Exemple #1
0
        void BlurFg(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread)
        {
            // we want a nice, big coc, hence we need to tap once from this (higher resolution) texture
            dofBlurMaterial.SetTexture("_TapHigh", from);

            RenderTexture tmp = RenderTexture.GetTemporary(to.width, to.height);

            if ((int)iterations > 1)
            {
                BlurHex(from, to, blurPass, spread, tmp);
                if ((int)iterations > 2)
                {
                    dofBlurMaterial.SetVector("offsets", new Vector4(0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
                    Graphics.Blit(to, tmp, dofBlurMaterial, blurPass);
                    dofBlurMaterial.SetVector("offsets", new Vector4(spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
                    Graphics.Blit(tmp, to, dofBlurMaterial, blurPass);
                }
            }
            else
            {
                dofBlurMaterial.SetVector("offsets", new Vector4(0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
                Graphics.Blit(from, tmp, dofBlurMaterial, blurPass);
                dofBlurMaterial.SetVector("offsets", new Vector4(spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
                Graphics.Blit(tmp, to, dofBlurMaterial, blurPass);
            }
            RenderTexture.ReleaseTemporary(tmp);
        }
    // Token: 0x060002B3 RID: 691 RVA: 0x000222B4 File Offset: 0x000204B4
    public virtual void BlurFg(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread)
    {
        this.dofBlurMaterial.SetTexture("_TapHigh", from);
        RenderTexture temporary = RenderTexture.GetTemporary(to.width, to.height);

        if (iterations > DofBlurriness.Low)
        {
            this.BlurHex(from, to, blurPass, spread, temporary);
            if (iterations > DofBlurriness.High)
            {
                this.dofBlurMaterial.SetVector("offsets", new Vector4((float)0, spread * this.oneOverBaseSize, (float)0, (float)0));
                Graphics.Blit(to, temporary, this.dofBlurMaterial, blurPass);
                this.dofBlurMaterial.SetVector("offsets", new Vector4(spread / this.widthOverHeight * this.oneOverBaseSize, (float)0, (float)0, (float)0));
                Graphics.Blit(temporary, to, this.dofBlurMaterial, blurPass);
            }
        }
        else
        {
            this.dofBlurMaterial.SetVector("offsets", new Vector4((float)0, spread * this.oneOverBaseSize, (float)0, (float)0));
            Graphics.Blit(from, temporary, this.dofBlurMaterial, blurPass);
            this.dofBlurMaterial.SetVector("offsets", new Vector4(spread / this.widthOverHeight * this.oneOverBaseSize, (float)0, (float)0, (float)0));
            Graphics.Blit(temporary, to, this.dofBlurMaterial, blurPass);
        }
        RenderTexture.ReleaseTemporary(temporary);
    }
 public DepthOfField34()
 {
     this.quality                  = Dof34QualitySetting.OnlyBackground;
     this.resolution               = DofResolution.Low;
     this.simpleTweakMode          = true;
     this.focalPoint               = 1f;
     this.smoothness               = 0.5f;
     this.focalZStartCurve         = 1f;
     this.focalZEndCurve           = 1f;
     this.focalStartCurve          = 2f;
     this.focalEndCurve            = 2f;
     this.focalDistance01          = 0.1f;
     this.bluriness                = DofBlurriness.High;
     this.maxBlurSpread            = 1.75f;
     this.foregroundBlurExtrude    = 1.15f;
     this.bokehDestination         = BokehDestination.Background;
     this.widthOverHeight          = 1.25f;
     this.oneOverBaseSize          = 0.001953125f;
     this.bokehSupport             = true;
     this.bokehScale               = 2.4f;
     this.bokehIntensity           = 0.15f;
     this.bokehThreshholdContrast  = 0.1f;
     this.bokehThreshholdLuminance = 0.55f;
     this.bokehDownsample          = 1;
 }
        void Blur(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread)
        {
            RenderTexture tmp = RenderTexture.GetTemporary(to.width, to.height);

            if ((int)iterations > 1)
            {
                BlurHex(from, to, blurPass, spread, tmp);
                if ((int)iterations > 2)
                {
                    dofBlurMaterial.SetVector("offsets", new Vector4(0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
                    Graphics.Blit(to, tmp, dofBlurMaterial, blurPass);
                    dofBlurMaterial.SetVector("offsets", new Vector4(spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
                    Graphics.Blit(tmp, to, dofBlurMaterial, blurPass);
                }
            }
            else
            {
                dofBlurMaterial.SetVector("offsets", new Vector4(0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
                Graphics.Blit(from, tmp, dofBlurMaterial, blurPass);
                dofBlurMaterial.SetVector("offsets", new Vector4(spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
                Graphics.Blit(tmp, to, dofBlurMaterial, blurPass);
            }

            RenderTexture.ReleaseTemporary(tmp);
        }
Exemple #5
0
 public void Copy(DepthOfFieldDeprecatedBase copy)
 {
     quality               = copy.quality;
     resolution            = copy.resolution;
     simpleTweakMode       = copy.simpleTweakMode;
     focalPoint            = copy.focalPoint;
     smoothness            = copy.smoothness;
     focalZDistance        = copy.focalZDistance;
     focalZStartCurve      = copy.focalZStartCurve;
     focalZEndCurve        = copy.focalZEndCurve;
     objectFocus           = copy.objectFocus;
     focalSize             = copy.focalSize;
     bluriness             = copy.bluriness;
     maxBlurSpread         = copy.maxBlurSpread;
     foregroundBlurExtrude = copy.foregroundBlurExtrude;
     dofBlurShader         = copy.dofBlurShader;
     dofShader             = copy.dofShader;
     visualize             = copy.visualize;
     bokehDestination      = copy.bokehDestination;
     bokeh                   = copy.bokeh;
     bokehSupport            = copy.bokehSupport;
     bokehShader             = copy.bokehShader;
     bokehTexture            = copy.bokehTexture;
     bokehScale              = copy.bokehScale;
     bokehIntensity          = copy.bokehIntensity;
     bokehThresholdContrast  = copy.bokehThresholdContrast;
     bokehThresholdLuminance = copy.bokehThresholdLuminance;
 }
 private void Blur(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread)
 {
     RenderTexture temporary = RenderTexture.GetTemporary(to.width, to.height);
     if (iterations <= DofBlurriness.Low)
     {
         this.dofBlurMaterial.SetVector("offsets", new Vector4(0f, spread * this.oneOverBaseSize, 0f, 0f));
         Graphics.Blit(from, temporary, this.dofBlurMaterial, blurPass);
         this.dofBlurMaterial.SetVector("offsets", new Vector4((spread / this.widthOverHeight) * this.oneOverBaseSize, 0f, 0f, 0f));
         Graphics.Blit(temporary, to, this.dofBlurMaterial, blurPass);
     }
     else
     {
         this.BlurHex(from, to, blurPass, spread, temporary);
         if (iterations > DofBlurriness.High)
         {
             this.dofBlurMaterial.SetVector("offsets", new Vector4(0f, spread * this.oneOverBaseSize, 0f, 0f));
             Graphics.Blit(to, temporary, this.dofBlurMaterial, blurPass);
             this.dofBlurMaterial.SetVector("offsets", new Vector4((spread / this.widthOverHeight) * this.oneOverBaseSize, 0f, 0f, 0f));
             Graphics.Blit(temporary, to, this.dofBlurMaterial, blurPass);
         }
     }
     RenderTexture.ReleaseTemporary(temporary);
 }
        void BlurFg ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) {
            // we want a nice, big coc, hence we need to tap once from this (higher resolution) texture
            dofBlurMaterial.SetTexture ("_TapHigh", from);

            RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height);
            if ((int)iterations > 1) {
                BlurHex (from, to, blurPass, spread, tmp);
                if ((int)iterations > 2) {
                    dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
                    Graphics.Blit (to, tmp, dofBlurMaterial, blurPass);
                    dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize,  0.0f, 0.0f, 0.0f));
                    Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
                }
            }
            else {
                dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
                Graphics.Blit (from, tmp, dofBlurMaterial, blurPass);
                dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize,  0.0f, 0.0f, 0.0f));
                Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
            }
            RenderTexture.ReleaseTemporary (tmp);
        }
 void Blur ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) {
     RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height);
     if ((int)iterations > 1) {
         BlurHex (from, to, blurPass, spread, tmp);
         if ((int)iterations > 2) {
             dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
             Graphics.Blit (to, tmp, dofBlurMaterial, blurPass);
             dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize,  0.0f, 0.0f, 0.0f));
             Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
         }
     }
     else {
         dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
         Graphics.Blit (from, tmp, dofBlurMaterial, blurPass);
         dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize,  0.0f, 0.0f, 0.0f));
         Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
     }
     RenderTexture.ReleaseTemporary (tmp);
 }
Exemple #9
0
        }                                                                                                                        // 0x0000000180A391B0-0x0000000180A394E0

        private void BlurFg(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread)
        {
        }                                                                                                                          // 0x0000000180A38BB0-0x0000000180A38F00
Exemple #10
0
        }                                                                                                                        // 0x0035F9B0-0x0035FC40

        private void BlurFg(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread)
        {
        }                                                                                                                          // 0x00360080-0x00360320
Exemple #11
0
        }                                                                                      // 0x0035EC30-0x0035F550

        private void Blur(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread)
        {
        }                                                                                                                        // 0x0035F9B0-0x0035FC40