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#pragma strict
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@script ExecuteInEditMode
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@script RequireComponent (Camera)
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@script AddComponentMenu ("Image Effects/Rendering/Screen Space Ambient Obscurance")
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class AmbientObscurance extends PostEffectsBase {
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@Range (0,3)
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public var intensity : float = 0.5;
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@Range (0.1,3)
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public var radius : float = 0.2;
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@Range (0,3)
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public var blurIterations : int = 1;
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@Range (0,5)
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public var blurFilterDistance : float = 1.25;
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@Range (0,1)
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public var downsample : int = 0;
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public var rand : Texture2D;
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public var aoShader : Shader;
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private var aoMaterial : Material = null;
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function CheckResources () : boolean {
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CheckSupport (true);
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aoMaterial = CheckShaderAndCreateMaterial (aoShader, aoMaterial);
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if (!isSupported)
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ReportAutoDisable ();
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return isSupported;
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}
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function OnDisable () {
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if(aoMaterial)
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DestroyImmediate (aoMaterial);
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aoMaterial = null;
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}
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@ImageEffectOpaque
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function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
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if (CheckResources () == false) {
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Graphics.Blit (source, destination);
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return;
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}
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var P : Matrix4x4 = GetComponent(Camera).projectionMatrix;
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var invP = P.inverse;
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var projInfo : Vector4 = new Vector4
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((-2.0f / (Screen.width * P[0])),
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(-2.0f / (Screen.height * P[5])),
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((1.0f - P[2]) / P[0]),
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((1.0f + P[6]) / P[5]));
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aoMaterial.SetVector ("_ProjInfo", projInfo); // used for unprojection
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aoMaterial.SetMatrix ("_ProjectionInv", invP); // only used for reference
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aoMaterial.SetTexture ("_Rand", rand); // not needed for DX11 :)
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aoMaterial.SetFloat ("_Radius", radius);
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aoMaterial.SetFloat ("_Radius2", radius*radius);
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aoMaterial.SetFloat ("_Intensity", intensity);
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aoMaterial.SetFloat ("_BlurFilterDistance", blurFilterDistance);
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var rtW : int = source.width;
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var rtH : int = source.height;
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var tmpRt : RenderTexture = RenderTexture.GetTemporary (rtW>>downsample, rtH>>downsample);
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var tmpRt2 : RenderTexture;
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Graphics.Blit (source, tmpRt, aoMaterial, 0);
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if (downsample > 0) {
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tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
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Graphics.Blit(tmpRt, tmpRt2, aoMaterial, 4);
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RenderTexture.ReleaseTemporary (tmpRt);
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tmpRt = tmpRt2;
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// @NOTE: it's probably worth a shot to blur in low resolution
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// instead with a bilat-upsample afterwards ...
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}
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for (var i : int = 0; i < blurIterations; i++) {
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aoMaterial.SetVector("_Axis", Vector2(1.0f,0.0f));
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tmpRt2 = RenderTexture.GetTemporary (rtW, rtH);
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Graphics.Blit (tmpRt, tmpRt2, aoMaterial, 1);
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RenderTexture.ReleaseTemporary (tmpRt);
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aoMaterial.SetVector("_Axis", Vector2(0.0f,1.0f));
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tmpRt = RenderTexture.GetTemporary (rtW, rtH);
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Graphics.Blit (tmpRt2, tmpRt, aoMaterial, 1);
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RenderTexture.ReleaseTemporary (tmpRt2);
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}
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aoMaterial.SetTexture ("_AOTex", tmpRt);
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Graphics.Blit (source, destination, aoMaterial, 2);
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RenderTexture.ReleaseTemporary (tmpRt);
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}
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}
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