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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/Bloom and Glow/Bloom (Optimized)")
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class FastBloom extends PostEffectsBase {
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public enum Resolution {
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Low = 0,
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High = 1,
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}
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public enum BlurType {
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Standard = 0,
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Sgx = 1,
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}
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@Range(0.0f, 1.5f)
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public var threshhold : float = 0.25f;
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@Range(0.0f, 2.5f)
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public var intensity : float = 0.75f;
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@Range(0.25f, 5.5f)
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public var blurSize : float = 1.0f;
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var resolution : Resolution = Resolution.Low;
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@Range(1, 4)
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public var blurIterations : int = 1;
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public var blurType = BlurType.Standard;
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public var fastBloomShader : Shader;
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private var fastBloomMaterial : Material = null;
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function CheckResources () : boolean {
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CheckSupport (false);
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fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial);
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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(fastBloomMaterial)
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DestroyImmediate (fastBloomMaterial);
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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 divider : int = resolution == Resolution.Low ? 4 : 2;
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var widthMod : float = resolution == Resolution.Low ? 0.5f : 1.0f;
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fastBloomMaterial.SetVector ("_Parameter", Vector4 (blurSize * widthMod, 0.0f, threshhold, intensity));
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source.filterMode = FilterMode.Bilinear;
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var rtW = source.width/divider;
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var rtH = source.height/divider;
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// downsample
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var rt : RenderTexture = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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rt.filterMode = FilterMode.Bilinear;
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Graphics.Blit (source, rt, fastBloomMaterial, 1);
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var passOffs = blurType == BlurType.Standard ? 0 : 2;
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for(var i : int = 0; i < blurIterations; i++) {
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fastBloomMaterial.SetVector ("_Parameter", Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshhold, intensity));
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// vertical blur
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var rt2 : RenderTexture = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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rt2.filterMode = FilterMode.Bilinear;
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Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs);
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RenderTexture.ReleaseTemporary (rt);
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rt = rt2;
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// horizontal blur
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rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format);
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rt2.filterMode = FilterMode.Bilinear;
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Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs);
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RenderTexture.ReleaseTemporary (rt);
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rt = rt2;
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}
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fastBloomMaterial.SetTexture ("_Bloom", rt);
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Graphics.Blit (source, destination, fastBloomMaterial, 0);
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RenderTexture.ReleaseTemporary (rt);
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}
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}
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