modified maps
modified maps
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using System;
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using UnityEngine;
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using Random = UnityEngine.Random;
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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/Noise/Noise and Scratches")]
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public class NoiseAndScratches : MonoBehaviour
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{
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/// Monochrome noise just adds grain. Non-monochrome noise
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/// more resembles VCR as it adds noise in YUV color space,
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/// thus introducing magenta/green colors.
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public bool monochrome = true;
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private bool rgbFallback = false;
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// Noise grain takes random intensity from Min to Max.
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[Range(0.0f,5.0f)]
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public float grainIntensityMin = 0.1f;
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[Range(0.0f, 5.0f)]
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public float grainIntensityMax = 0.2f;
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/// The size of the noise grains (1 = one pixel).
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[Range(0.1f, 50.0f)]
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public float grainSize = 2.0f;
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// Scratches take random intensity from Min to Max.
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[Range(0.0f, 5.0f)]
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public float scratchIntensityMin = 0.05f;
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[Range(0.0f, 5.0f)]
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public float scratchIntensityMax = 0.25f;
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/// Scratches jump to another locations at this times per second.
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[Range(1.0f, 30.0f)]
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public float scratchFPS = 10.0f;
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/// While scratches are in the same location, they jitter a bit.
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[Range(0.0f, 1.0f)]
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public float scratchJitter = 0.01f;
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public Texture grainTexture;
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public Texture scratchTexture;
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public Shader shaderRGB;
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public Shader shaderYUV;
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private Material m_MaterialRGB;
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private Material m_MaterialYUV;
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private float scratchTimeLeft = 0.0f;
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private float scratchX, scratchY;
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protected void Start ()
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{
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// Disable if we don't support image effects
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if (!SystemInfo.supportsImageEffects) {
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enabled = false;
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return;
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}
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if ( shaderRGB == null || shaderYUV == null )
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{
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Debug.Log( "Noise shaders are not set up! Disabling noise effect." );
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enabled = false;
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}
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else
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{
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if ( !shaderRGB.isSupported ) // disable effect if RGB shader is not supported
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enabled = false;
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else if ( !shaderYUV.isSupported ) // fallback to RGB if YUV is not supported
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rgbFallback = true;
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}
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}
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protected Material material {
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get {
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if ( m_MaterialRGB == null ) {
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m_MaterialRGB = new Material( shaderRGB );
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m_MaterialRGB.hideFlags = HideFlags.HideAndDontSave;
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}
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if ( m_MaterialYUV == null && !rgbFallback ) {
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m_MaterialYUV = new Material( shaderYUV );
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m_MaterialYUV.hideFlags = HideFlags.HideAndDontSave;
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}
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return (!rgbFallback && !monochrome) ? m_MaterialYUV : m_MaterialRGB;
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}
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}
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protected void OnDisable() {
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if ( m_MaterialRGB )
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DestroyImmediate( m_MaterialRGB );
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if ( m_MaterialYUV )
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DestroyImmediate( m_MaterialYUV );
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}
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private void SanitizeParameters()
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{
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grainIntensityMin = Mathf.Clamp( grainIntensityMin, 0.0f, 5.0f );
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grainIntensityMax = Mathf.Clamp( grainIntensityMax, 0.0f, 5.0f );
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scratchIntensityMin = Mathf.Clamp( scratchIntensityMin, 0.0f, 5.0f );
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scratchIntensityMax = Mathf.Clamp( scratchIntensityMax, 0.0f, 5.0f );
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scratchFPS = Mathf.Clamp( scratchFPS, 1, 30 );
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scratchJitter = Mathf.Clamp( scratchJitter, 0.0f, 1.0f );
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grainSize = Mathf.Clamp( grainSize, 0.1f, 50.0f );
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}
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// Called by the camera to apply the image effect
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void OnRenderImage (RenderTexture source, RenderTexture destination)
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{
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SanitizeParameters();
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if ( scratchTimeLeft <= 0.0f )
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{
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scratchTimeLeft = Random.value * 2 / scratchFPS; // we have sanitized it earlier, won't be zero
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scratchX = Random.value;
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scratchY = Random.value;
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}
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scratchTimeLeft -= Time.deltaTime;
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Material mat = material;
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mat.SetTexture("_GrainTex", grainTexture);
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mat.SetTexture("_ScratchTex", scratchTexture);
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float grainScale = 1.0f / grainSize; // we have sanitized it earlier, won't be zero
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mat.SetVector("_GrainOffsetScale", new Vector4(
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Random.value,
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Random.value,
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(float)Screen.width / (float)grainTexture.width * grainScale,
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(float)Screen.height / (float)grainTexture.height * grainScale
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));
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mat.SetVector("_ScratchOffsetScale", new Vector4(
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scratchX + Random.value*scratchJitter,
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scratchY + Random.value*scratchJitter,
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(float)Screen.width / (float) scratchTexture.width,
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(float)Screen.height / (float) scratchTexture.height
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));
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mat.SetVector("_Intensity", new Vector4(
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Random.Range(grainIntensityMin, grainIntensityMax),
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Random.Range(scratchIntensityMin, scratchIntensityMax),
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0, 0 ));
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Graphics.Blit (source, destination, mat);
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}
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}
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}
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