Files
2026-05-29 18:21:53 +03:00

265 lines
8.6 KiB
C#

using UnityEngine;
using System;
using Object = UnityEngine.Object;
namespace UnityStandardAssets.CinematicEffects
{
[Serializable]
public class FXAA : IAntiAliasing
{
private Shader m_Shader;
private Shader shader
{
get
{
if (m_Shader == null)
m_Shader = Shader.Find("Hidden/Fast Approximate Anti-aliasing");
return m_Shader;
}
}
private Material m_Material;
public Material material
{
get
{
if (m_Material == null)
m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(shader);
return m_Material;
}
}
[Serializable]
public struct QualitySettings
{
[Tooltip("The amount of desired sub-pixel aliasing removal. Effects the sharpeness of the output.")]
[Range(0.0f, 1.0f)]
public float subpixelAliasingRemovalAmount;
[Tooltip("The minimum amount of local contrast required to qualify a region as containing an edge.")]
[Range(0.063f, 0.333f)]
public float edgeDetectionThreshold;
[Tooltip("Local contrast adaptation value to disallow the algorithm from executing on the darker regions.")]
[Range(0.0f, 0.0833f)]
public float minimumRequiredLuminance;
}
[Serializable]
public struct ConsoleSettings
{
[Tooltip("The amount of spread applied to the sampling coordinates while sampling for subpixel information.")]
[Range(0.33f, 0.5f)]
public float subpixelSpreadAmount;
[Tooltip("This value dictates how sharp the edges in the image are kept; a higher value implies sharper edges.")]
[Range(2.0f, 8.0f)]
public float edgeSharpnessAmount;
[Tooltip("The minimum amount of local contrast required to qualify a region as containing an edge.")]
[Range(0.125f, 0.25f)]
public float edgeDetectionThreshold;
[Tooltip("Local contrast adaptation value to disallow the algorithm from executing on the darker regions.")]
[Range(0.04f, 0.06f)]
public float minimumRequiredLuminance;
}
[Serializable]
public struct Preset
{
[AttributeUsage(AttributeTargets.Field)]
public class LayoutAttribute : PropertyAttribute
{}
[Layout]
public QualitySettings qualitySettings;
[Layout]
public ConsoleSettings consoleSettings;
private static readonly Preset s_ExtremePerformance = new Preset
{
qualitySettings = new QualitySettings
{
subpixelAliasingRemovalAmount = 0.0f,
edgeDetectionThreshold = 0.333f,
minimumRequiredLuminance = 0.0833f
},
consoleSettings = new ConsoleSettings
{
subpixelSpreadAmount = 0.33f,
edgeSharpnessAmount = 8.0f,
edgeDetectionThreshold = 0.25f,
minimumRequiredLuminance = 0.06f
}
};
private static readonly Preset s_Performance = new Preset
{
qualitySettings = new QualitySettings
{
subpixelAliasingRemovalAmount = 0.25f,
edgeDetectionThreshold = 0.25f,
minimumRequiredLuminance = 0.0833f
},
consoleSettings = new ConsoleSettings
{
subpixelSpreadAmount = 0.33f,
edgeSharpnessAmount = 8.0f,
edgeDetectionThreshold = 0.125f,
minimumRequiredLuminance = 0.06f
}
};
private static readonly Preset s_Default = new Preset
{
qualitySettings = new QualitySettings
{
subpixelAliasingRemovalAmount = 0.75f,
edgeDetectionThreshold = 0.166f,
minimumRequiredLuminance = 0.0833f
},
consoleSettings = new ConsoleSettings
{
subpixelSpreadAmount = 0.5f,
edgeSharpnessAmount = 8.0f,
edgeDetectionThreshold = 0.125f,
minimumRequiredLuminance = 0.05f
}
};
private static readonly Preset s_Quality = new Preset
{
qualitySettings = new QualitySettings
{
subpixelAliasingRemovalAmount = 1.0f,
edgeDetectionThreshold = 0.125f,
minimumRequiredLuminance = 0.0625f
},
consoleSettings = new ConsoleSettings
{
subpixelSpreadAmount = 0.5f,
edgeSharpnessAmount = 4.0f,
edgeDetectionThreshold = 0.125f,
minimumRequiredLuminance = 0.04f
}
};
private static readonly Preset s_ExtremeQuality = new Preset
{
qualitySettings = new QualitySettings
{
subpixelAliasingRemovalAmount = 1.0f,
edgeDetectionThreshold = 0.063f,
minimumRequiredLuminance = 0.0312f
},
consoleSettings = new ConsoleSettings
{
subpixelSpreadAmount = 0.5f,
edgeSharpnessAmount = 2.0f,
edgeDetectionThreshold = 0.125f,
minimumRequiredLuminance = 0.04f
}
};
public static Preset extremePerformancePreset
{
get { return s_ExtremePerformance; }
}
public static Preset performancePreset
{
get { return s_Performance; }
}
public static Preset defaultPreset
{
get { return s_Default; }
}
public static Preset qualityPreset
{
get { return s_Quality; }
}
public static Preset extremeQualityPreset
{
get { return s_ExtremeQuality; }
}
}
[SerializeField, HideInInspector]
public Preset preset = Preset.defaultPreset;
public static Preset[] availablePresets =
{
Preset.extremePerformancePreset,
Preset.performancePreset,
Preset.defaultPreset,
Preset.qualityPreset,
Preset.extremeQualityPreset
};
public bool validSourceFormat { get; private set; }
private int m_QualitySettings;
private int m_ConsoleSettings;
public void Awake()
{
m_QualitySettings = Shader.PropertyToID("_QualitySettings");
m_ConsoleSettings = Shader.PropertyToID("_ConsoleSettings");
}
public void OnEnable(AntiAliasing owner)
{
if (!ImageEffectHelper.IsSupported(shader, true, false, owner))
owner.enabled = false;
}
public void OnDisable()
{
if (m_Material != null)
Object.DestroyImmediate(m_Material);
}
public void OnPreCull(Camera camera)
{
}
public void OnPostRender(Camera camera)
{
}
public void OnRenderImage(Camera camera, RenderTexture source, RenderTexture destination)
{
#if UNITY_EDITOR
validSourceFormat = true;
if (source.format == RenderTextureFormat.ARGBHalf
|| source.format == RenderTextureFormat.ARGBFloat
|| source.format == RenderTextureFormat.ARGB2101010)
validSourceFormat = false;
#endif
material.SetVector(m_QualitySettings, new Vector3(preset.qualitySettings.subpixelAliasingRemovalAmount,
preset.qualitySettings.edgeDetectionThreshold, preset.qualitySettings.minimumRequiredLuminance));
material.SetVector(m_ConsoleSettings, new Vector4(preset.consoleSettings.subpixelSpreadAmount,
preset.consoleSettings.edgeSharpnessAmount, preset.consoleSettings.edgeDetectionThreshold,
preset.consoleSettings.minimumRequiredLuminance));
Graphics.Blit(source, destination, material, 0);
}
}
}