Example #1
0
 public override void PreProcess(RenderTexture source, RenderTexture destination)
 {
     if (material == null)
     {
         CreateMaterial();
     }
     if (material != null)// && mGlowEnable)
     {
         if (EarlyOutIfNotSupported(source, destination))
         {
             return;
         }
         TimeX += Time.deltaTime;
         if (TimeX > 100)
         {
             TimeX = 0;
         }
         RenderTexture Camera2tex = RenderTexturePool.Get(Screen.width, Screen.height, 24);
         if (Camera2 != null)
         {
             Camera2.targetTexture = Camera2tex;
             material.SetTexture("_MainTex2", Camera2tex);
         }
         material.SetFloat("_TimeX", TimeX);
         material.SetFloat("_Value", BlendFX);
         material.SetFloat("_Value2", SwitchCameraToCamera2);
         material.SetVector("_ScreenResolution", new Vector4(Screen.width, Screen.height, 0.0f, 0.0f));
         Graphics.Blit(source, destination, material);
         RenderTexturePool.Release(Camera2tex);
     }
 }
Example #2
0
        void OnRenderImage(RenderTexture source, RenderTexture destination)
        {
            RenderTexture buffer0 = RenderTexturePool.Get(Screen.width, Screen.height);

            Graphics.Blit(source, buffer0);

            foreach (var p in peblist)
            {
                if (!p.IsApply)
                {
                    continue;
                }

                if (!p.IsInitialized)
                {
                    p.OnEnable();
                    continue;
                }

                RenderTexture buffer1 = RenderTexturePool.Get(Screen.width, Screen.height);
                p.PreProcess(buffer0, buffer1);
                RenderTexturePool.Release(buffer0);
                buffer0 = buffer1;
            }
            Graphics.Blit(buffer0, destination);
            RenderTexturePool.Release(buffer0);
        }
Example #3
0
        public override void PreProcess(RenderTexture source, RenderTexture destination)
        {
            if (material == null)
            {
                CreateMaterial();
            }
            if (material != null)// && mGlowEnable)
            {
                RenderTexture m_rtFade = RenderTexturePool.Get(Screen.width, Screen.height, 0);
                if (EarlyOutIfNotSupported(source, destination))
                {
                    return;
                }
                if (m_isRenderFadeTexture)
                {
                    material.SetTexture("_FadeoutTexture", m_rtFade);
                    material.SetFloat("_FadeoutFactor", m_currentFadeFactor);
                    Graphics.Blit(source, destination, material);
                }
                else
                {
                    Graphics.Blit(source, m_rtFade);
                    Graphics.Blit(source, destination);
                    m_isRenderFadeTexture = true;
                }

                RenderTexturePool.Release(m_rtFade);
            }
        }
Example #4
0
        public override void PreProcess(RenderTexture source, RenderTexture destination)
        {
            if (material == null)
            {
                CreateMaterial();
            }
            if (material != null)
            {
                if (EarlyOutIfNotSupported(source, destination))
                {
                    return;
                }
                RenderTexture tempRtA = RenderTexturePool.Get(Screen.width / 4, Screen.height / 4, 0, RenderTextureFormat.ARGB32);
                RenderTexture tempRtB = RenderTexturePool.Get(Screen.width / 4, Screen.height / 4, 0, RenderTextureFormat.ARGB32);
                material.SetVector(strParameter, new Vector4(blurSize, 0.0f, Threshhold, Intensity));

                Graphics.Blit(source, tempRtA, material, 1);

                for (int i = 0; i < blurIterations; ++i)
                {
                    material.SetVector(strParameter, new Vector4(blurSize + i, 0.0f, Threshhold, Intensity));

                    Graphics.Blit(tempRtA, tempRtB, material, 2);
                    Graphics.Blit(tempRtB, tempRtA, material, 3);
                }

                material.SetTexture(strBloom, tempRtA);
                Graphics.Blit(source, destination, material, 0);

                RenderTexturePool.Release(tempRtA);
                RenderTexturePool.Release(tempRtB);
            }
        }
Example #5
0
        public override void PreProcess(RenderTexture source, RenderTexture destination)
        {
            /*RenderTexture*/
            solidSilhouette = RenderTexturePool.Get(Screen.width, Screen.height);
            Graphics.SetRenderTarget(solidSilhouette);


            Graphics.ExecuteCommandBuffer(m_RenderCommand);

            int           width           = (int)(Screen.width * sample);
            int           height          = (int)(Screen.height * sample);
            RenderTexture mBlurSilhouette = RenderTexturePool.Get(width, height);

            Graphics.Blit(solidSilhouette, mBlurSilhouette);

            for (int i = 0; i < iteration; ++i)
            {
                RenderTexture blurTemp = RenderTexturePool.Get(width, height);
                float         offset   = spread * i + 0.5f;
                blurMaterial.SetVector("_Offset", new Vector4(offset / width, offset / height));
                Graphics.Blit(mBlurSilhouette, blurTemp, blurMaterial);
                RenderTexturePool.Release(mBlurSilhouette);
                mBlurSilhouette = blurTemp;
            }

            material.SetTexture("_StencilMap", solidSilhouette);
            material.SetTexture("_BlurMap", mBlurSilhouette);
            material.SetFloat("_Intensity", intensity);
            Graphics.Blit(source, destination, material);

            RenderTexturePool.Release(mBlurSilhouette);
            RenderTexturePool.Release(solidSilhouette);
        }
        void OnRenderImage(RenderTexture source, RenderTexture destination)
        {
            RenderTexture buffer0 = RenderTexturePool.Get(Screen.width, Screen.height);

            Graphics.Blit(source, buffer0);

            for (int i = 0; i < peblist.Count; i++)
            {
                if (!peblist[i].IsApply)
                {
                    continue;
                }
                //if (peblist[i].InValidQuality()) continue;

                RenderTexture buffer1 = RenderTexturePool.Get(Screen.width, Screen.height);
                peblist[i].PreProcess(buffer0, buffer1);
                RenderTexturePool.Release(buffer0);
                buffer0 = buffer1;
            }
            Graphics.Blit(buffer0, destination);
            RenderTexturePool.Release(buffer0);
        }