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| 1 | +using UnityEngine; |
| 2 | + |
| 3 | +namespace UnityStandardAssets.ImageEffects |
| 4 | +{ |
| 5 | + public enum AAMode |
| 6 | + { |
| 7 | + FXAA2 = 0, |
| 8 | + FXAA3Console = 1, |
| 9 | + FXAA1PresetA = 2, |
| 10 | + FXAA1PresetB = 3, |
| 11 | + NFAA = 4, |
| 12 | + SSAA = 5, |
| 13 | + DLAA = 6, |
| 14 | + } |
| 15 | + |
| 16 | + [ExecuteInEditMode] |
| 17 | + [RequireComponent(typeof (Camera))] |
| 18 | + [AddComponentMenu("Image Effects/Other/Antialiasing")] |
| 19 | + public class Antialiasing : PostEffectsBase |
| 20 | + { |
| 21 | + public AAMode mode = AAMode.FXAA3Console; |
| 22 | + |
| 23 | + public bool showGeneratedNormals = false; |
| 24 | + public float offsetScale = 0.2f; |
| 25 | + public float blurRadius = 18.0f; |
| 26 | + |
| 27 | + public float edgeThresholdMin = 0.05f; |
| 28 | + public float edgeThreshold = 0.2f; |
| 29 | + public float edgeSharpness = 4.0f; |
| 30 | + |
| 31 | + public bool dlaaSharp = false; |
| 32 | + |
| 33 | + public Shader ssaaShader; |
| 34 | + private Material ssaa; |
| 35 | + public Shader dlaaShader; |
| 36 | + private Material dlaa; |
| 37 | + public Shader nfaaShader; |
| 38 | + private Material nfaa; |
| 39 | + public Shader shaderFXAAPreset2; |
| 40 | + private Material materialFXAAPreset2; |
| 41 | + public Shader shaderFXAAPreset3; |
| 42 | + private Material materialFXAAPreset3; |
| 43 | + public Shader shaderFXAAII; |
| 44 | + private Material materialFXAAII; |
| 45 | + public Shader shaderFXAAIII; |
| 46 | + private Material materialFXAAIII; |
| 47 | + |
| 48 | + |
| 49 | + public Material CurrentAAMaterial() |
| 50 | + { |
| 51 | + Material returnValue = null; |
| 52 | + |
| 53 | + switch (mode) |
| 54 | + { |
| 55 | + case AAMode.FXAA3Console: |
| 56 | + returnValue = materialFXAAIII; |
| 57 | + break; |
| 58 | + case AAMode.FXAA2: |
| 59 | + returnValue = materialFXAAII; |
| 60 | + break; |
| 61 | + case AAMode.FXAA1PresetA: |
| 62 | + returnValue = materialFXAAPreset2; |
| 63 | + break; |
| 64 | + case AAMode.FXAA1PresetB: |
| 65 | + returnValue = materialFXAAPreset3; |
| 66 | + break; |
| 67 | + case AAMode.NFAA: |
| 68 | + returnValue = nfaa; |
| 69 | + break; |
| 70 | + case AAMode.SSAA: |
| 71 | + returnValue = ssaa; |
| 72 | + break; |
| 73 | + case AAMode.DLAA: |
| 74 | + returnValue = dlaa; |
| 75 | + break; |
| 76 | + default: |
| 77 | + returnValue = null; |
| 78 | + break; |
| 79 | + } |
| 80 | + |
| 81 | + return returnValue; |
| 82 | + } |
| 83 | + |
| 84 | + |
| 85 | + public override bool CheckResources() |
| 86 | + { |
| 87 | + CheckSupport(false); |
| 88 | + |
| 89 | + materialFXAAPreset2 = CreateMaterial(shaderFXAAPreset2, materialFXAAPreset2); |
| 90 | + materialFXAAPreset3 = CreateMaterial(shaderFXAAPreset3, materialFXAAPreset3); |
| 91 | + materialFXAAII = CreateMaterial(shaderFXAAII, materialFXAAII); |
| 92 | + materialFXAAIII = CreateMaterial(shaderFXAAIII, materialFXAAIII); |
| 93 | + nfaa = CreateMaterial(nfaaShader, nfaa); |
| 94 | + ssaa = CreateMaterial(ssaaShader, ssaa); |
| 95 | + dlaa = CreateMaterial(dlaaShader, dlaa); |
| 96 | + |
| 97 | + if (!ssaaShader.isSupported) |
| 98 | + { |
| 99 | + NotSupported(); |
| 100 | + ReportAutoDisable(); |
| 101 | + } |
| 102 | + |
| 103 | + return isSupported; |
| 104 | + } |
| 105 | + |
| 106 | + |
| 107 | + public void OnRenderImage(RenderTexture source, RenderTexture destination) |
| 108 | + { |
| 109 | + if (CheckResources() == false) |
| 110 | + { |
| 111 | + Graphics.Blit(source, destination); |
| 112 | + return; |
| 113 | + } |
| 114 | + |
| 115 | + // ---------------------------------------------------------------- |
| 116 | + // FXAA antialiasing modes |
| 117 | + |
| 118 | + if (mode == AAMode.FXAA3Console && (materialFXAAIII != null)) |
| 119 | + { |
| 120 | + materialFXAAIII.SetFloat("_EdgeThresholdMin", edgeThresholdMin); |
| 121 | + materialFXAAIII.SetFloat("_EdgeThreshold", edgeThreshold); |
| 122 | + materialFXAAIII.SetFloat("_EdgeSharpness", edgeSharpness); |
| 123 | + |
| 124 | + Graphics.Blit(source, destination, materialFXAAIII); |
| 125 | + } |
| 126 | + else if (mode == AAMode.FXAA1PresetB && (materialFXAAPreset3 != null)) |
| 127 | + { |
| 128 | + Graphics.Blit(source, destination, materialFXAAPreset3); |
| 129 | + } |
| 130 | + else if (mode == AAMode.FXAA1PresetA && materialFXAAPreset2 != null) |
| 131 | + { |
| 132 | + source.anisoLevel = 4; |
| 133 | + Graphics.Blit(source, destination, materialFXAAPreset2); |
| 134 | + source.anisoLevel = 0; |
| 135 | + } |
| 136 | + else if (mode == AAMode.FXAA2 && materialFXAAII != null) |
| 137 | + { |
| 138 | + Graphics.Blit(source, destination, materialFXAAII); |
| 139 | + } |
| 140 | + else if (mode == AAMode.SSAA && ssaa != null) |
| 141 | + { |
| 142 | + // ---------------------------------------------------------------- |
| 143 | + // SSAA antialiasing |
| 144 | + Graphics.Blit(source, destination, ssaa); |
| 145 | + } |
| 146 | + else if (mode == AAMode.DLAA && dlaa != null) |
| 147 | + { |
| 148 | + // ---------------------------------------------------------------- |
| 149 | + // DLAA antialiasing |
| 150 | + |
| 151 | + source.anisoLevel = 0; |
| 152 | + RenderTexture interim = RenderTexture.GetTemporary(source.width, source.height); |
| 153 | + Graphics.Blit(source, interim, dlaa, 0); |
| 154 | + Graphics.Blit(interim, destination, dlaa, dlaaSharp ? 2 : 1); |
| 155 | + RenderTexture.ReleaseTemporary(interim); |
| 156 | + } |
| 157 | + else if (mode == AAMode.NFAA && nfaa != null) |
| 158 | + { |
| 159 | + // ---------------------------------------------------------------- |
| 160 | + // nfaa antialiasing |
| 161 | + |
| 162 | + source.anisoLevel = 0; |
| 163 | + |
| 164 | + nfaa.SetFloat("_OffsetScale", offsetScale); |
| 165 | + nfaa.SetFloat("_BlurRadius", blurRadius); |
| 166 | + |
| 167 | + Graphics.Blit(source, destination, nfaa, showGeneratedNormals ? 1 : 0); |
| 168 | + } |
| 169 | + else |
| 170 | + { |
| 171 | + // none of the AA is supported, fallback to a simple blit |
| 172 | + Graphics.Blit(source, destination); |
| 173 | + } |
| 174 | + } |
| 175 | + } |
| 176 | +} |
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