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CameraDualFilteringBlur.cs
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82 lines (70 loc) · 2.54 KB
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// MIT License
//
// Copyright (c) 2021 Akihiro Noguchi
//
// 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;
[ExecuteAlways, ImageEffectAllowedInSceneView]
public class CameraDualFilteringBlur : MonoBehaviour
{
[HideInInspector, SerializeField] private Shader blurShader;
[SerializeField, Range(0f, 16.0f)] private float blurSize = 1;
public float BlueSize
{
get => blurSize;
set => blurSize = Mathf.Max(0.0f, value);
}
[SerializeField, Range(1, 4)] private int iterations = 2;
[SerializeField] private int referenceHeight = 1024;
private readonly DynamicDualFilteringBlur _filteringBlur = new DynamicDualFilteringBlur();
private Material _blurMat;
private void Awake()
{
_filteringBlur.Configure(iterations, referenceHeight);
}
private void OnPostRender()
{
if (_blurMat == null)
{
_blurMat = new Material(blurShader)
{
hideFlags = HideFlags.HideAndDontSave
};
}
var src = RenderTexture.active;
var dst = RenderTexture.active;
#if UNITY_EDITOR
// For quick parameter adjustments
_filteringBlur.Configure(iterations, referenceHeight);
#endif
_filteringBlur.Execute(_blurMat, src, dst, blurSize);
}
private void OnDestroy()
{
if (_blurMat == null) return;
#if UNITY_EDITOR
if (!Application.isPlaying)
{
DestroyImmediate(_blurMat);
return;
}
#endif
Destroy(_blurMat);
}
}