122 lines
3.6 KiB
C#
122 lines
3.6 KiB
C#
using System;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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// Token: 0x0200006E RID: 110
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Edge Detection/Edge Detection")]
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public class EdgeDetection : PostEffectsBase
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{
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// Token: 0x06000133 RID: 307 RVA: 0x0000DFA0 File Offset: 0x0000C3A0
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public override bool CheckResources()
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{
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base.CheckSupport(true);
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this.edgeDetectMaterial = base.CheckShaderAndCreateMaterial(this.edgeDetectShader, this.edgeDetectMaterial);
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if (this.mode != this.oldMode)
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{
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this.SetCameraFlag();
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}
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this.oldMode = this.mode;
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if (!this.isSupported)
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{
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base.ReportAutoDisable();
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}
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return this.isSupported;
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}
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// Token: 0x06000134 RID: 308 RVA: 0x0000E007 File Offset: 0x0000C407
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private new void Start()
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{
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this.oldMode = this.mode;
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}
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// Token: 0x06000135 RID: 309 RVA: 0x0000E018 File Offset: 0x0000C418
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private void SetCameraFlag()
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{
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if (this.mode == EdgeDetection.EdgeDetectMode.SobelDepth || this.mode == EdgeDetection.EdgeDetectMode.SobelDepthThin)
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{
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base.GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
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}
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else if (this.mode == EdgeDetection.EdgeDetectMode.TriangleDepthNormals || this.mode == EdgeDetection.EdgeDetectMode.RobertsCrossDepthNormals)
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{
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base.GetComponent<Camera>().depthTextureMode |= DepthTextureMode.DepthNormals;
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}
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}
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// Token: 0x06000136 RID: 310 RVA: 0x0000E07F File Offset: 0x0000C47F
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private void OnEnable()
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{
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this.SetCameraFlag();
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}
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// Token: 0x06000137 RID: 311 RVA: 0x0000E088 File Offset: 0x0000C488
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[ImageEffectOpaque]
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private void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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if (!this.CheckResources())
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{
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Graphics.Blit(source, destination);
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return;
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}
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Vector2 vector = new Vector2(this.sensitivityDepth, this.sensitivityNormals);
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this.edgeDetectMaterial.SetVector("_Sensitivity", new Vector4(vector.x, vector.y, 1f, vector.y));
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this.edgeDetectMaterial.SetFloat("_BgFade", this.edgesOnly);
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this.edgeDetectMaterial.SetFloat("_SampleDistance", this.sampleDist);
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this.edgeDetectMaterial.SetVector("_BgColor", this.edgesOnlyBgColor);
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this.edgeDetectMaterial.SetFloat("_Exponent", this.edgeExp);
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this.edgeDetectMaterial.SetFloat("_Threshold", this.lumThreshold);
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Graphics.Blit(source, destination, this.edgeDetectMaterial, (int)this.mode);
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}
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// Token: 0x040002B0 RID: 688
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public EdgeDetection.EdgeDetectMode mode = EdgeDetection.EdgeDetectMode.SobelDepthThin;
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// Token: 0x040002B1 RID: 689
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public float sensitivityDepth = 1f;
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// Token: 0x040002B2 RID: 690
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public float sensitivityNormals = 1f;
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// Token: 0x040002B3 RID: 691
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public float lumThreshold = 0.2f;
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// Token: 0x040002B4 RID: 692
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public float edgeExp = 1f;
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// Token: 0x040002B5 RID: 693
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public float sampleDist = 1f;
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// Token: 0x040002B6 RID: 694
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public float edgesOnly;
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// Token: 0x040002B7 RID: 695
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public Color edgesOnlyBgColor = Color.white;
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// Token: 0x040002B8 RID: 696
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public Shader edgeDetectShader;
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// Token: 0x040002B9 RID: 697
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private Material edgeDetectMaterial;
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// Token: 0x040002BA RID: 698
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private EdgeDetection.EdgeDetectMode oldMode = EdgeDetection.EdgeDetectMode.SobelDepthThin;
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// Token: 0x0200006F RID: 111
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public enum EdgeDetectMode
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{
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// Token: 0x040002BC RID: 700
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TriangleDepthNormals,
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// Token: 0x040002BD RID: 701
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RobertsCrossDepthNormals,
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// Token: 0x040002BE RID: 702
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SobelDepth,
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// Token: 0x040002BF RID: 703
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SobelDepthThin,
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// Token: 0x040002C0 RID: 704
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TriangleLuminance
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}
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}
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}
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