1) Добавлена возможность сменить режим с горизонтального на вертикальный (для TiltShiftMode).
2) Добавлены смещения от центра по Х и У
using UnityEngine;
using System.Collections;
public enum TiltShiftViewType
{
Preview,
Normal,
High
}
public enum TiltShiftMode
{
TiltShiftMode,
IrisMode,
}
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Camera/Tilt Shift (Texture blur)")]
public class TiltShiftEffect : PostEffectsBase
{
[SerializeField] private Shader _shader;
[SerializeField] private TiltShiftMode _mode;
[SerializeField] private bool _verticalMode;
[Range(0, 25)]
[SerializeField] private float _blur;
[Range(0, 15)]
[SerializeField] private float _blurArea;
[SerializeField] private bool _downsample;
[Range(-2, 2)]
[SerializeField] private float _offsetX;
[Range(-2, 2)]
[SerializeField] private float _offsetY;
[SerializeField] private TiltShiftViewType _quality;
private Material _material;
private bool CheckResources()
{
CheckSupport(true);
_material = CheckShaderAndCreateMaterial(_shader, _material);
if (!isSupported)
{
ReportAutoDisable();
}
return isSupported;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!CheckResources())
{
Graphics.Blit(source, destination);
return;
}
_material.SetFloat("_BlurSize", _blur);
_material.SetFloat("_BlurArea", _blurArea);
_material.SetFloat("_centerX", _offsetX);
_material.SetFloat("_centerY", _offsetY);
_material.SetInt("_mode", _verticalMode ? 0 : 1);
source.filterMode = FilterMode.Bilinear;
var rt = destination;
if (_downsample)
{
var t = _downsample ? 1 : 0;
rt = RenderTexture.GetTemporary(source.width >> t, source.height >> t, 0, source.format);
rt.filterMode = FilterMode.Bilinear;
}
var basePassNr = (int)_quality * 2;
Graphics.Blit(source, rt, _material, basePassNr + (int)_mode);
if (_downsample)
{
_material.SetTexture("_Blurred", rt);
Graphics.Blit(source, destination, _material, 6);
}
if (rt != destination)
RenderTexture.ReleaseTemporary(rt);
}
}
Shader "Hidden/Dof/TiltShift"
{
Properties {
_MainTex ("-", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float2 uv1 : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _Blurred;
float4 _MainTex_TexelSize;
float _BlurSize;
float _BlurArea;
int _mode;
float _centerX;
float _centerY;
#ifdef SHADER_API_D3D11
#define SAMPLE_TEX(sampler, uv) tex2Dlod(sampler, float4(uv,0,1))
#else
#define SAMPLE_TEX(sampler, uv) tex2D(sampler, uv)
#endif
v2f vert (appdata_img v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv.xy = v.texcoord;
o.uv1.xy = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv1.y = 1-o.uv1.y;
#else
#endif
return o;
}
static const int SmallDiscKernelSamples = 12;
static const float2 SmallDiscKernel[SmallDiscKernelSamples] =
{
float2(-0.326212,-0.40581),
float2(-0.840144,-0.07358),
float2(-0.695914,0.457137),
float2(-0.203345,0.620716),
float2(0.96234,-0.194983),
float2(0.473434,-0.480026),
float2(0.519456,0.767022),
float2(0.185461,-0.893124),
float2(0.507431,0.064425),
float2(0.89642,0.412458),
float2(-0.32194,-0.932615),
float2(-0.791559,-0.59771)
};
static const int NumDiscSamples = 28;
static const float3 DiscKernel[NumDiscSamples] =
{
float3(0.62463,0.54337,0.82790),
float3(-0.13414,-0.94488,0.95435),
float3(0.38772,-0.43475,0.58253),
float3(0.12126,-0.19282,0.22778),
float3(-0.20388,0.11133,0.23230),
float3(0.83114,-0.29218,0.88100),
float3(0.10759,-0.57839,0.58831),
float3(0.28285,0.79036,0.83945),
float3(-0.36622,0.39516,0.53876),
float3(0.75591,0.21916,0.78704),
float3(-0.52610,0.02386,0.52664),
float3(-0.88216,-0.24471,0.91547),
float3(-0.48888,-0.29330,0.57011),
float3(0.44014,-0.08558,0.44838),
float3(0.21179,0.51373,0.55567),
float3(0.05483,0.95701,0.95858),
float3(-0.59001,-0.70509,0.91938),
float3(-0.80065,0.24631,0.83768),
float3(-0.19424,-0.18402,0.26757),
float3(-0.43667,0.76751,0.88304),
float3(0.21666,0.11602,0.24577),
float3(0.15696,-0.85600,0.87027),
float3(-0.75821,0.58363,0.95682),
float3(0.99284,-0.02904,0.99327),
float3(-0.22234,-0.57907,0.62029),
float3(0.55052,-0.66984,0.86704),
float3(0.46431,0.28115,0.54280),
float3(-0.07214,0.60554,0.60982),
};
float WeightFieldMode (float2 uv)
{
if (_mode == 0)
{
float2 tapCoord = uv*2.0 - 1 - _centerX;
return (abs(tapCoord.x * _BlurArea));
}
else if (_mode == 1)
{
float2 tapCoord = uv*2.0 - 1 -_centerY;
return (abs(tapCoord.y * _BlurArea));
}
}
float WeightIrisMode (float2 uv)
{
float2 tapCoord = uv*2.0 - 1;
return dot(tapCoord - _centerX, tapCoord - _centerY) * _BlurArea;
}
float4 fragIrisPreview (v2f i) : COLOR
{
return WeightIrisMode(i.uv.xy) * 0.5;
}
float4 fragFieldPreview (v2f i) : COLOR
{
return WeightFieldMode(i.uv.xy) * 0.5;
}
float4 fragUpsample (v2f i) : COLOR
{
float4 blurred = tex2D(_Blurred, i.uv1.xy);
float4 frame = tex2D(_MainTex, i.uv.xy);
return lerp(frame, blurred, saturate(blurred.a));
}
float4 fragIris (v2f i) : COLOR
{
float4 centerTap = tex2D(_MainTex, i.uv.xy);
float4 sum = centerTap;
float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize);
float4 poissonScale = _MainTex_TexelSize.xyxy * w;
#ifndef SHADER_API_D3D9
if(w<1e-2f)
return sum;
#endif
for(int l=0; l<NumDiscSamples; l++)
{
float2 sampleUV = i.uv.xy + DiscKernel[l].xy * poissonScale.xy;
float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
sum += sample0;
}
return float4(sum.rgb / (1.0 + NumDiscSamples), w);
}
float4 fragField (v2f i) : COLOR
{
float4 centerTap = tex2D(_MainTex, i.uv.xy);
float4 sum = centerTap;
float w = clamp(WeightFieldMode(i.uv.xy), 0, _BlurSize);
float4 poissonScale = _MainTex_TexelSize.xyxy * w;
#ifndef SHADER_API_D3D9
if(w<1e-2f)
return sum;
#endif
for(int l=0; l<NumDiscSamples; l++)
{
float2 sampleUV = i.uv.xy + DiscKernel[l].xy * poissonScale.xy;
float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
sum += sample0;
}
return float4(sum.rgb / (1.0 + NumDiscSamples), w);
}
float4 fragIrisHQ (v2f i) : COLOR
{
float4 centerTap = tex2D(_MainTex, i.uv.xy);
float4 sum = centerTap;
float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize);
float4 poissonScale = _MainTex_TexelSize.xyxy * float4(1,1,-1,-1) * 2;
#ifndef SHADER_API_D3D9
if(w<1e-2f)
return sum;
#endif
for(int l=0; l<NumDiscSamples; l++)
{
float4 sampleUV = i.uv.xyxy + DiscKernel[l].xyxy * poissonScale;
float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
float4 sample1 = SAMPLE_TEX(_MainTex, sampleUV.zw);
sum += sample0 + sample1;
}
return float4(sum.rgb / (1.0 + 2.0 * NumDiscSamples), w);
}
float4 fragFieldHQ (v2f i) : COLOR
{
float4 centerTap = tex2D(_MainTex, i.uv.xy);
float4 sum = centerTap;
float w = clamp(WeightFieldMode(i.uv.xy), 0, _BlurSize);
float4 poissonScale = _MainTex_TexelSize.xyxy * float4(1,1,-1,-1) * w;
#ifndef SHADER_API_D3D9
if(w<1e-2f)
return sum;
#endif
for(int l=0; l<NumDiscSamples; l++)
{
float4 sampleUV = i.uv.xyxy + DiscKernel[l].xyxy * poissonScale;
float4 sample0 = SAMPLE_TEX(_MainTex, sampleUV.xy);
float4 sample1 = SAMPLE_TEX(_MainTex, sampleUV.zw);
sum += sample0 + sample1;
}
return float4(sum.rgb / (1.0 + 2.0 * NumDiscSamples), w);
}
ENDCG
Subshader {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
Pass { // 0
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash d3d11_9x
#pragma glsl
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragFieldPreview
ENDCG
}
Pass { // 1
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash d3d11_9x
#pragma glsl
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragIrisPreview
ENDCG
}
Pass { // 2
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash d3d11_9x
#pragma glsl
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragField
ENDCG
}
Pass { // 3
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash d3d11_9x
#pragma glsl
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragIris
ENDCG
}
Pass { // 4
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash d3d11_9x
#pragma glsl
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragFieldHQ
ENDCG
}
Pass { // 5
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash d3d11_9x
#pragma glsl
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragIrisHQ
ENDCG
}
Pass { // 6
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers flash d3d11_9x
#pragma glsl
#pragma target 3.0
#pragma vertex vert
#pragma fragment fragUpsample
ENDCG
}
}
Fallback off
}