// Token: 0x060002B6 RID: 694 RVA: 0x00022580 File Offset: 0x00020780
 public virtual void AddBokeh(RenderTexture bokehInfo, RenderTexture tempTex, RenderTexture finalTarget)
 {
     if (this.bokehMaterial)
     {
         Mesh[] meshes = Quads.GetMeshes(tempTex.width, tempTex.height);
         RenderTexture.active = tempTex;
         GL.Clear(false, true, new Color((float)0, (float)0, (float)0, (float)0));
         GL.PushMatrix();
         GL.LoadIdentity();
         bokehInfo.filterMode = FilterMode.Point;
         float num  = (float)bokehInfo.width * 1f / ((float)bokehInfo.height * 1f);
         float num2 = 2f / (1f * (float)bokehInfo.width);
         num2 += this.bokehScale * this.maxBlurSpread * DepthOfField34.BOKEH_EXTRA_BLUR * this.oneOverBaseSize;
         this.bokehMaterial.SetTexture("_Source", bokehInfo);
         this.bokehMaterial.SetTexture("_MainTex", this.bokehTexture);
         this.bokehMaterial.SetVector("_ArScale", new Vector4(num2, num2 * num, 0.5f, 0.5f * num));
         this.bokehMaterial.SetFloat("_Intensity", this.bokehIntensity);
         this.bokehMaterial.SetPass(0);
         int    i      = 0;
         Mesh[] array  = meshes;
         int    length = array.Length;
         while (i < length)
         {
             if (array[i])
             {
                 Graphics.DrawMeshNow(array[i], Matrix4x4.identity);
             }
             i++;
         }
         GL.PopMatrix();
         Graphics.Blit(tempTex, finalTarget, this.dofMaterial, 8);
         bokehInfo.filterMode = FilterMode.Bilinear;
     }
 }
Exemple #2
0
    public void AddBokeh(RenderTexture bokehInfo, RenderTexture tempTex, RenderTexture finalTarget)
    {
        if (!bokehMaterial)
        {
            return;
        }
        Mesh[] meshes = Quads.GetMeshes(tempTex.width, tempTex.height);
        RenderTexture.active = tempTex;
        GL.Clear(clearDepth: false, clearColor: true, new Color(0f, 0f, 0f, 0f));
        GL.PushMatrix();
        GL.LoadIdentity();
        bokehInfo.filterMode = FilterMode.Point;
        float num  = (float)bokehInfo.width * 1f / ((float)bokehInfo.height * 1f);
        float num2 = 2f / (1f * (float)bokehInfo.width);

        num2 += bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize;
        bokehMaterial.SetTexture("_Source", bokehInfo);
        bokehMaterial.SetTexture("_MainTex", bokehTexture);
        bokehMaterial.SetVector("_ArScale", new Vector4(num2, num2 * num, 0.5f, 0.5f * num));
        bokehMaterial.SetFloat("_Intensity", bokehIntensity);
        bokehMaterial.SetPass(0);
        int i = 0;

        Mesh[] array = meshes;
        for (int length = array.Length; i < length; i++)
        {
            if ((bool)array[i])
            {
                Graphics.DrawMeshNow(array[i], Matrix4x4.identity);
            }
        }
        GL.PopMatrix();
        Graphics.Blit(tempTex, finalTarget, dofMaterial, 8);
        bokehInfo.filterMode = FilterMode.Bilinear;
    }
Exemple #3
0
    void AddBokeh(RenderTexture bokehInfo, RenderTexture tempTex, RenderTexture finalTarget)
    {
        if (bokehMaterial)
        {
            Mesh[] meshes = Quads.GetMeshes(tempTex.width, tempTex.height);

            RenderTexture.active = tempTex;
            GL.Clear(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f));

            GL.PushMatrix();
            GL.LoadIdentity();

            // important, otherwise we get bokeh shape & size artefacts
            bokehInfo.filterMode = FilterMode.Point;

            float arW = (bokehInfo.width * 1.0f) / (bokehInfo.height * 1.0f);
            //float sc = BOKEH_EXTRA_BLUR / bokehInfo.height + bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize;

            float sc = 2.0f / (1.0f * bokehInfo.width);
            sc += bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize;

            bokehMaterial.SetTexture("_Source", bokehInfo);
            bokehMaterial.SetTexture("_MainTex", bokehTexture);
            bokehMaterial.SetVector("_ArScale", new Vector4(sc, sc * arW, 0.5f, 0.5f * arW));
            bokehMaterial.SetFloat("_Intensity", bokehIntensity);
            bokehMaterial.SetPass(0);

            foreach (Mesh m in meshes)
            {
                if (m)
                {
                    Graphics.DrawMeshNow(m, Matrix4x4.identity);
                }
            }

            GL.PopMatrix();

            Graphics.Blit(tempTex, finalTarget, dofMaterial, 8);

            // important to set back as we sample from this later on
            bokehInfo.filterMode = FilterMode.Bilinear;
        }
    }