Example #1
0
        private void SetShaderParameters(LensFlareParameters lensFlareParams, RenderTexture downsampledScene, float downsamplingNormalizer)
        {
            if (lensFlareParams.lensColorTexture != null)
            {
                this.m_lensFlareMat.SetTexture("_LensColorTexture", lensFlareParams.lensColorTexture);
            }
            else
            {
                this.m_lensFlareMat.SetTexture("_LensColorTexture", ScionUtility.WhiteTexture);
            }
            Vector4 value = default(Vector4);

            value.x = lensFlareParams.ghostIntensity / (float)lensFlareParams.ghostSamples;
            value.y = lensFlareParams.ghostDispersal * 10f / (float)lensFlareParams.ghostSamples;
            value.z = lensFlareParams.ghostDistortion * 60f;
            value.w = lensFlareParams.ghostEdgeFade;
            this.m_lensFlareMat.SetVector("_LensFlareParams1", value);
            Vector4 value2 = default(Vector4);

            value2.x = lensFlareParams.haloIntensity;
            value2.y = lensFlareParams.haloWidth;
            value2.z = lensFlareParams.haloDistortion * 25f;
            value2.w = downsamplingNormalizer;
            this.m_lensFlareMat.SetVector("_LensFlareParams2", value2);
            Vector4 value3 = default(Vector4);

            value3.x = lensFlareParams.blurStrength * 50f * this.GetBlurNormalizer(lensFlareParams.blurSamples) * downsamplingNormalizer;
            this.m_lensFlareMat.SetVector("_LensFlareParams3", value3);
            Vector4 value4 = default(Vector4);

            value4.x = 1f / (float)downsampledScene.width;
            value4.y = 1f / (float)downsampledScene.height;
            this.m_lensFlareMat.SetVector("_TextureParams", value4);
        }
Example #2
0
        private void PrepareLensFlareSampling(LensFlareParameters lensFlareParams, RenderTexture lensFlareTexture, Transform cameraTransform)
        {
            Vector3 camLeft     = -cameraTransform.right;
            Vector3 camForward  = cameraTransform.forward;
            float   camRotation = Vector3.Dot(camLeft, Vector3.forward) + Vector3.Dot(camForward, Vector3.up);

            Vector4 lensStarParams1 = new Vector4();

            lensStarParams1.x = Mathf.Cos(camRotation * 2.0f * Mathf.PI);
            lensStarParams1.y = Mathf.Sin(camRotation * 2.0f * Mathf.PI);
            lensStarParams1.z = lensFlareParams.starUVScale;
            lensStarParams1.w = (1.0f - lensFlareParams.starUVScale) * 0.5f;
            m_combinationMat.SetVector("_LensStarParams1", lensStarParams1);

            if (lensFlareParams.starTexture != null)
            {
                m_combinationMat.SetTexture("_LensFlareStarTexture", lensFlareParams.starTexture);
            }
            else
            {
                m_combinationMat.SetTexture("_LensFlareStarTexture", ScionUtility.WhiteTexture);
            }

            m_combinationMat.SetTexture("_LensFlareTexture", lensFlareTexture);
        }
Example #3
0
        public RenderTexture RenderLensFlare(RenderTexture downsampledScene, LensFlareParameters lensFlareParams, int origSourceWidth)
        {
            float downsamplingNormalizer = this.GetDownsamplingNormalizer(origSourceWidth, downsampledScene.width);

            this.SetShaderParameters(lensFlareParams, downsampledScene, downsamplingNormalizer);
            downsampledScene.wrapMode = TextureWrapMode.Clamp;
            RenderTexture temporary = RenderTexture.GetTemporary(downsampledScene.width, downsampledScene.height, 0, downsampledScene.format, RenderTextureReadWrite.Linear);

            temporary.filterMode = FilterMode.Bilinear;
            temporary.wrapMode   = TextureWrapMode.Clamp;
            Graphics.Blit(downsampledScene, temporary, this.m_lensFlareMat, (int)lensFlareParams.ghostSamples);
            this.HexagonalBlur(temporary, lensFlareParams.blurSamples);
            return(temporary);
        }
Example #4
0
        public RenderTexture RenderLensFlare(RenderTexture downsampledScene, LensFlareParameters lensFlareParams, int origSourceWidth)
        {
            float downsamplingNormalizer = GetDownsamplingNormalizer(origSourceWidth, downsampledScene.width);
            SetShaderParameters(lensFlareParams, downsampledScene, downsamplingNormalizer);

            downsampledScene.wrapMode = TextureWrapMode.Clamp;

            RenderTexture lensFlareTex = RenderTexture.GetTemporary(downsampledScene.width, downsampledScene.height, 0, downsampledScene.format, RenderTextureReadWrite.Linear);
            lensFlareTex.filterMode = FilterMode.Bilinear;
            lensFlareTex.wrapMode = TextureWrapMode.Clamp;

            Graphics.Blit(downsampledScene, lensFlareTex, m_lensFlareMat, (int)lensFlareParams.ghostSamples);
            HexagonalBlur(lensFlareTex, lensFlareParams.blurSamples);

            return lensFlareTex;
        }
Example #5
0
        private void SetShaderParameters(LensFlareParameters lensFlareParams, RenderTexture downsampledScene, float downsamplingNormalizer)
        {
            if (lensFlareParams.lensColorTexture != null)
            {
                m_lensFlareMat.SetTexture("_LensColorTexture", lensFlareParams.lensColorTexture);
            }
            else
            {
                m_lensFlareMat.SetTexture("_LensColorTexture", ScionUtility.WhiteTexture);
            }

            Vector4 lensFlareParams1 = new Vector4();

            lensFlareParams1.x = lensFlareParams.ghostIntensity / (float)lensFlareParams.ghostSamples;             //Normalize energy!
            lensFlareParams1.y = lensFlareParams.ghostDispersal * 10.0f / (float)lensFlareParams.ghostSamples;     //Normalize reach!
            lensFlareParams1.z = lensFlareParams.ghostDistortion * 60.0f;
            lensFlareParams1.w = lensFlareParams.ghostEdgeFade;
            m_lensFlareMat.SetVector("_LensFlareParams1", lensFlareParams1);

            Vector4 lensFlareParams2 = new Vector4();

            lensFlareParams2.x = lensFlareParams.haloIntensity;
            lensFlareParams2.y = lensFlareParams.haloWidth;
            lensFlareParams2.z = lensFlareParams.haloDistortion * 25.0f;
            lensFlareParams2.w = downsamplingNormalizer;
            m_lensFlareMat.SetVector("_LensFlareParams2", lensFlareParams2);

            Vector4 lensFlareParams3 = new Vector4();

            //Normalize the value so all sample counts "reach" as far under all circumstances
            lensFlareParams3.x = lensFlareParams.blurStrength * 50.0f * GetBlurNormalizer(lensFlareParams.blurSamples) * downsamplingNormalizer;
            m_lensFlareMat.SetVector("_LensFlareParams3", lensFlareParams3);

            Vector4 textureParams = new Vector4();

            textureParams.x = 1.0f / downsampledScene.width;
            textureParams.y = 1.0f / downsampledScene.height;
            m_lensFlareMat.SetVector("_TextureParams", textureParams);
        }
Example #6
0
        private void PrepareLensFlareSampling(LensFlareParameters lensFlareParams, RenderTexture lensFlareTexture, Transform cameraTransform)
        {
            Vector3 camLeft = -cameraTransform.right;
            Vector3 camForward = cameraTransform.forward;
            float camRotation = Vector3.Dot(camLeft, Vector3.forward) + Vector3.Dot(camForward, Vector3.up);

            Vector4 lensStarParams1 = new Vector4();
            lensStarParams1.x = Mathf.Cos(camRotation * 2.0f * Mathf.PI);
            lensStarParams1.y = Mathf.Sin(camRotation * 2.0f * Mathf.PI);
            lensStarParams1.z = lensFlareParams.starUVScale;
            lensStarParams1.w = (1.0f - lensFlareParams.starUVScale) * 0.5f;
            m_combinationMat.SetVector("_LensStarParams1", lensStarParams1);

            if (lensFlareParams.starTexture != null) m_combinationMat.SetTexture("_LensFlareStarTexture", lensFlareParams.starTexture);
            else m_combinationMat.SetTexture("_LensFlareStarTexture", ScionUtility.WhiteTexture);

            m_combinationMat.SetTexture("_LensFlareTexture", lensFlareTexture);
        }
Example #7
0
        private void SetShaderParameters(LensFlareParameters lensFlareParams, RenderTexture downsampledScene, float downsamplingNormalizer)
        {
            if (lensFlareParams.lensColorTexture != null) m_lensFlareMat.SetTexture("_LensColorTexture", lensFlareParams.lensColorTexture);
            else m_lensFlareMat.SetTexture("_LensColorTexture", ScionUtility.WhiteTexture);

            Vector4 lensFlareParams1 = new Vector4();
            lensFlareParams1.x = lensFlareParams.ghostIntensity / (float)lensFlareParams.ghostSamples; //Normalize energy!
            lensFlareParams1.y = lensFlareParams.ghostDispersal * 10.0f / (float)lensFlareParams.ghostSamples; //Normalize reach!
            lensFlareParams1.z = lensFlareParams.ghostDistortion * 60.0f;
            lensFlareParams1.w = lensFlareParams.ghostEdgeFade;
            m_lensFlareMat.SetVector("_LensFlareParams1", lensFlareParams1);

            Vector4 lensFlareParams2 = new Vector4();
            lensFlareParams2.x = lensFlareParams.haloIntensity;
            lensFlareParams2.y = lensFlareParams.haloWidth;
            lensFlareParams2.z = lensFlareParams.haloDistortion * 25.0f;
            lensFlareParams2.w = downsamplingNormalizer;
            m_lensFlareMat.SetVector("_LensFlareParams2", lensFlareParams2);

            Vector4 lensFlareParams3 = new Vector4();
            //Normalize the value so all sample counts "reach" as far under all circumstances
            lensFlareParams3.x = lensFlareParams.blurStrength * 50.0f * GetBlurNormalizer(lensFlareParams.blurSamples) * downsamplingNormalizer;
            m_lensFlareMat.SetVector("_LensFlareParams3", lensFlareParams3);

            Vector4 textureParams = new Vector4();
            textureParams.x = 1.0f / downsampledScene.width;
            textureParams.y = 1.0f / downsampledScene.height;
            m_lensFlareMat.SetVector("_TextureParams", textureParams);
        }