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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/Color Adjustments/Contrast Enhance (Unsharp Mask)")
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class ContrastEnhance extends PostEffectsBase {
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public var intensity : float = 0.5;
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public var threshhold : float = 0.0;
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private var separableBlurMaterial : Material;
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private var contrastCompositeMaterial : Material;
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public var blurSpread : float = 1.0;
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public var separableBlurShader : Shader = null;
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public var contrastCompositeShader : Shader = null;
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function CheckResources () : boolean {
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CheckSupport (false);
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contrastCompositeMaterial = CheckShaderAndCreateMaterial (contrastCompositeShader, contrastCompositeMaterial);
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separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial);
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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 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 rtW : int = source.width;
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var rtH : int = source.height;
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var color2 : RenderTexture = RenderTexture.GetTemporary (rtW/2, rtH/2, 0);
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// downsample
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Graphics.Blit (source, color2);
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var color4a : RenderTexture = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
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Graphics.Blit (color2, color4a);
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RenderTexture.ReleaseTemporary (color2);
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// blur
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separableBlurMaterial.SetVector ("offsets", Vector4 (0.0, (blurSpread * 1.0) / color4a.height, 0.0, 0.0));
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var color4b : RenderTexture = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
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Graphics.Blit (color4a, color4b, separableBlurMaterial);
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RenderTexture.ReleaseTemporary (color4a);
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separableBlurMaterial.SetVector ("offsets", Vector4 ((blurSpread * 1.0) / color4a.width, 0.0, 0.0, 0.0));
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color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0);
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Graphics.Blit (color4b, color4a, separableBlurMaterial);
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RenderTexture.ReleaseTemporary (color4b);
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// composite
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contrastCompositeMaterial.SetTexture ("_MainTexBlurred", color4a);
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contrastCompositeMaterial.SetFloat ("intensity", intensity);
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contrastCompositeMaterial.SetFloat ("threshhold", threshhold);
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Graphics.Blit (source, destination, contrastCompositeMaterial);
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RenderTexture.ReleaseTemporary (color4a);
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}
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}
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