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); }
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); }
} // 0x0000000180A391B0-0x0000000180A394E0 private void BlurFg(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) { } // 0x0000000180A38BB0-0x0000000180A38F00
} // 0x0035F9B0-0x0035FC40 private void BlurFg(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) { } // 0x00360080-0x00360320
} // 0x0035EC30-0x0035F550 private void Blur(RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) { } // 0x0035F9B0-0x0035FC40