modified maps
modified maps
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[ExecuteInEditMode]
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[RequireComponent (typeof(Camera))]
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[AddComponentMenu ("Image Effects/Bloom and Glow/Bloom (Optimized)")]
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public class BloomOptimized : PostEffectsBase
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{
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public enum Resolution
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{
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Low = 0,
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High = 1,
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}
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public enum BlurType
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{
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Standard = 0,
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Sgx = 1,
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}
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[Range(0.0f, 1.5f)]
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public float threshold = 0.25f;
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[Range(0.0f, 2.5f)]
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public float intensity = 0.75f;
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[Range(0.25f, 5.5f)]
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public float blurSize = 1.0f;
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Resolution resolution = Resolution.Low;
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[Range(1, 4)]
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public int blurIterations = 1;
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public BlurType blurType= BlurType.Standard;
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public Shader fastBloomShader = null;
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private Material fastBloomMaterial = null;
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public override bool CheckResources ()
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{
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CheckSupport (false);
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fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial);
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if (!isSupported)
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ReportAutoDisable ();
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return isSupported;
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}
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void OnDisable ()
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{
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if (fastBloomMaterial)
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DestroyImmediate (fastBloomMaterial);
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}
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void OnRenderImage (RenderTexture source, RenderTexture destination)
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{
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if (CheckResources() == false)
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{
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Graphics.Blit (source, destination);
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return;
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}
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int divider = resolution == Resolution.Low ? 4 : 2;
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float widthMod = resolution == Resolution.Low ? 0.5f : 1.0f;
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fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, 0.0f, threshold, intensity));
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source.filterMode = FilterMode.Bilinear;
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var rtW= source.width/divider;
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var rtH= source.height/divider;
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// downsample
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RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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rt.filterMode = FilterMode.Bilinear;
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Graphics.Blit (source, rt, fastBloomMaterial, 1);
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var passOffs= blurType == BlurType.Standard ? 0 : 2;
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for(int i = 0; i < blurIterations; i++)
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{
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fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshold, intensity));
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// vertical blur
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RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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rt2.filterMode = FilterMode.Bilinear;
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Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs);
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RenderTexture.ReleaseTemporary (rt);
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rt = rt2;
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// horizontal blur
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rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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rt2.filterMode = FilterMode.Bilinear;
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Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs);
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RenderTexture.ReleaseTemporary (rt);
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rt = rt2;
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}
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fastBloomMaterial.SetTexture ("_Bloom", rt);
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Graphics.Blit (source, destination, fastBloomMaterial, 0);
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RenderTexture.ReleaseTemporary (rt);
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}
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}
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}
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