, Random.value);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
this.transform.Translate(direction * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fd81627723031224baf6eef1b52a3f50
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ecdb90abc15fe42bca3b67047f7fd9df
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,272 @@
|
||||
//
|
||||
// Kino/Bloom v2 - Bloom filter for Unity
|
||||
//
|
||||
// Copyright (C) 2015, 2016 Keijiro Takahashi
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
|
||||
// Modified by Jean Moreno for Cartoon FX Remaster Demo
|
||||
// - effect previews in SceneView
|
||||
// - disabled a code warning
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Kino
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Camera))]
|
||||
[ImageEffectAllowedInSceneView]
|
||||
public class Bloom : MonoBehaviour
|
||||
{
|
||||
#region Public Properties
|
||||
|
||||
/// Prefilter threshold (gamma-encoded)
|
||||
/// Filters out pixels under this level of brightness.
|
||||
public float thresholdGamma
|
||||
{
|
||||
get { return Mathf.Max(_threshold, 0); }
|
||||
set { _threshold = value; }
|
||||
}
|
||||
|
||||
/// Prefilter threshold (linearly-encoded)
|
||||
/// Filters out pixels under this level of brightness.
|
||||
public float thresholdLinear
|
||||
{
|
||||
get { return GammaToLinear(thresholdGamma); }
|
||||
set { _threshold = LinearToGamma(value); }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Filters out pixels under this level of brightness.")]
|
||||
float _threshold = 0.8f;
|
||||
|
||||
/// Soft-knee coefficient
|
||||
/// Makes transition between under/over-threshold gradual.
|
||||
public float softKnee
|
||||
{
|
||||
get { return _softKnee; }
|
||||
set { _softKnee = value; }
|
||||
}
|
||||
|
||||
[SerializeField, Range(0, 1)]
|
||||
[Tooltip("Makes transition between under/over-threshold gradual.")]
|
||||
float _softKnee = 0.5f;
|
||||
|
||||
/// Bloom radius
|
||||
/// Changes extent of veiling effects in a screen
|
||||
/// resolution-independent fashion.
|
||||
public float radius
|
||||
{
|
||||
get { return _radius; }
|
||||
set { _radius = value; }
|
||||
}
|
||||
|
||||
[SerializeField, Range(1, 7)]
|
||||
[Tooltip("Changes extent of veiling effects\n" +
|
||||
"in a screen resolution-independent fashion.")]
|
||||
float _radius = 2.5f;
|
||||
|
||||
/// Bloom intensity
|
||||
/// Blend factor of the result image.
|
||||
public float intensity
|
||||
{
|
||||
get { return Mathf.Max(_intensity, 0); }
|
||||
set { _intensity = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Blend factor of the result image.")]
|
||||
float _intensity = 0.8f;
|
||||
|
||||
/// High quality mode
|
||||
/// Controls filter quality and buffer resolution.
|
||||
public bool highQuality
|
||||
{
|
||||
get { return _highQuality; }
|
||||
set { _highQuality = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("Controls filter quality and buffer resolution.")]
|
||||
bool _highQuality = true;
|
||||
|
||||
/// Anti-flicker filter
|
||||
/// Reduces flashing noise with an additional filter.
|
||||
[SerializeField]
|
||||
[Tooltip("Reduces flashing noise with an additional filter.")]
|
||||
bool _antiFlicker = true;
|
||||
|
||||
public bool antiFlicker
|
||||
{
|
||||
get { return _antiFlicker; }
|
||||
set { _antiFlicker = value; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Members
|
||||
|
||||
#pragma warning disable 0649
|
||||
[SerializeField, HideInInspector]
|
||||
Shader _shader;
|
||||
#pragma warning restore 0649
|
||||
|
||||
Material _material;
|
||||
|
||||
const int kMaxIterations = 16;
|
||||
RenderTexture[] _blurBuffer1 = new RenderTexture[kMaxIterations];
|
||||
RenderTexture[] _blurBuffer2 = new RenderTexture[kMaxIterations];
|
||||
|
||||
float LinearToGamma(float x)
|
||||
{
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
return Mathf.LinearToGammaSpace(x);
|
||||
#else
|
||||
if (x <= 0.0031308f)
|
||||
return 12.92f * x;
|
||||
else
|
||||
return 1.055f * Mathf.Pow(x, 1 / 2.4f) - 0.055f;
|
||||
#endif
|
||||
}
|
||||
|
||||
float GammaToLinear(float x)
|
||||
{
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
return Mathf.GammaToLinearSpace(x);
|
||||
#else
|
||||
if (x <= 0.04045f)
|
||||
return x / 12.92f;
|
||||
else
|
||||
return Mathf.Pow((x + 0.055f) / 1.055f, 2.4f);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region MonoBehaviour Functions
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
var shader = _shader ? _shader : Shader.Find("Hidden/Kino/Bloom");
|
||||
_material = new Material(shader);
|
||||
_material.hideFlags = HideFlags.DontSave;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
DestroyImmediate(_material);
|
||||
}
|
||||
|
||||
void OnRenderImage(RenderTexture source, RenderTexture destination)
|
||||
{
|
||||
var useRGBM = Application.isMobilePlatform;
|
||||
|
||||
// source texture size
|
||||
var tw = source.width;
|
||||
var th = source.height;
|
||||
|
||||
// halve the texture size for the low quality mode
|
||||
if (!_highQuality)
|
||||
{
|
||||
tw /= 2;
|
||||
th /= 2;
|
||||
}
|
||||
|
||||
// blur buffer format
|
||||
var rtFormat = useRGBM ?
|
||||
RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR;
|
||||
|
||||
// determine the iteration count
|
||||
var logh = Mathf.Log(th, 2) + _radius - 8;
|
||||
var logh_i = (int)logh;
|
||||
var iterations = Mathf.Clamp(logh_i, 1, kMaxIterations);
|
||||
|
||||
// update the shader properties
|
||||
var lthresh = thresholdLinear;
|
||||
_material.SetFloat("_Threshold", lthresh);
|
||||
|
||||
var knee = lthresh * _softKnee + 1e-5f;
|
||||
var curve = new Vector3(lthresh - knee, knee * 2, 0.25f / knee);
|
||||
_material.SetVector("_Curve", curve);
|
||||
|
||||
var pfo = !_highQuality && _antiFlicker;
|
||||
_material.SetFloat("_PrefilterOffs", pfo ? -0.5f : 0.0f);
|
||||
|
||||
_material.SetFloat("_SampleScale", 0.5f + logh - logh_i);
|
||||
_material.SetFloat("_Intensity", intensity);
|
||||
|
||||
// prefilter pass
|
||||
var prefiltered = RenderTexture.GetTemporary(tw, th, 0, rtFormat);
|
||||
var pass = _antiFlicker ? 1 : 0;
|
||||
Graphics.Blit(source, prefiltered, _material, pass);
|
||||
|
||||
// construct a mip pyramid
|
||||
var last = prefiltered;
|
||||
for (var level = 0; level < iterations; level++)
|
||||
{
|
||||
_blurBuffer1[level] = RenderTexture.GetTemporary(
|
||||
last.width / 2, last.height / 2, 0, rtFormat
|
||||
);
|
||||
|
||||
pass = (level == 0) ? (_antiFlicker ? 3 : 2) : 4;
|
||||
Graphics.Blit(last, _blurBuffer1[level], _material, pass);
|
||||
|
||||
last = _blurBuffer1[level];
|
||||
}
|
||||
|
||||
// upsample and combine loop
|
||||
for (var level = iterations - 2; level >= 0; level--)
|
||||
{
|
||||
var basetex = _blurBuffer1[level];
|
||||
_material.SetTexture("_BaseTex", basetex);
|
||||
|
||||
_blurBuffer2[level] = RenderTexture.GetTemporary(
|
||||
basetex.width, basetex.height, 0, rtFormat
|
||||
);
|
||||
|
||||
pass = _highQuality ? 6 : 5;
|
||||
Graphics.Blit(last, _blurBuffer2[level], _material, pass);
|
||||
last = _blurBuffer2[level];
|
||||
}
|
||||
|
||||
// finish process
|
||||
_material.SetTexture("_BaseTex", source);
|
||||
pass = _highQuality ? 8 : 7;
|
||||
Graphics.Blit(last, destination, _material, pass);
|
||||
|
||||
// release the temporary buffers
|
||||
for (var i = 0; i < kMaxIterations; i++)
|
||||
{
|
||||
if (_blurBuffer1[i] != null)
|
||||
RenderTexture.ReleaseTemporary(_blurBuffer1[i]);
|
||||
|
||||
if (_blurBuffer2[i] != null)
|
||||
RenderTexture.ReleaseTemporary(_blurBuffer2[i]);
|
||||
|
||||
_blurBuffer1[i] = null;
|
||||
_blurBuffer2[i] = null;
|
||||
}
|
||||
|
||||
RenderTexture.ReleaseTemporary(prefiltered);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6363bba448bf64e60a763433f9ddf81b
|
||||
timeCreated: 1445671165
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- _shader: {fileID: 4800000, guid: 5a711a01011934ebcb58ef5ad52159d6, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0e7e3e77db40c4cba83bb3a6ab440084
|
||||
folderAsset: yes
|
||||
timeCreated: 1445666764
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,76 @@
|
||||
//
|
||||
// Kino/Bloom v2 - Bloom filter for Unity
|
||||
//
|
||||
// Copyright (C) 2015, 2016 Keijiro Takahashi
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Kino
|
||||
{
|
||||
[CanEditMultipleObjects]
|
||||
[CustomEditor(typeof(Bloom))]
|
||||
public class BloomEditor : Editor
|
||||
{
|
||||
BloomGraphDrawer _graph;
|
||||
|
||||
SerializedProperty _threshold;
|
||||
SerializedProperty _softKnee;
|
||||
SerializedProperty _radius;
|
||||
SerializedProperty _intensity;
|
||||
SerializedProperty _highQuality;
|
||||
SerializedProperty _antiFlicker;
|
||||
|
||||
static GUIContent _textThreshold = new GUIContent("Threshold (gamma)");
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
_graph = new BloomGraphDrawer();
|
||||
_threshold = serializedObject.FindProperty("_threshold");
|
||||
_softKnee = serializedObject.FindProperty("_softKnee");
|
||||
_radius = serializedObject.FindProperty("_radius");
|
||||
_intensity = serializedObject.FindProperty("_intensity");
|
||||
_highQuality = serializedObject.FindProperty("_highQuality");
|
||||
_antiFlicker = serializedObject.FindProperty("_antiFlicker");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
|
||||
if (!serializedObject.isEditingMultipleObjects) {
|
||||
EditorGUILayout.Space();
|
||||
_graph.Prepare((Bloom)target);
|
||||
_graph.DrawGraph();
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(_threshold, _textThreshold);
|
||||
EditorGUILayout.PropertyField(_softKnee);
|
||||
EditorGUILayout.PropertyField(_intensity);
|
||||
EditorGUILayout.PropertyField(_radius);
|
||||
EditorGUILayout.PropertyField(_highQuality);
|
||||
EditorGUILayout.PropertyField(_antiFlicker);
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 036bc30d96c3349ce86bfc8d95667da7
|
||||
timeCreated: 1435816745
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,183 @@
|
||||
//
|
||||
// Kino/Bloom v2 - Bloom filter for Unity
|
||||
//
|
||||
// Copyright (C) 2015, 2016 Keijiro Takahashi
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace Kino
|
||||
{
|
||||
// Class used for drawing the brightness response curve
|
||||
public class BloomGraphDrawer
|
||||
{
|
||||
#region Public Methods
|
||||
|
||||
// Update internal state with a given bloom instance.
|
||||
public void Prepare(Bloom bloom)
|
||||
{
|
||||
#if UNITY_5_6_OR_NEWER
|
||||
if (bloom.GetComponent<Camera>().allowHDR)
|
||||
#else
|
||||
if (bloom.GetComponent<Camera>().hdr)
|
||||
#endif
|
||||
{
|
||||
_rangeX = 6;
|
||||
_rangeY = 1.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_rangeX = 1;
|
||||
_rangeY = 1;
|
||||
}
|
||||
|
||||
_threshold = bloom.thresholdLinear;
|
||||
_knee = bloom.softKnee * _threshold + 1e-5f;
|
||||
|
||||
// Intensity is capped to prevent sampling errors.
|
||||
_intensity = Mathf.Min(bloom.intensity, 10);
|
||||
}
|
||||
|
||||
// Draw the graph at the current position.
|
||||
public void DrawGraph()
|
||||
{
|
||||
_rectGraph = GUILayoutUtility.GetRect(128, 80);
|
||||
|
||||
// Background
|
||||
DrawRect(0, 0, _rangeX, _rangeY, 0.1f, 0.4f);
|
||||
|
||||
// Soft-knee range
|
||||
DrawRect(_threshold - _knee, 0, _threshold + _knee, _rangeY, 0.25f, -1);
|
||||
|
||||
// Horizontal lines
|
||||
for (var i = 1; i < _rangeY; i++)
|
||||
DrawLine(0, i, _rangeX, i, 0.4f);
|
||||
|
||||
// Vertical lines
|
||||
for (var i = 1; i < _rangeX; i++)
|
||||
DrawLine(i, 0, i, _rangeY, 0.4f);
|
||||
|
||||
// Label
|
||||
Handles.Label(
|
||||
PointInRect(0, _rangeY) + Vector3.right,
|
||||
"Brightness Response (linear)", EditorStyles.miniLabel
|
||||
);
|
||||
|
||||
// Threshold line
|
||||
DrawLine(_threshold, 0, _threshold, _rangeY, 0.6f);
|
||||
|
||||
// Response curve
|
||||
var vcount = 0;
|
||||
while (vcount < _curveResolution)
|
||||
{
|
||||
var x = _rangeX * vcount / (_curveResolution - 1);
|
||||
var y = ResponseFunction(x);
|
||||
if (y < _rangeY)
|
||||
{
|
||||
_curveVertices[vcount++] = PointInRect(x, y);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (vcount > 1)
|
||||
{
|
||||
// Extend the last segment to the top edge of the rect.
|
||||
var v1 = _curveVertices[vcount - 2];
|
||||
var v2 = _curveVertices[vcount - 1];
|
||||
var clip = (_rectGraph.y - v1.y) / (v2.y - v1.y);
|
||||
_curveVertices[vcount - 1] = v1 + (v2 - v1) * clip;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (vcount > 1)
|
||||
{
|
||||
Handles.color = Color.white * 0.9f;
|
||||
Handles.DrawAAPolyLine(2.0f, vcount, _curveVertices);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Response Function
|
||||
|
||||
float _threshold;
|
||||
float _knee;
|
||||
float _intensity;
|
||||
|
||||
float ResponseFunction(float x)
|
||||
{
|
||||
var rq = Mathf.Clamp(x - _threshold + _knee, 0, _knee * 2);
|
||||
rq = rq * rq * 0.25f / _knee;
|
||||
return Mathf.Max(rq, x - _threshold) * _intensity;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Graph Functions
|
||||
|
||||
// Number of vertices in curve
|
||||
const int _curveResolution = 96;
|
||||
|
||||
// Vertex buffers
|
||||
Vector3[] _rectVertices = new Vector3[4];
|
||||
Vector3[] _lineVertices = new Vector3[2];
|
||||
Vector3[] _curveVertices = new Vector3[_curveResolution];
|
||||
|
||||
Rect _rectGraph;
|
||||
float _rangeX;
|
||||
float _rangeY;
|
||||
|
||||
// Transform a point into the graph rect.
|
||||
Vector3 PointInRect(float x, float y)
|
||||
{
|
||||
x = Mathf.Lerp(_rectGraph.x, _rectGraph.xMax, x / _rangeX);
|
||||
y = Mathf.Lerp(_rectGraph.yMax, _rectGraph.y, y / _rangeY);
|
||||
return new Vector3(x, y, 0);
|
||||
}
|
||||
|
||||
// Draw a line in the graph rect.
|
||||
void DrawLine(float x1, float y1, float x2, float y2, float grayscale)
|
||||
{
|
||||
_lineVertices[0] = PointInRect(x1, y1);
|
||||
_lineVertices[1] = PointInRect(x2, y2);
|
||||
Handles.color = Color.white * grayscale;
|
||||
Handles.DrawAAPolyLine(2.0f, _lineVertices);
|
||||
}
|
||||
|
||||
// Draw a rect in the graph rect.
|
||||
void DrawRect(float x1, float y1, float x2, float y2, float fill, float line)
|
||||
{
|
||||
_rectVertices[0] = PointInRect(x1, y1);
|
||||
_rectVertices[1] = PointInRect(x2, y1);
|
||||
_rectVertices[2] = PointInRect(x2, y2);
|
||||
_rectVertices[3] = PointInRect(x1, y2);
|
||||
|
||||
Handles.DrawSolidRectangleWithOutline(
|
||||
_rectVertices,
|
||||
fill < 0 ? Color.clear : Color.white * fill,
|
||||
line < 0 ? Color.clear : Color.white * line
|
||||
);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4afcb2949e7fb42679b587b8848b7e02
|
||||
timeCreated: 1457674915
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,16 @@
|
||||
{
|
||||
"name": "ToonyColorsPro.Demo.Editor",
|
||||
"references": [
|
||||
"KinoBloom.Runtime"
|
||||
],
|
||||
"optionalUnityReferences": [],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": []
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd0a5c04eb538be45bab7f699da24bec
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,13 @@
|
||||
Bloom Post Effect by Keijiro Takahashi
|
||||
https://github.com/keijiro/KinoBloom
|
||||
---------------------------------------
|
||||
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2015-2017 Keijiro Takahashi
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fd252a094a85ae0499ad570e08e4652f
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"name": "KinoBloom.Runtime"
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb9ff7b799c73af479a69874581439d3
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f44dd1607e93a4131a4003b39c363e93
|
||||
folderAsset: yes
|
||||
timeCreated: 1445666764
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,251 @@
|
||||
//
|
||||
// Kino/Bloom v2 - Bloom filter for Unity
|
||||
//
|
||||
// Copyright (C) 2015, 2016 Keijiro Takahashi
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
// Mobile: use RGBM instead of float/half RGB
|
||||
#define USE_RGBM defined(SHADER_API_MOBILE)
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _BaseTex;
|
||||
float2 _MainTex_TexelSize;
|
||||
float2 _BaseTex_TexelSize;
|
||||
half4 _MainTex_ST;
|
||||
half4 _BaseTex_ST;
|
||||
|
||||
float _PrefilterOffs;
|
||||
half _Threshold;
|
||||
half3 _Curve;
|
||||
float _SampleScale;
|
||||
half _Intensity;
|
||||
|
||||
// Brightness function
|
||||
half Brightness(half3 c)
|
||||
{
|
||||
return max(max(c.r, c.g), c.b);
|
||||
}
|
||||
|
||||
// 3-tap median filter
|
||||
half3 Median(half3 a, half3 b, half3 c)
|
||||
{
|
||||
return a + b + c - min(min(a, b), c) - max(max(a, b), c);
|
||||
}
|
||||
|
||||
// Clamp HDR value within a safe range
|
||||
half3 SafeHDR(half3 c) { return min(c, 65000); }
|
||||
half4 SafeHDR(half4 c) { return min(c, 65000); }
|
||||
|
||||
// RGBM encoding/decoding
|
||||
half4 EncodeHDR(float3 rgb)
|
||||
{
|
||||
#if USE_RGBM
|
||||
rgb *= 1.0 / 8;
|
||||
float m = max(max(rgb.r, rgb.g), max(rgb.b, 1e-6));
|
||||
m = ceil(m * 255) / 255;
|
||||
return half4(rgb / m, m);
|
||||
#else
|
||||
return half4(rgb, 0);
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 DecodeHDR(half4 rgba)
|
||||
{
|
||||
#if USE_RGBM
|
||||
return rgba.rgb * rgba.a * 8;
|
||||
#else
|
||||
return rgba.rgb;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Downsample with a 4x4 box filter
|
||||
half3 DownsampleFilter(float2 uv)
|
||||
{
|
||||
float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1);
|
||||
|
||||
half3 s;
|
||||
s = DecodeHDR(tex2D(_MainTex, uv + d.xy));
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.zy));
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.xw));
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.zw));
|
||||
|
||||
return s * (1.0 / 4);
|
||||
}
|
||||
|
||||
// Downsample with a 4x4 box filter + anti-flicker filter
|
||||
half3 DownsampleAntiFlickerFilter(float2 uv)
|
||||
{
|
||||
float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1);
|
||||
|
||||
half3 s1 = DecodeHDR(tex2D(_MainTex, uv + d.xy));
|
||||
half3 s2 = DecodeHDR(tex2D(_MainTex, uv + d.zy));
|
||||
half3 s3 = DecodeHDR(tex2D(_MainTex, uv + d.xw));
|
||||
half3 s4 = DecodeHDR(tex2D(_MainTex, uv + d.zw));
|
||||
|
||||
// Karis's luma weighted average (using brightness instead of luma)
|
||||
half s1w = 1 / (Brightness(s1) + 1);
|
||||
half s2w = 1 / (Brightness(s2) + 1);
|
||||
half s3w = 1 / (Brightness(s3) + 1);
|
||||
half s4w = 1 / (Brightness(s4) + 1);
|
||||
half one_div_wsum = 1 / (s1w + s2w + s3w + s4w);
|
||||
|
||||
return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
|
||||
}
|
||||
|
||||
half3 UpsampleFilter(float2 uv)
|
||||
{
|
||||
#if HIGH_QUALITY
|
||||
// 9-tap bilinear upsampler (tent filter)
|
||||
float4 d = _MainTex_TexelSize.xyxy * float4(1, 1, -1, 0) * _SampleScale;
|
||||
|
||||
half3 s;
|
||||
s = DecodeHDR(tex2D(_MainTex, uv - d.xy));
|
||||
s += DecodeHDR(tex2D(_MainTex, uv - d.wy)) * 2;
|
||||
s += DecodeHDR(tex2D(_MainTex, uv - d.zy));
|
||||
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.zw)) * 2;
|
||||
s += DecodeHDR(tex2D(_MainTex, uv )) * 4;
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.xw)) * 2;
|
||||
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.zy));
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.wy)) * 2;
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.xy));
|
||||
|
||||
return s * (1.0 / 16);
|
||||
#else
|
||||
// 4-tap bilinear upsampler
|
||||
float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1) * (_SampleScale * 0.5);
|
||||
|
||||
half3 s;
|
||||
s = DecodeHDR(tex2D(_MainTex, uv + d.xy));
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.zy));
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.xw));
|
||||
s += DecodeHDR(tex2D(_MainTex, uv + d.zw));
|
||||
|
||||
return s * (1.0 / 4);
|
||||
#endif
|
||||
}
|
||||
|
||||
//
|
||||
// Vertex shader
|
||||
//
|
||||
|
||||
v2f_img vert(appdata_img v)
|
||||
{
|
||||
v2f_img o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
|
||||
return o;
|
||||
}
|
||||
|
||||
struct v2f_multitex
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uvMain : TEXCOORD0;
|
||||
float2 uvBase : TEXCOORD1;
|
||||
};
|
||||
|
||||
v2f_multitex vert_multitex(appdata_img v)
|
||||
{
|
||||
v2f_multitex o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uvMain = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
|
||||
o.uvBase = UnityStereoScreenSpaceUVAdjust(v.texcoord, _BaseTex_ST);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
if (_BaseTex_TexelSize.y < 0.0)
|
||||
o.uvBase.y = 1.0 - v.texcoord.y;
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
//
|
||||
// fragment shader
|
||||
//
|
||||
|
||||
half4 frag_prefilter(v2f_img i) : SV_Target
|
||||
{
|
||||
float2 uv = i.uv + _MainTex_TexelSize.xy * _PrefilterOffs;
|
||||
|
||||
#if ANTI_FLICKER
|
||||
float3 d = _MainTex_TexelSize.xyx * float3(1, 1, 0);
|
||||
half4 s0 = SafeHDR(tex2D(_MainTex, uv));
|
||||
half3 s1 = SafeHDR(tex2D(_MainTex, uv - d.xz).rgb);
|
||||
half3 s2 = SafeHDR(tex2D(_MainTex, uv + d.xz).rgb);
|
||||
half3 s3 = SafeHDR(tex2D(_MainTex, uv - d.zy).rgb);
|
||||
half3 s4 = SafeHDR(tex2D(_MainTex, uv + d.zy).rgb);
|
||||
half3 m = Median(Median(s0.rgb, s1, s2), s3, s4);
|
||||
#else
|
||||
half4 s0 = SafeHDR(tex2D(_MainTex, uv));
|
||||
half3 m = s0.rgb;
|
||||
#endif
|
||||
|
||||
#if UNITY_COLORSPACE_GAMMA
|
||||
m = GammaToLinearSpace(m);
|
||||
#endif
|
||||
// Pixel brightness
|
||||
half br = Brightness(m);
|
||||
|
||||
// Under-threshold part: quadratic curve
|
||||
half rq = clamp(br - _Curve.x, 0, _Curve.y);
|
||||
rq = _Curve.z * rq * rq;
|
||||
|
||||
// Combine and apply the brightness response curve.
|
||||
m *= max(rq, br - _Threshold) / max(br, 1e-5);
|
||||
|
||||
return EncodeHDR(m);
|
||||
}
|
||||
|
||||
half4 frag_downsample1(v2f_img i) : SV_Target
|
||||
{
|
||||
#if ANTI_FLICKER
|
||||
return EncodeHDR(DownsampleAntiFlickerFilter(i.uv));
|
||||
#else
|
||||
return EncodeHDR(DownsampleFilter(i.uv));
|
||||
#endif
|
||||
}
|
||||
|
||||
half4 frag_downsample2(v2f_img i) : SV_Target
|
||||
{
|
||||
return EncodeHDR(DownsampleFilter(i.uv));
|
||||
}
|
||||
|
||||
half4 frag_upsample(v2f_multitex i) : SV_Target
|
||||
{
|
||||
half3 base = DecodeHDR(tex2D(_BaseTex, i.uvBase));
|
||||
half3 blur = UpsampleFilter(i.uvMain);
|
||||
return EncodeHDR(base + blur);
|
||||
}
|
||||
|
||||
half4 frag_upsample_final(v2f_multitex i) : SV_Target
|
||||
{
|
||||
half4 base = tex2D(_BaseTex, i.uvBase);
|
||||
half3 blur = UpsampleFilter(i.uvMain);
|
||||
#if UNITY_COLORSPACE_GAMMA
|
||||
base.rgb = GammaToLinearSpace(base.rgb);
|
||||
#endif
|
||||
half3 cout = base.rgb + blur * _Intensity;
|
||||
#if UNITY_COLORSPACE_GAMMA
|
||||
cout = LinearToGammaSpace(cout);
|
||||
#endif
|
||||
return half4(cout, base.a);
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b8325918052c4c5492831d116e3ed27
|
||||
timeCreated: 1463470294
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,141 @@
|
||||
//
|
||||
// Kino/Bloom v2 - Bloom filter for Unity
|
||||
//
|
||||
// Copyright (C) 2015, 2016 Keijiro Takahashi
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
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{
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{
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{
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CGPROGRAM
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{
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CGPROGRAM
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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CGPROGRAM
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