Files
Dec2017-Script-Dump/Assembly-CSharp-firstpass/ImageEffects/ContrastEnhance.cs
T
2026-06-04 11:42:34 +02:00

80 lines
2.9 KiB
C#

using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
// Token: 0x02000063 RID: 99
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Color Adjustments/Contrast Enhance (Unsharp Mask)")]
public class ContrastEnhance : PostEffectsBase
{
// Token: 0x06000109 RID: 265 RVA: 0x0000B75C File Offset: 0x00009B5C
public override bool CheckResources()
{
base.CheckSupport(false);
this.contrastCompositeMaterial = base.CheckShaderAndCreateMaterial(this.contrastCompositeShader, this.contrastCompositeMaterial);
this.separableBlurMaterial = base.CheckShaderAndCreateMaterial(this.separableBlurShader, this.separableBlurMaterial);
if (!this.isSupported)
{
base.ReportAutoDisable();
}
return this.isSupported;
}
// Token: 0x0600010A RID: 266 RVA: 0x0000B7B8 File Offset: 0x00009BB8
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!this.CheckResources())
{
Graphics.Blit(source, destination);
return;
}
int width = source.width;
int height = source.height;
RenderTexture temporary = RenderTexture.GetTemporary(width / 2, height / 2, 0);
Graphics.Blit(source, temporary);
RenderTexture renderTexture = RenderTexture.GetTemporary(width / 4, height / 4, 0);
Graphics.Blit(temporary, renderTexture);
RenderTexture.ReleaseTemporary(temporary);
this.separableBlurMaterial.SetVector("offsets", new Vector4(0f, this.blurSpread * 1f / (float)renderTexture.height, 0f, 0f));
RenderTexture temporary2 = RenderTexture.GetTemporary(width / 4, height / 4, 0);
Graphics.Blit(renderTexture, temporary2, this.separableBlurMaterial);
RenderTexture.ReleaseTemporary(renderTexture);
this.separableBlurMaterial.SetVector("offsets", new Vector4(this.blurSpread * 1f / (float)renderTexture.width, 0f, 0f, 0f));
renderTexture = RenderTexture.GetTemporary(width / 4, height / 4, 0);
Graphics.Blit(temporary2, renderTexture, this.separableBlurMaterial);
RenderTexture.ReleaseTemporary(temporary2);
this.contrastCompositeMaterial.SetTexture("_MainTexBlurred", renderTexture);
this.contrastCompositeMaterial.SetFloat("intensity", this.intensity);
this.contrastCompositeMaterial.SetFloat("threshold", this.threshold);
Graphics.Blit(source, destination, this.contrastCompositeMaterial);
RenderTexture.ReleaseTemporary(renderTexture);
}
// Token: 0x04000239 RID: 569
[Range(0f, 1f)]
public float intensity = 0.5f;
// Token: 0x0400023A RID: 570
[Range(0f, 0.999f)]
public float threshold;
// Token: 0x0400023B RID: 571
private Material separableBlurMaterial;
// Token: 0x0400023C RID: 572
private Material contrastCompositeMaterial;
// Token: 0x0400023D RID: 573
[Range(0f, 1f)]
public float blurSpread = 1f;
// Token: 0x0400023E RID: 574
public Shader separableBlurShader;
// Token: 0x0400023F RID: 575
public Shader contrastCompositeShader;
}
}