using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu("Image Effects/Blur")]
public class BlurEffect : MonoBehaviour
{
/// Blur iterations - larger number means more blur.
public int iterations = 3;
/// Blur spread for each iteration. Lower values
/// give better looking blur, but require more iterations to
/// get large blurs. Value is usually between 0.5 and 1.0.
public float blurSpread = 0.6f;
// --------------------------------------------------------
// The blur iteration shader.
// Basically it just takes 4 texture samples and averages them.
// By applying it repeatedly and spreading out sample locations
// we get a Gaussian blur approximation.
public Shader blurShader = null;
//private static string blurMatString =
static Material m_Material = null;
protected Material material
{
get
{
if (m_Material == null)
{
m_Material = new Material(blurShader);
m_Material.hideFlags = HideFlags.DontSave;
}
return m_Material;
}
}
protected void OnDisable()
{
if (m_Material)
{
DestroyImmediate(m_Material);
}
}
// --------------------------------------------------------
protected void Start()
{
// Disable if we don't support image effects
if (!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
// Disable if the shader can't run on the users graphics card
if (!blurShader || !material.shader.isSupported)
{
enabled = false;
return;
}
}
// Performs one blur iteration.
public void FourTapCone(RenderTexture source, RenderTexture dest, int iteration)
{
float off = 0.5f + iteration * blurSpread;
Graphics.BlitMultiTap(source, dest, material,
new Vector2(-off, -off),
new Vector2(-off, off),
new Vector2(off, off),
new Vector2(off, -off)
);
}
// Downsamples the texture to a quarter resolution.
private void DownSample4x(RenderTexture source, RenderTexture dest)
{
float off = 1.0f;
Graphics.BlitMultiTap(source, dest, material,
new Vector2(-off, -off),
new Vector2(-off, off),
new Vector2(off, off),
new Vector2(off, -off)
);
}
// Called by the camera to apply the image effect
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
RenderTexture buffer = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
RenderTexture buffer2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
// Copy source to the 4x4 smaller texture.
DownSample4x(source, buffer);
// Blur the small texture
bool oddEven = true;
for (int i = 0; i < iterations; i++)
{
if (oddEven)
FourTapCone(buffer, buffer2, i);
else
FourTapCone(buffer2, buffer, i);
oddEven = !oddEven;
}
if (oddEven)
Graphics.Blit(buffer, destination);
else
Graphics.Blit(buffer2, destination);
RenderTexture.ReleaseTemporary(buffer);
RenderTexture.ReleaseTemporary(buffer2);
}
}
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu("Image Effects/Blur")]
public class BlurEffect : MonoBehaviour
{
/// Blur iterations - larger number means more blur.
public int iterations = 3;
/// Blur spread for each iteration. Lower values
/// give better looking blur, but require more iterations to
/// get large blurs. Value is usually between 0.5 and 1.0.
public float blurSpread = 0.6f;
// --------------------------------------------------------
// The blur iteration shader.
// Basically it just takes 4 texture samples and averages them.
// By applying it repeatedly and spreading out sample locations
// we get a Gaussian blur approximation.
public Shader blurShader = null;
//private static string blurMatString =
static Material m_Material = null;
protected Material material
{
get
{
if (m_Material == null)
{
m_Material = new Material(blurShader);
m_Material.hideFlags = HideFlags.DontSave;
}
return m_Material;
}
}
protected void OnDisable()
{
if (m_Material)
{
DestroyImmediate(m_Material);
}
}
// --------------------------------------------------------
protected void Start()
{
// Disable if we don't support image effects
if (!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
// Disable if the shader can't run on the users graphics card
if (!blurShader || !material.shader.isSupported)
{
enabled = false;
return;
}
}
// Performs one blur iteration.
public void FourTapCone(RenderTexture source, RenderTexture dest, int iteration)
{
float off = 0.5f + iteration * blurSpread;
Graphics.BlitMultiTap(source, dest, material,
new Vector2(-off, -off),
new Vector2(-off, off),
new Vector2(off, off),
new Vector2(off, -off)
);
}
// Downsamples the texture to a quarter resolution.
private void DownSample4x(RenderTexture source, RenderTexture dest)
{
float off = 1.0f;
Graphics.BlitMultiTap(source, dest, material,
new Vector2(-off, -off),
new Vector2(-off, off),
new Vector2(off, off),
new Vector2(off, -off)
);
}
// Called by the camera to apply the image effect
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
RenderTexture buffer = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
RenderTexture buffer2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
// Copy source to the 4x4 smaller texture.
DownSample4x(source, buffer);
// Blur the small texture
bool oddEven = true;
for (int i = 0; i < iterations; i++)
{
if (oddEven)
FourTapCone(buffer, buffer2, i);
else
FourTapCone(buffer2, buffer, i);
oddEven = !oddEven;
}
if (oddEven)
Graphics.Blit(buffer, destination);
else
Graphics.Blit(buffer2, destination);
RenderTexture.ReleaseTemporary(buffer);
RenderTexture.ReleaseTemporary(buffer2);
}
}