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209 lines
5.4 KiB
209 lines
5.4 KiB
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#pragma strict |
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@script ExecuteInEditMode |
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@script RequireComponent (Camera) |
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class PostEffectsBase extends MonoBehaviour { |
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protected var supportHDRTextures : boolean = true; |
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protected var supportDX11 : boolean = false; |
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protected var isSupported : boolean = true; |
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function CheckShaderAndCreateMaterial (s : Shader, m2Create : Material) : Material { |
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if (!s) { |
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Debug.Log("Missing shader in " + this.ToString ()); |
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enabled = false; |
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return null; |
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} |
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if (s.isSupported && m2Create && m2Create.shader == s) |
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return m2Create; |
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if (!s.isSupported) { |
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NotSupported (); |
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Debug.Log("The shader " + s.ToString() + " on effect "+this.ToString()+" is not supported on this platform!"); |
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return null; |
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} |
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else { |
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m2Create = new Material (s); |
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m2Create.hideFlags = HideFlags.DontSave; |
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if (m2Create) |
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return m2Create; |
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else return null; |
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} |
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} |
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function CreateMaterial (s : Shader, m2Create : Material) : Material { |
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if (!s) { |
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Debug.Log ("Missing shader in " + this.ToString ()); |
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return null; |
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} |
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if (m2Create && (m2Create.shader == s) && (s.isSupported)) |
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return m2Create; |
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if (!s.isSupported) { |
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return null; |
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} |
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else { |
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m2Create = new Material (s); |
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m2Create.hideFlags = HideFlags.DontSave; |
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if (m2Create) |
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return m2Create; |
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else return null; |
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} |
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} |
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function OnEnable() { |
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isSupported = true; |
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} |
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function CheckSupport () : boolean { |
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return CheckSupport (false); |
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} |
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function CheckResources () : boolean { |
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Debug.LogWarning ("CheckResources () for " + this.ToString() + " should be overwritten."); |
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return isSupported; |
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} |
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function Start () { |
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CheckResources (); |
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} |
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function CheckSupport (needDepth : boolean) : boolean { |
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isSupported = true; |
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supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); |
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supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; |
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if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) { |
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NotSupported (); |
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return false; |
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} |
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if(needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) { |
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NotSupported (); |
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return false; |
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} |
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if(needDepth) |
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GetComponent.<Camera>().depthTextureMode |= DepthTextureMode.Depth; |
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return true; |
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} |
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function CheckSupport (needDepth : boolean, needHdr : boolean) : boolean { |
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if(!CheckSupport(needDepth)) |
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return false; |
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if(needHdr && !supportHDRTextures) { |
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NotSupported (); |
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return false; |
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} |
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return true; |
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} |
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function Dx11Support() : boolean { |
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return supportDX11; |
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} |
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function ReportAutoDisable () { |
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Debug.LogWarning ("The image effect " + this.ToString() + " has been disabled as it's not supported on the current platform."); |
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} |
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// deprecated but needed for old effects to survive upgrading |
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function CheckShader (s : Shader) : boolean { |
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Debug.Log("The shader " + s.ToString () + " on effect "+ this.ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); |
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if (!s.isSupported) { |
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NotSupported (); |
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return false; |
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} |
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else { |
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return false; |
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} |
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} |
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function NotSupported () { |
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enabled = false; |
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isSupported = false; |
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return; |
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} |
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function DrawBorder (dest : RenderTexture, material : Material ) { |
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var x1 : float; |
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var x2 : float; |
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var y1 : float; |
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var y2 : float; |
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RenderTexture.active = dest; |
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var invertY : boolean = true; // source.texelSize.y < 0.0f; |
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// Set up the simple Matrix |
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GL.PushMatrix(); |
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GL.LoadOrtho(); |
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for (var i : int = 0; i < material.passCount; i++) |
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{ |
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material.SetPass(i); |
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var y1_ : float; var y2_ : float; |
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if (invertY) |
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{ |
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y1_ = 1.0; y2_ = 0.0; |
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} |
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else |
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{ |
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y1_ = 0.0; y2_ = 1.0; |
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} |
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// left |
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x1 = 0.0; |
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x2 = 0.0 + 1.0/(dest.width*1.0); |
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y1 = 0.0; |
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y2 = 1.0; |
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GL.Begin(GL.QUADS); |
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GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); |
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GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); |
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GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); |
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GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); |
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// right |
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x1 = 1.0 - 1.0/(dest.width*1.0); |
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x2 = 1.0; |
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y1 = 0.0; |
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y2 = 1.0; |
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GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); |
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GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); |
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GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); |
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GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); |
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// top |
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x1 = 0.0; |
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x2 = 1.0; |
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y1 = 0.0; |
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y2 = 0.0 + 1.0/(dest.height*1.0); |
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GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); |
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GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); |
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GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); |
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GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); |
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// bottom |
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x1 = 0.0; |
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x2 = 1.0; |
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y1 = 1.0 - 1.0/(dest.height*1.0); |
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y2 = 1.0; |
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GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); |
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GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); |
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GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); |
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GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); |
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GL.End(); |
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} |
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GL.PopMatrix(); |
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} |
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} |