private 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(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 += this.bokehScale * this.maxBlurSpread * DepthOfFieldDeprecated.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); foreach (Mesh mesh in meshes) { if (mesh) { Graphics.DrawMeshNow(mesh, Matrix4x4.identity); } } GL.PopMatrix(); Graphics.Blit(tempTex, finalTarget, this.dofMaterial, 8); bokehInfo.filterMode = FilterMode.Bilinear; } }
void AddBokeh(RenderTexture bokehInfo, RenderTexture tempTex, RenderTexture finalTarget) { if (bokehMaterial) { var meshes = Quads.GetMeshes(tempTex.width, tempTex.height); // quads: exchanging more triangles with less overdraw RenderTexture.active = tempTex; GL.Clear(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f)); GL.PushMatrix(); GL.LoadIdentity(); // point filter mode is important, otherwise we get bokeh shape & size artefacts bokehInfo.filterMode = FilterMode.Point; float arW = (bokehInfo.width * 1.0f) / (bokehInfo.height * 1.0f); 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; } }
private 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(0f, 0f, 0f, 0f)); GL.PushMatrix(); GL.LoadIdentity(); bokehInfo.filterMode = FilterMode.Point; float num = (bokehInfo.width * 1f) / (bokehInfo.height * 1f); float x = (2f / (1f * bokehInfo.width)) + (((this.bokehScale * this.maxBlurSpread) * BOKEH_EXTRA_BLUR) * this.oneOverBaseSize); this.bokehMaterial.SetTexture("_Source", bokehInfo); this.bokehMaterial.SetTexture("_MainTex", this.bokehTexture); this.bokehMaterial.SetVector("_ArScale", new Vector4(x, x * num, 0.5f, 0.5f * num)); this.bokehMaterial.SetFloat("_Intensity", this.bokehIntensity); this.bokehMaterial.SetPass(0); Mesh[] meshArray2 = meshes; int index = 0; while (true) { if (index >= meshArray2.Length) { GL.PopMatrix(); Graphics.Blit(tempTex, finalTarget, this.dofMaterial, 8); bokehInfo.filterMode = FilterMode.Bilinear; break; } Mesh mesh = meshArray2[index]; if (mesh) { Graphics.DrawMeshNow(mesh, Matrix4x4.identity); } index++; } } }