├── Assets ├── Image Effects (Pro Only).meta ├── Image Effects (Pro Only) │ ├── Scripts.meta │ ├── Scripts │ │ ├── BlurOptimized.cs │ │ ├── BlurOptimized.cs.meta │ │ ├── PostEffectsBase.cs │ │ ├── PostEffectsBase.cs.meta │ │ ├── PostEffectsHelper.cs │ │ └── PostEffectsHelper.cs.meta │ ├── _Sources.meta │ └── _Sources │ │ ├── Shaders.meta │ │ └── Shaders │ │ ├── _BloomAndFlares.meta │ │ └── _BloomAndFlares │ │ ├── MobileBlur.shader │ │ └── MobileBlur.shader.meta ├── Scenes.meta └── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── Screenshots ├── 4.jpg └── 5.jpg /Assets/Image Effects (Pro Only).meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da4a48345854b00499e4d896d576c147 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd3e1490c3d9a7a498538315414d5129 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/Scripts/BlurOptimized.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [RequireComponent (typeof(Camera))] 8 | [AddComponentMenu ("Image Effects/Blur/Blur (Optimized)")] 9 | public class BlurOptimized : PostEffectsBase 10 | { 11 | 12 | [Range(0, 2)] 13 | public int downsample = 1; 14 | 15 | public enum BlurType { 16 | StandardGauss = 0, 17 | SgxGauss = 1, 18 | } 19 | 20 | [Range(0.0f, 10.0f)] 21 | public float blurSize = 3.0f; 22 | 23 | [Range(1, 4)] 24 | public int blurIterations = 2; 25 | 26 | public float darken = 0; 27 | public Vector4 clipRect = new Vector4(0, 0, 0, 0); 28 | 29 | 30 | public BlurType blurType= BlurType.StandardGauss; 31 | 32 | public Shader blurShader = null; 33 | private Material blurMaterial = null; 34 | 35 | 36 | public override bool CheckResources () { 37 | CheckSupport (false); 38 | 39 | blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); 40 | 41 | if (!isSupported) 42 | ReportAutoDisable (); 43 | return isSupported; 44 | } 45 | 46 | public void OnDisable () { 47 | if (blurMaterial) 48 | DestroyImmediate (blurMaterial); 49 | } 50 | 51 | public void OnRenderImage (RenderTexture source, RenderTexture destination) { 52 | if (CheckResources() == false) { 53 | Graphics.Blit (source, destination); 54 | return; 55 | } 56 | 57 | float widthMod = 1.0f / (1.0f * (1<> downsample; 63 | int rtH = source.height >> downsample; 64 | 65 | // downsample 66 | RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); 67 | 68 | rt.filterMode = FilterMode.Bilinear; 69 | Graphics.Blit (source, rt, blurMaterial, 0); 70 | 71 | var passOffs= blurType == BlurType.StandardGauss ? 0 : 2; 72 | 73 | for(int i = 0; i < blurIterations; i++) { 74 | float iterationOffs = (i*1.0f); 75 | blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + iterationOffs, -blurSize * widthMod - iterationOffs, 0.0f, 0.0f)); 76 | 77 | // vertical blur 78 | RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); 79 | rt2.filterMode = FilterMode.Bilinear; 80 | Graphics.Blit (rt, rt2, blurMaterial, 1 + passOffs); 81 | RenderTexture.ReleaseTemporary (rt); 82 | rt = rt2; 83 | 84 | // horizontal blur 85 | rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); 86 | rt2.filterMode = FilterMode.Bilinear; 87 | Graphics.Blit (rt, rt2, blurMaterial, 2 + passOffs); 88 | RenderTexture.ReleaseTemporary (rt); 89 | rt = rt2; 90 | } 91 | 92 | // compose 93 | blurMaterial.SetVector("_Clip", clipRect); 94 | blurMaterial.SetFloat("_Darken", darken); 95 | blurMaterial.SetTexture("_SourceTex", source); 96 | Graphics.Blit (rt, destination, blurMaterial, 5); 97 | 98 | RenderTexture.ReleaseTemporary (rt); 99 | } 100 | } 101 | } 102 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/Scripts/BlurOptimized.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7fc6bde01469c7b4badee5362f191d96 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - blurShader: {fileID: 4800000, guid: f9d5fa183cd6b45eeb1491f74863cd91, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/Scripts/PostEffectsBase.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace UnityStandardAssets.ImageEffects 6 | { 7 | [ExecuteInEditMode] 8 | [RequireComponent (typeof(Camera))] 9 | public class PostEffectsBase : MonoBehaviour 10 | { 11 | protected bool supportHDRTextures = true; 12 | protected bool supportDX11 = false; 13 | protected bool isSupported = true; 14 | 15 | private List createdMaterials = new List (); 16 | 17 | protected Material CheckShaderAndCreateMaterial ( Shader s, Material m2Create) 18 | { 19 | if (!s) 20 | { 21 | Debug.Log("Missing shader in " + ToString ()); 22 | enabled = false; 23 | return null; 24 | } 25 | 26 | if (s.isSupported && m2Create && m2Create.shader == s) 27 | return m2Create; 28 | 29 | if (!s.isSupported) 30 | { 31 | NotSupported (); 32 | Debug.Log("The shader " + s.ToString() + " on effect "+ToString()+" is not supported on this platform!"); 33 | return null; 34 | } 35 | 36 | m2Create = new Material (s); 37 | createdMaterials.Add (m2Create); 38 | m2Create.hideFlags = HideFlags.DontSave; 39 | 40 | return m2Create; 41 | } 42 | 43 | 44 | protected Material CreateMaterial (Shader s, Material m2Create) 45 | { 46 | if (!s) 47 | { 48 | Debug.Log ("Missing shader in " + ToString ()); 49 | return null; 50 | } 51 | 52 | if (m2Create && (m2Create.shader == s) && (s.isSupported)) 53 | return m2Create; 54 | 55 | if (!s.isSupported) 56 | { 57 | return null; 58 | } 59 | 60 | m2Create = new Material (s); 61 | createdMaterials.Add (m2Create); 62 | m2Create.hideFlags = HideFlags.DontSave; 63 | 64 | return m2Create; 65 | } 66 | 67 | void OnEnable () 68 | { 69 | isSupported = true; 70 | } 71 | 72 | void OnDestroy () 73 | { 74 | RemoveCreatedMaterials (); 75 | } 76 | 77 | private void RemoveCreatedMaterials () 78 | { 79 | while (createdMaterials.Count > 0) 80 | { 81 | Material mat = createdMaterials[0]; 82 | createdMaterials.RemoveAt (0); 83 | #if UNITY_EDITOR 84 | DestroyImmediate (mat); 85 | #else 86 | Destroy(mat); 87 | #endif 88 | } 89 | } 90 | 91 | protected bool CheckSupport () 92 | { 93 | return CheckSupport (false); 94 | } 95 | 96 | 97 | public virtual bool CheckResources () 98 | { 99 | Debug.LogWarning ("CheckResources () for " + ToString() + " should be overwritten."); 100 | return isSupported; 101 | } 102 | 103 | 104 | protected void Start () 105 | { 106 | CheckResources (); 107 | } 108 | 109 | protected bool CheckSupport (bool needDepth) 110 | { 111 | isSupported = true; 112 | supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); 113 | supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; 114 | 115 | if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) 116 | { 117 | NotSupported (); 118 | return false; 119 | } 120 | 121 | if (needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) 122 | { 123 | NotSupported (); 124 | return false; 125 | } 126 | 127 | if (needDepth) 128 | GetComponent().depthTextureMode |= DepthTextureMode.Depth; 129 | 130 | return true; 131 | } 132 | 133 | protected bool CheckSupport (bool needDepth, bool needHdr) 134 | { 135 | if (!CheckSupport(needDepth)) 136 | return false; 137 | 138 | if (needHdr && !supportHDRTextures) 139 | { 140 | NotSupported (); 141 | return false; 142 | } 143 | 144 | return true; 145 | } 146 | 147 | 148 | public bool Dx11Support () 149 | { 150 | return supportDX11; 151 | } 152 | 153 | 154 | protected void ReportAutoDisable () 155 | { 156 | Debug.LogWarning ("The image effect " + ToString() + " has been disabled as it's not supported on the current platform."); 157 | } 158 | 159 | // deprecated but needed for old effects to survive upgrading 160 | bool CheckShader (Shader s) 161 | { 162 | Debug.Log("The shader " + s.ToString () + " on effect "+ ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); 163 | if (!s.isSupported) 164 | { 165 | NotSupported (); 166 | return false; 167 | } 168 | else 169 | { 170 | return false; 171 | } 172 | } 173 | 174 | 175 | protected void NotSupported () 176 | { 177 | enabled = false; 178 | isSupported = false; 179 | return; 180 | } 181 | 182 | 183 | protected void DrawBorder (RenderTexture dest, Material material) 184 | { 185 | float x1; 186 | float x2; 187 | float y1; 188 | float y2; 189 | 190 | RenderTexture.active = dest; 191 | bool invertY = true; // source.texelSize.y < 0.0ff; 192 | // Set up the simple Matrix 193 | GL.PushMatrix(); 194 | GL.LoadOrtho(); 195 | 196 | for (int i = 0; i < material.passCount; i++) 197 | { 198 | material.SetPass(i); 199 | 200 | float y1_; float y2_; 201 | if (invertY) 202 | { 203 | y1_ = 1.0f; y2_ = 0.0f; 204 | } 205 | else 206 | { 207 | y1_ = 0.0f; y2_ = 1.0f; 208 | } 209 | 210 | // left 211 | x1 = 0.0f; 212 | x2 = 0.0f + 1.0f/(dest.width*1.0f); 213 | y1 = 0.0f; 214 | y2 = 1.0f; 215 | GL.Begin(GL.QUADS); 216 | 217 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 218 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 219 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 220 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 221 | 222 | // right 223 | x1 = 1.0f - 1.0f/(dest.width*1.0f); 224 | x2 = 1.0f; 225 | y1 = 0.0f; 226 | y2 = 1.0f; 227 | 228 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 229 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 230 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 231 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 232 | 233 | // top 234 | x1 = 0.0f; 235 | x2 = 1.0f; 236 | y1 = 0.0f; 237 | y2 = 0.0f + 1.0f/(dest.height*1.0f); 238 | 239 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 240 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 241 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 242 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 243 | 244 | // bottom 245 | x1 = 0.0f; 246 | x2 = 1.0f; 247 | y1 = 1.0f - 1.0f/(dest.height*1.0f); 248 | y2 = 1.0f; 249 | 250 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 251 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 252 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 253 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 254 | 255 | GL.End(); 256 | } 257 | 258 | GL.PopMatrix(); 259 | } 260 | } 261 | } 262 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/Scripts/PostEffectsBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6f4318ec6c2bf643a0f9edfeeaba0ec 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/Scripts/PostEffectsHelper.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [RequireComponent (typeof(Camera))] 8 | class PostEffectsHelper : MonoBehaviour 9 | { 10 | void OnRenderImage (RenderTexture source, RenderTexture destination) 11 | { 12 | Debug.Log("OnRenderImage in Helper called ..."); 13 | } 14 | 15 | static void DrawLowLevelPlaneAlignedWithCamera ( 16 | float dist , 17 | RenderTexture source, RenderTexture dest , 18 | Material material , 19 | Camera cameraForProjectionMatrix ) 20 | { 21 | // Make the destination texture the target for all rendering 22 | RenderTexture.active = dest; 23 | // Assign the source texture to a property from a shader 24 | material.SetTexture("_MainTex", source); 25 | bool invertY = true; // source.texelSize.y < 0.0f; 26 | // Set up the simple Matrix 27 | GL.PushMatrix(); 28 | GL.LoadIdentity(); 29 | GL.LoadProjectionMatrix(cameraForProjectionMatrix.projectionMatrix); 30 | 31 | float fovYHalfRad = cameraForProjectionMatrix.fieldOfView * 0.5f * Mathf.Deg2Rad; 32 | float cotangent = Mathf.Cos(fovYHalfRad) / Mathf.Sin(fovYHalfRad); 33 | float asp = cameraForProjectionMatrix.aspect; 34 | 35 | float x1 = asp/-cotangent; 36 | float x2 = asp/cotangent; 37 | float y1 = 1.0f/-cotangent; 38 | float y2 = 1.0f/cotangent; 39 | 40 | float sc = 1.0f; // magic constant (for now) 41 | 42 | x1 *= dist * sc; 43 | x2 *= dist * sc; 44 | y1 *= dist * sc; 45 | y2 *= dist * sc; 46 | 47 | float z1 = -dist; 48 | 49 | for (int i = 0; i < material.passCount; i++) 50 | { 51 | material.SetPass(i); 52 | 53 | GL.Begin(GL.QUADS); 54 | float y1_; float y2_; 55 | if (invertY) 56 | { 57 | y1_ = 1.0f; y2_ = 0.0f; 58 | } 59 | else 60 | { 61 | y1_ = 0.0f; y2_ = 1.0f; 62 | } 63 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, z1); 64 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, z1); 65 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, z1); 66 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, z1); 67 | GL.End(); 68 | } 69 | 70 | GL.PopMatrix(); 71 | } 72 | 73 | static void DrawBorder ( 74 | RenderTexture dest , 75 | Material material ) 76 | { 77 | float x1; 78 | float x2; 79 | float y1; 80 | float y2; 81 | 82 | RenderTexture.active = dest; 83 | bool invertY = true; // source.texelSize.y < 0.0ff; 84 | // Set up the simple Matrix 85 | GL.PushMatrix(); 86 | GL.LoadOrtho(); 87 | 88 | for (int i = 0; i < material.passCount; i++) 89 | { 90 | material.SetPass(i); 91 | 92 | float y1_; float y2_; 93 | if (invertY) 94 | { 95 | y1_ = 1.0f; y2_ = 0.0f; 96 | } 97 | else 98 | { 99 | y1_ = 0.0f; y2_ = 1.0f; 100 | } 101 | 102 | // left 103 | x1 = 0.0f; 104 | x2 = 0.0f + 1.0f/(dest.width*1.0f); 105 | y1 = 0.0f; 106 | y2 = 1.0f; 107 | GL.Begin(GL.QUADS); 108 | 109 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 110 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 111 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 112 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 113 | 114 | // right 115 | x1 = 1.0f - 1.0f/(dest.width*1.0f); 116 | x2 = 1.0f; 117 | y1 = 0.0f; 118 | y2 = 1.0f; 119 | 120 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 121 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 122 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 123 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 124 | 125 | // top 126 | x1 = 0.0f; 127 | x2 = 1.0f; 128 | y1 = 0.0f; 129 | y2 = 0.0f + 1.0f/(dest.height*1.0f); 130 | 131 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 132 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 133 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 134 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 135 | 136 | // bottom 137 | x1 = 0.0f; 138 | x2 = 1.0f; 139 | y1 = 1.0f - 1.0f/(dest.height*1.0f); 140 | y2 = 1.0f; 141 | 142 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 143 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 144 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 145 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 146 | 147 | GL.End(); 148 | } 149 | 150 | GL.PopMatrix(); 151 | } 152 | 153 | static void DrawLowLevelQuad ( float x1, float x2, float y1, float y2, RenderTexture source, RenderTexture dest, Material material ) 154 | { 155 | // Make the destination texture the target for all rendering 156 | RenderTexture.active = dest; 157 | // Assign the source texture to a property from a shader 158 | material.SetTexture("_MainTex", source); 159 | bool invertY = true; // source.texelSize.y < 0.0f; 160 | // Set up the simple Matrix 161 | GL.PushMatrix(); 162 | GL.LoadOrtho(); 163 | 164 | for (int i = 0; i < material.passCount; i++) 165 | { 166 | material.SetPass(i); 167 | 168 | GL.Begin(GL.QUADS); 169 | float y1_; float y2_; 170 | if (invertY) 171 | { 172 | y1_ = 1.0f; y2_ = 0.0f; 173 | } 174 | else 175 | { 176 | y1_ = 0.0f; y2_ = 1.0f; 177 | } 178 | GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); 179 | GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); 180 | GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); 181 | GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); 182 | GL.End(); 183 | } 184 | 185 | GL.PopMatrix(); 186 | } 187 | } 188 | } 189 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/Scripts/PostEffectsHelper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50b03df8f04b5c441aaac5b7fccb4734 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/_Sources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c60d549d7b8ffdd479e6bedd2605e659 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/_Sources/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2145489f7c704db8acb14a52bddeee9 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6ef58fc6f637406bbe6814a19c377f8 3 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBlur.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | 4 | Shader "Hidden/FastBlur" { 5 | Properties { 6 | _MainTex ("Base (RGB)", 2D) = "white" {} 7 | _Bloom ("Bloom (RGB)", 2D) = "black" {} 8 | } 9 | 10 | CGINCLUDE 11 | 12 | #include "UnityCG.cginc" 13 | 14 | sampler2D _MainTex; 15 | sampler2D _Bloom; 16 | 17 | uniform half4 _MainTex_TexelSize; 18 | half4 _MainTex_ST; 19 | 20 | half4 _Bloom_ST; 21 | 22 | uniform half4 _Parameter; 23 | 24 | uniform half4 _Clip; 25 | uniform half _Darken; 26 | uniform sampler2D _SourceTex; 27 | 28 | struct v2f_tap 29 | { 30 | float4 pos : SV_POSITION; 31 | half2 uv20 : TEXCOORD0; 32 | half2 uv21 : TEXCOORD1; 33 | half2 uv22 : TEXCOORD2; 34 | half2 uv23 : TEXCOORD3; 35 | 36 | half2 uv : TEXCOORD4; 37 | }; 38 | 39 | v2f_tap vert4Tap ( appdata_img v ) 40 | { 41 | v2f_tap o; 42 | 43 | o.pos = UnityObjectToClipPos (v.vertex); 44 | o.uv20 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy, _MainTex_ST); 45 | o.uv21 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h), _MainTex_ST); 46 | o.uv22 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h), _MainTex_ST); 47 | o.uv23 = UnityStereoScreenSpaceUVAdjust(v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h), _MainTex_ST); 48 | 49 | o.uv = v.texcoord.xy; 50 | 51 | return o; 52 | } 53 | 54 | fixed4 fragDownsample ( v2f_tap i ) : SV_Target 55 | { 56 | 57 | 58 | fixed4 color = tex2D (_MainTex, i.uv20); 59 | color += tex2D (_MainTex, i.uv21); 60 | color += tex2D (_MainTex, i.uv22); 61 | color += tex2D (_MainTex, i.uv23); 62 | 63 | //rectangle 64 | color *= 1 - step(_Clip.y, i.uv.y) * step(1 - _Clip.w, 1 - i.uv.y)* 65 | step(_Clip.x, i.uv.x) * step(1 - _Clip.z, 1 - i.uv.x); 66 | 67 | //circle 68 | /* 69 | half2 center = half2(0.36, 0.75); 70 | half2 v = i.uv - center; 71 | v.y *= _ScreenParams.y / _ScreenParams.x; 72 | color *= 1 - step(length(v), 0.1); 73 | */ 74 | 75 | return color / 4; 76 | } 77 | 78 | // weight curves 79 | 80 | static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights 81 | 82 | static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0), 83 | half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; 84 | 85 | struct v2f_withBlurCoords8 86 | { 87 | float4 pos : SV_POSITION; 88 | half4 uv : TEXCOORD0; 89 | half2 offs : TEXCOORD1; 90 | }; 91 | 92 | struct v2f_withBlurCoordsSGX 93 | { 94 | float4 pos : SV_POSITION; 95 | half2 uv : TEXCOORD0; 96 | half4 offs[3] : TEXCOORD1; 97 | }; 98 | 99 | v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) 100 | { 101 | v2f_withBlurCoords8 o; 102 | o.pos = UnityObjectToClipPos (v.vertex); 103 | 104 | o.uv = half4(v.texcoord.xy,1,1); 105 | o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; 106 | 107 | return o; 108 | } 109 | 110 | v2f_withBlurCoords8 vertBlurVertical (appdata_img v) 111 | { 112 | v2f_withBlurCoords8 o; 113 | o.pos = UnityObjectToClipPos (v.vertex); 114 | 115 | o.uv = half4(v.texcoord.xy,1,1); 116 | o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; 117 | 118 | return o; 119 | } 120 | 121 | half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target 122 | { 123 | half2 uv = i.uv.xy; 124 | half2 netFilterWidth = i.offs; 125 | half2 coords = uv - netFilterWidth * 3.0; 126 | 127 | half4 color = 0; 128 | for( int l = 0; l < 7; l++ ) 129 | { 130 | half4 tap = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(coords, _MainTex_ST)); 131 | color += tap * curve[l]; 132 | coords += netFilterWidth; 133 | } 134 | return color; 135 | } 136 | 137 | 138 | v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) 139 | { 140 | v2f_withBlurCoordsSGX o; 141 | o.pos = UnityObjectToClipPos (v.vertex); 142 | 143 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 144 | 145 | half offsetMagnitude = _MainTex_TexelSize.x * _Parameter.x; 146 | o.offs[0] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(-3.0h, 0.0h, 3.0h, 0.0h), _MainTex_ST); 147 | o.offs[1] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(-2.0h, 0.0h, 2.0h, 0.0h), _MainTex_ST); 148 | o.offs[2] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(-1.0h, 0.0h, 1.0h, 0.0h), _MainTex_ST); 149 | 150 | return o; 151 | } 152 | 153 | v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) 154 | { 155 | v2f_withBlurCoordsSGX o; 156 | o.pos = UnityObjectToClipPos (v.vertex); 157 | 158 | o.uv = half4(UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST),1,1); 159 | 160 | half offsetMagnitude = _MainTex_TexelSize.y * _Parameter.x; 161 | o.offs[0] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -3.0h, 0.0h, 3.0h), _MainTex_ST); 162 | o.offs[1] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -2.0h, 0.0h, 2.0h), _MainTex_ST); 163 | o.offs[2] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsetMagnitude * half4(0.0h, -1.0h, 0.0h, 1.0h), _MainTex_ST); 164 | 165 | return o; 166 | } 167 | 168 | half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target 169 | { 170 | half2 uv = i.uv.xy; 171 | 172 | half4 color = tex2D(_MainTex, i.uv) * curve4[3]; 173 | 174 | for( int l = 0; l < 3; l++ ) 175 | { 176 | half4 tapA = tex2D(_MainTex, i.offs[l].xy); 177 | half4 tapB = tex2D(_MainTex, i.offs[l].zw); 178 | color += (tapA + tapB) * curve4[l]; 179 | } 180 | 181 | return color; 182 | 183 | } 184 | 185 | ENDCG 186 | 187 | SubShader { 188 | ZTest Off Cull Off ZWrite Off Blend Off 189 | 190 | // 0 191 | Pass { 192 | 193 | CGPROGRAM 194 | 195 | #pragma vertex vert4Tap 196 | #pragma fragment fragDownsample 197 | 198 | ENDCG 199 | 200 | } 201 | 202 | // 1 203 | Pass { 204 | ZTest Always 205 | Cull Off 206 | 207 | CGPROGRAM 208 | 209 | #pragma vertex vertBlurVertical 210 | #pragma fragment fragBlur8 211 | 212 | ENDCG 213 | } 214 | 215 | // 2 216 | Pass { 217 | ZTest Always 218 | Cull Off 219 | 220 | CGPROGRAM 221 | 222 | #pragma vertex vertBlurHorizontal 223 | #pragma fragment fragBlur8 224 | 225 | ENDCG 226 | } 227 | 228 | // alternate blur 229 | // 3 230 | Pass { 231 | ZTest Always 232 | Cull Off 233 | 234 | CGPROGRAM 235 | 236 | #pragma vertex vertBlurVerticalSGX 237 | #pragma fragment fragBlurSGX 238 | 239 | ENDCG 240 | } 241 | 242 | // 4 243 | Pass { 244 | ZTest Always 245 | Cull Off 246 | 247 | CGPROGRAM 248 | 249 | #pragma vertex vertBlurHorizontalSGX 250 | #pragma fragment fragBlurSGX 251 | 252 | ENDCG 253 | } 254 | 255 | Pass{ 256 | CGPROGRAM 257 | #pragma vertex vert 258 | #pragma fragment frag 259 | 260 | struct appdata_t { 261 | float4 vertex : POSITION; 262 | float2 texcoord : TEXCOORD0; 263 | }; 264 | 265 | struct v2f { 266 | float4 vertex : POSITION; 267 | float2 uv : TEXCOORD0; 268 | }; 269 | 270 | v2f vert(appdata_t v) 271 | { 272 | v2f o = (v2f)0; 273 | o.vertex = UnityObjectToClipPos(v.vertex); 274 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 275 | return o; 276 | } 277 | 278 | fixed4 frag(v2f i) : COLOR 279 | { 280 | fixed4 color = tex2D(_SourceTex, i.uv); 281 | fixed4 c = tex2D(_MainTex, i.uv); 282 | return max(0, (1 - c.a)) * color + c*(1-_Darken); 283 | } 284 | ENDCG 285 | } 286 | } 287 | FallBack Off 288 | } 289 | -------------------------------------------------------------------------------- /Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9d5fa183cd6b45eeb1491f74863cd91 3 | ShaderImporter: 4 | userData: 5 | 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m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ClipBlur 2 | Blur effect that supports clipping 3 | https://zhuanlan.zhihu.com/p/55537649 4 | 5 | Screenshots: 6 | 7 | ![](https://raw.githubusercontent.com/chenyong2github/ClipBlur/master/Screenshots/4.jpg) 8 | ![](https://raw.githubusercontent.com/chenyong2github/ClipBlur/master/Screenshots/5.jpg) 9 | -------------------------------------------------------------------------------- /Screenshots/4.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/chenyong2github/ClipBlur/e0fe398426a2460aafcf0fb0bb69a43263a5f0c1/Screenshots/4.jpg -------------------------------------------------------------------------------- /Screenshots/5.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/chenyong2github/ClipBlur/e0fe398426a2460aafcf0fb0bb69a43263a5f0c1/Screenshots/5.jpg --------------------------------------------------------------------------------