Files
2026-06-07 16:58:24 +01:00

261 lines
6.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class PostEffectsBase : MonoBehaviour
{
protected bool supportHDRTextures = true;
protected bool supportDX11 = false;
protected bool isSupported = true;
private List<Material> createdMaterials = new List<Material>();
protected Material CheckShaderAndCreateMaterial(Shader s, Material m2Create)
{
if (!s)
{
Debug.Log("Missing shader in " + ToString());
enabled = false;
return null;
}
if (s.isSupported && m2Create && m2Create.shader == s)
return m2Create;
if (!s.isSupported)
{
NotSupported();
Debug.Log("The shader " + s.ToString() + " on effect " + ToString() + " is not supported on this platform!");
return null;
}
m2Create = new Material(s);
createdMaterials.Add(m2Create);
m2Create.hideFlags = HideFlags.DontSave;
return m2Create;
}
protected Material CreateMaterial(Shader s, Material m2Create)
{
if (!s)
{
Debug.Log("Missing shader in " + ToString());
return null;
}
if (m2Create && (m2Create.shader == s) && (s.isSupported))
return m2Create;
if (!s.isSupported)
{
return null;
}
m2Create = new Material(s);
createdMaterials.Add(m2Create);
m2Create.hideFlags = HideFlags.DontSave;
return m2Create;
}
void OnEnable()
{
isSupported = true;
}
void OnDestroy()
{
RemoveCreatedMaterials();
}
private void RemoveCreatedMaterials()
{
while (createdMaterials.Count > 0)
{
Material mat = createdMaterials[0];
createdMaterials.RemoveAt(0);
#if UNITY_EDITOR
DestroyImmediate(mat);
#else
Destroy(mat);
#endif
}
}
protected bool CheckSupport()
{
return CheckSupport(false);
}
public virtual bool CheckResources()
{
Debug.LogWarning("CheckResources () for " + ToString() + " should be overwritten.");
return isSupported;
}
protected void Start()
{
CheckResources();
}
protected bool CheckSupport(bool needDepth)
{
isSupported = true;
supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf);
supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders;
#if !UNITY_2019_1_OR_NEWER
if (!SystemInfo.supportsImageEffects)
{
NotSupported();
return false;
}
#endif
if (needDepth && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
{
NotSupported();
return false;
}
if (needDepth)
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
return true;
}
protected bool CheckSupport(bool needDepth, bool needHdr)
{
if (!CheckSupport(needDepth))
return false;
if (needHdr && !supportHDRTextures)
{
NotSupported();
return false;
}
return true;
}
public bool Dx11Support()
{
return supportDX11;
}
protected void ReportAutoDisable()
{
Debug.LogWarning("The image effect " + ToString() + " has been disabled as it's not supported on the current platform.");
}
// deprecated but needed for old effects to survive upgrading
bool CheckShader(Shader s)
{
Debug.Log("The shader " + s.ToString() + " on effect " + 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.");
if (!s.isSupported)
{
NotSupported();
return false;
}
else
{
return false;
}
}
protected void NotSupported()
{
enabled = false;
isSupported = false;
return;
}
protected void DrawBorder(RenderTexture dest, Material material)
{
float x1;
float x2;
float y1;
float y2;
RenderTexture.active = dest;
bool invertY = true; // source.texelSize.y < 0.0ff;
// Set up the simple Matrix
GL.PushMatrix();
GL.LoadOrtho();
for (int i = 0; i < material.passCount; i++)
{
material.SetPass(i);
float y1_; float y2_;
if (invertY)
{
y1_ = 1.0f; y2_ = 0.0f;
}
else
{
y1_ = 0.0f; y2_ = 1.0f;
}
// left
x1 = 0.0f;
x2 = 0.0f + 1.0f / (dest.width * 1.0f);
y1 = 0.0f;
y2 = 1.0f;
GL.Begin(GL.QUADS);
GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
// right
x1 = 1.0f - 1.0f / (dest.width * 1.0f);
x2 = 1.0f;
y1 = 0.0f;
y2 = 1.0f;
GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
// top
x1 = 0.0f;
x2 = 1.0f;
y1 = 0.0f;
y2 = 0.0f + 1.0f / (dest.height * 1.0f);
GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
// bottom
x1 = 0.0f;
x2 = 1.0f;
y1 = 1.0f - 1.0f / (dest.height * 1.0f);
y2 = 1.0f;
GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
GL.End();
}
GL.PopMatrix();
}
}