Files
metaballs/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs
2016-09-16 18:25:05 +02:00

244 lines
9.6 KiB
C#

using System;
using UnityEngine;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Noise/Noise And Grain (Filmic)")]
public class NoiseAndGrain : PostEffectsBase
{
public float intensityMultiplier = 0.25f;
public float generalIntensity = 0.5f;
public float blackIntensity = 1.0f;
public float whiteIntensity = 1.0f;
public float midGrey = 0.2f;
public bool dx11Grain = false;
public float softness = 0.0f;
public bool monochrome = false;
public Vector3 intensities = new Vector3(1.0f, 1.0f, 1.0f);
public Vector3 tiling = new Vector3(64.0f, 64.0f, 64.0f);
public float monochromeTiling = 64.0f;
public FilterMode filterMode = FilterMode.Bilinear;
public Texture2D noiseTexture;
public Shader noiseShader;
private Material noiseMaterial = null;
public Shader dx11NoiseShader;
private Material dx11NoiseMaterial = null;
private static float TILE_AMOUNT = 64.0f;
private Mesh mesh;
private void Awake()
{
mesh = new Mesh();
}
public override bool CheckResources()
{
CheckSupport(false);
noiseMaterial = CheckShaderAndCreateMaterial(noiseShader, noiseMaterial);
if (dx11Grain && supportDX11)
{
#if UNITY_EDITOR
dx11NoiseShader = Shader.Find("Hidden/NoiseAndGrainDX11");
#endif
dx11NoiseMaterial = CheckShaderAndCreateMaterial(dx11NoiseShader, dx11NoiseMaterial);
}
if (!isSupported)
ReportAutoDisable();
return isSupported;
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (CheckResources() == false || (null == noiseTexture))
{
Graphics.Blit(source, destination);
if (null == noiseTexture)
{
Debug.LogWarning("Noise & Grain effect failing as noise texture is not assigned. please assign.", transform);
}
return;
}
softness = Mathf.Clamp(softness, 0.0f, 0.99f);
if (dx11Grain && supportDX11)
{
// We have a fancy, procedural noise pattern in this version, so no texture needed
dx11NoiseMaterial.SetFloat("_DX11NoiseTime", Time.frameCount);
dx11NoiseMaterial.SetTexture("_NoiseTex", noiseTexture);
dx11NoiseMaterial.SetVector("_NoisePerChannel", monochrome ? Vector3.one : intensities);
dx11NoiseMaterial.SetVector("_MidGrey", new Vector3(midGrey, 1.0f / (1.0f - midGrey), -1.0f / midGrey));
dx11NoiseMaterial.SetVector("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier);
if (softness > Mathf.Epsilon)
{
RenderTexture rt = RenderTexture.GetTemporary((int)(source.width * (1.0f - softness)), (int)(source.height * (1.0f - softness)));
DrawNoiseQuadGrid(source, rt, dx11NoiseMaterial, noiseTexture, mesh, monochrome ? 3 : 2);
dx11NoiseMaterial.SetTexture("_NoiseTex", rt);
Graphics.Blit(source, destination, dx11NoiseMaterial, 4);
RenderTexture.ReleaseTemporary(rt);
}
else
DrawNoiseQuadGrid(source, destination, dx11NoiseMaterial, noiseTexture, mesh, (monochrome ? 1 : 0));
}
else
{
// normal noise (DX9 style)
if (noiseTexture)
{
noiseTexture.wrapMode = TextureWrapMode.Repeat;
noiseTexture.filterMode = filterMode;
}
noiseMaterial.SetTexture("_NoiseTex", noiseTexture);
noiseMaterial.SetVector("_NoisePerChannel", monochrome ? Vector3.one : intensities);
noiseMaterial.SetVector("_NoiseTilingPerChannel", monochrome ? Vector3.one * monochromeTiling : tiling);
noiseMaterial.SetVector("_MidGrey", new Vector3(midGrey, 1.0f / (1.0f - midGrey), -1.0f / midGrey));
noiseMaterial.SetVector("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier);
if (softness > Mathf.Epsilon)
{
RenderTexture rt2 = RenderTexture.GetTemporary((int)(source.width * (1.0f - softness)), (int)(source.height * (1.0f - softness)));
DrawNoiseQuadGrid(source, rt2, noiseMaterial, noiseTexture, mesh, 2);
noiseMaterial.SetTexture("_NoiseTex", rt2);
Graphics.Blit(source, destination, noiseMaterial, 1);
RenderTexture.ReleaseTemporary(rt2);
}
else
DrawNoiseQuadGrid(source, destination, noiseMaterial, noiseTexture, mesh, 0);
}
}
static void DrawNoiseQuadGrid(RenderTexture source, RenderTexture dest, Material fxMaterial, Texture2D noise, Mesh mesh, int passNr)
{
RenderTexture.active = dest;
fxMaterial.SetTexture("_MainTex", source);
GL.PushMatrix();
GL.LoadOrtho();
fxMaterial.SetPass(passNr);
BuildMesh(mesh, source, noise);
// Reset camera to origin
Transform cam = Camera.main.transform;
Vector3 camPos = cam.position;
Quaternion camRot = cam.rotation;
cam.position = Vector3.zero;
cam.rotation = Quaternion.identity;
// Render mesh
Graphics.DrawMeshNow(mesh, Matrix4x4.identity);
// Restore camera
cam.position = camPos;
cam.rotation = camRot;
GL.PopMatrix();
}
static void BuildMesh(Mesh mesh, RenderTexture source, Texture2D noise)
{
float noiseSize = (noise.width * 1.0f);
float subDs = (1.0f * source.width) / TILE_AMOUNT;
float aspectCorrection = (1.0f * source.width) / (1.0f * source.height);
float stepSizeX = 1.0f / subDs;
float stepSizeY = stepSizeX * aspectCorrection;
int meshWidth = (int)Mathf.Ceil(subDs);
int meshHeight = (int)Mathf.Ceil(1.0f / stepSizeY);
// only rebuild the vertex info if the screen size has changed
if (mesh.vertices.Length != meshWidth * meshHeight * 4)
{
Vector3[] vertices = new Vector3[meshWidth * meshHeight * 4];
Vector2[] uv2s = new Vector2[meshWidth * meshHeight * 4];
int[] triangles = new int[meshWidth * meshHeight * 6];
int vertexIndex = 0;
int triangleIndex = 0;
for (float x1 = 0.0f; x1 < 1.0f; x1 += stepSizeX)
{
for (float y1 = 0.0f; y1 < 1.0f; y1 += stepSizeY)
{
vertices[vertexIndex] = new Vector3(x1, y1, 0.1f);
vertices[vertexIndex + 1] = new Vector3(x1 + stepSizeX, y1, 0.1f);
vertices[vertexIndex + 2] = new Vector3(x1 + stepSizeX, y1 + stepSizeY, 0.1f);
vertices[vertexIndex + 3] = new Vector3(x1, y1 + stepSizeY, 0.1f);
uv2s[vertexIndex] = new Vector2(0.0f, 0.0f);
uv2s[vertexIndex + 1] = new Vector2(1.0f, 0.0f);
uv2s[vertexIndex + 2] = new Vector2(1.0f, 1.0f);
uv2s[vertexIndex + 3] = new Vector2(0.0f, 1.0f);
triangles[triangleIndex] = vertexIndex;
triangles[triangleIndex + 1] = vertexIndex + 1;
triangles[triangleIndex + 2] = vertexIndex + 2;
triangles[triangleIndex + 3] = vertexIndex + 0;
triangles[triangleIndex + 4] = vertexIndex + 2;
triangles[triangleIndex + 5] = vertexIndex + 3;
vertexIndex += 4;
triangleIndex += 6;
}
}
mesh.vertices = vertices;
mesh.uv2 = uv2s;
mesh.triangles = triangles;
}
// rebuild the UV stream that changes over time
BuildMeshUV0(mesh, meshWidth, meshHeight, noiseSize, noise.width);
}
static void BuildMeshUV0(Mesh mesh, int width, int height, float noiseSize, int noiseWidth)
{
float texTile = noiseSize / (noiseWidth * 1.0f);
float texTileMod = 1.0f / noiseSize;
Vector2[] uvs = new Vector2[width * height * 4];
int uvIndex = 0;
for (int i = 0; i < width * height; i++)
{
float tcXStart = Random.Range(0.0f, noiseSize);
float tcYStart = Random.Range(0.0f, noiseSize);
tcXStart = Mathf.Floor(tcXStart) * texTileMod;
tcYStart = Mathf.Floor(tcYStart) * texTileMod;
uvs[uvIndex] = new Vector2(tcXStart, tcYStart);
uvs[uvIndex + 1] = new Vector2(tcXStart + texTile * texTileMod, tcYStart);
uvs[uvIndex + 2] = new Vector2(tcXStart + texTile * texTileMod, tcYStart + texTile * texTileMod);
uvs[uvIndex + 3] = new Vector2(tcXStart, tcYStart + texTile * texTileMod);
uvIndex += 4;
}
mesh.uv = uvs;
}
}
}