Files
2026-06-04 11:42:34 +02:00

235 lines
6.6 KiB
C#

using System;
using UnityEngine;
namespace UnityStandardAssets.CinematicEffects
{
// Token: 0x0200001A RID: 26
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Cinematic/Bloom")]
[ImageEffectAllowedInSceneView]
public class Bloom : MonoBehaviour
{
// Token: 0x17000023 RID: 35
// (get) Token: 0x06000052 RID: 82 RVA: 0x000037FB File Offset: 0x00001BFB
public Shader shader
{
get
{
if (this.m_Shader == null)
{
this.m_Shader = Shader.Find("Hidden/Image Effects/Cinematic/Bloom");
}
return this.m_Shader;
}
}
// Token: 0x17000024 RID: 36
// (get) Token: 0x06000053 RID: 83 RVA: 0x00003824 File Offset: 0x00001C24
public Material material
{
get
{
if (this.m_Material == null)
{
this.m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(this.shader);
}
return this.m_Material;
}
}
// Token: 0x06000054 RID: 84 RVA: 0x0000384E File Offset: 0x00001C4E
private void OnEnable()
{
if (!ImageEffectHelper.IsSupported(this.shader, true, false, this))
{
base.enabled = false;
}
}
// Token: 0x06000055 RID: 85 RVA: 0x0000386A File Offset: 0x00001C6A
private void OnDisable()
{
if (this.m_Material != null)
{
global::UnityEngine.Object.DestroyImmediate(this.m_Material);
}
this.m_Material = null;
}
// Token: 0x06000056 RID: 86 RVA: 0x00003890 File Offset: 0x00001C90
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
bool isMobilePlatform = Application.isMobilePlatform;
int num = source.width;
int num2 = source.height;
if (!this.settings.highQuality)
{
num /= 2;
num2 /= 2;
}
RenderTextureFormat renderTextureFormat = ((!isMobilePlatform) ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default);
float num3 = Mathf.Log((float)num2, 2f) + this.settings.radius - 8f;
int num4 = (int)num3;
int num5 = Mathf.Clamp(num4, 1, 16);
float thresholdLinear = this.settings.thresholdLinear;
this.material.SetFloat("_Threshold", thresholdLinear);
float num6 = thresholdLinear * 0.5f + 1E-05f;
Vector3 vector = new Vector3(thresholdLinear - num6, num6 * 2f, 0.25f / num6);
this.material.SetVector("_Curve", vector);
bool flag = !this.settings.highQuality && this.settings.antiFlicker;
this.material.SetFloat("_PrefilterOffs", (!flag) ? 0f : (-0.5f));
this.material.SetFloat("_SampleScale", 0.5f + num3 - (float)num4);
this.material.SetFloat("_Intensity", Mathf.Max(0f, this.settings.intensity));
if (this.settings.highQuality)
{
this.material.EnableKeyword("HIGH_QUALITY");
}
else
{
this.material.DisableKeyword("HIGH_QUALITY");
}
if (this.settings.antiFlicker)
{
this.material.EnableKeyword("ANTI_FLICKER");
}
else
{
this.material.DisableKeyword("ANTI_FLICKER");
}
RenderTexture temporary = RenderTexture.GetTemporary(num, num2, 0, renderTextureFormat);
Graphics.Blit(source, temporary, this.material, 0);
RenderTexture renderTexture = temporary;
for (int i = 0; i < num5; i++)
{
this.m_blurBuffer1[i] = RenderTexture.GetTemporary(renderTexture.width / 2, renderTexture.height / 2, 0, renderTextureFormat);
Graphics.Blit(renderTexture, this.m_blurBuffer1[i], this.material, (i != 0) ? 2 : 1);
renderTexture = this.m_blurBuffer1[i];
}
for (int j = num5 - 2; j >= 0; j--)
{
RenderTexture renderTexture2 = this.m_blurBuffer1[j];
this.material.SetTexture("_BaseTex", renderTexture2);
this.m_blurBuffer2[j] = RenderTexture.GetTemporary(renderTexture2.width, renderTexture2.height, 0, renderTextureFormat);
Graphics.Blit(renderTexture, this.m_blurBuffer2[j], this.material, 3);
renderTexture = this.m_blurBuffer2[j];
}
this.material.SetTexture("_BaseTex", source);
Graphics.Blit(renderTexture, destination, this.material, 4);
for (int k = 0; k < 16; k++)
{
if (this.m_blurBuffer1[k] != null)
{
RenderTexture.ReleaseTemporary(this.m_blurBuffer1[k]);
}
if (this.m_blurBuffer2[k] != null)
{
RenderTexture.ReleaseTemporary(this.m_blurBuffer2[k]);
}
this.m_blurBuffer1[k] = null;
this.m_blurBuffer2[k] = null;
}
RenderTexture.ReleaseTemporary(temporary);
}
// Token: 0x04000065 RID: 101
[SerializeField]
public Bloom.Settings settings = Bloom.Settings.defaultSettings;
// Token: 0x04000066 RID: 102
[SerializeField]
[HideInInspector]
private Shader m_Shader;
// Token: 0x04000067 RID: 103
private Material m_Material;
// Token: 0x04000068 RID: 104
private const int kMaxIterations = 16;
// Token: 0x04000069 RID: 105
private RenderTexture[] m_blurBuffer1 = new RenderTexture[16];
// Token: 0x0400006A RID: 106
private RenderTexture[] m_blurBuffer2 = new RenderTexture[16];
// Token: 0x0200001B RID: 27
[Serializable]
public struct Settings
{
// Token: 0x17000025 RID: 37
// (get) Token: 0x06000058 RID: 88 RVA: 0x00003BF7 File Offset: 0x00001FF7
// (set) Token: 0x06000057 RID: 87 RVA: 0x00003BEE File Offset: 0x00001FEE
public float thresholdGamma
{
get
{
return Mathf.Max(0f, this.threshold);
}
set
{
this.threshold = value;
}
}
// Token: 0x17000026 RID: 38
// (get) Token: 0x0600005A RID: 90 RVA: 0x00003C17 File Offset: 0x00002017
// (set) Token: 0x06000059 RID: 89 RVA: 0x00003C09 File Offset: 0x00002009
public float thresholdLinear
{
get
{
return Mathf.GammaToLinearSpace(this.thresholdGamma);
}
set
{
this.threshold = Mathf.LinearToGammaSpace(value);
}
}
// Token: 0x17000027 RID: 39
// (get) Token: 0x0600005B RID: 91 RVA: 0x00003C24 File Offset: 0x00002024
public static Bloom.Settings defaultSettings
{
get
{
return new Bloom.Settings
{
threshold = 0.9f,
radius = 2f,
intensity = 0.7f,
highQuality = true,
antiFlicker = false
};
}
}
// Token: 0x0400006B RID: 107
[SerializeField]
[Tooltip("Filters out pixels under this level of brightness.")]
public float threshold;
// Token: 0x0400006C RID: 108
[SerializeField]
[Range(1f, 7f)]
[Tooltip("Changes extent of veiling effects in a screen resolution-independent fashion.")]
public float radius;
// Token: 0x0400006D RID: 109
[SerializeField]
[Tooltip("Blend factor of the result image.")]
public float intensity;
// Token: 0x0400006E RID: 110
[SerializeField]
[Tooltip("Controls filter quality and buffer resolution.")]
public bool highQuality;
// Token: 0x0400006F RID: 111
[SerializeField]
[Tooltip("Reduces flashing noise with an additional filter.")]
public bool antiFlicker;
}
}
}