├── .gitignore ├── Assets ├── Bloom.meta ├── Bloom │ ├── Scripts.meta │ ├── Scripts │ │ ├── Bloom.cs │ │ ├── Bloom.cs.meta │ │ ├── BloomCamera.cs │ │ ├── BloomCamera.cs.meta │ │ ├── BloomQuad.cs │ │ ├── BloomQuad.cs.meta │ │ ├── RenderTextureExtensions.cs │ │ ├── RenderTextureExtensions.cs.meta │ │ ├── RenderTextureUtils.cs │ │ └── RenderTextureUtils.cs.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── Bloom.shader │ │ ├── Bloom.shader.meta │ │ ├── BloomDisplay.shader │ │ └── BloomDisplay.shader.meta │ ├── Textures.meta │ └── Textures │ │ ├── LDR_LLL1_0.png │ │ └── LDR_LLL1_0.png.meta ├── Examples.meta └── Examples │ ├── Prefabs.meta │ ├── Prefabs │ ├── text.prefab │ └── text.prefab.meta │ ├── Scenes.meta │ ├── Scenes │ ├── wtf_texts.unity │ └── wtf_texts.unity.meta │ ├── Scripts.meta │ └── Scripts │ ├── CoolTextEffect.cs │ └── CoolTextEffect.cs.meta ├── LICENSE ├── 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 └── VFXManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # Windows 2 | Thumbs.db 3 | Desktop.ini 4 | 5 | # macOS 6 | .DS_Store 7 | 8 | # Code Editors 9 | /.idea 10 | /.vscode 11 | /*.csproj 12 | /*.sln 13 | *.swp 14 | 15 | # Unity 16 | /Library 17 | /Temp 18 | /Obj 19 | /Logs 20 | /Packages -------------------------------------------------------------------------------- /Assets/Bloom.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d16c07eee298415cb74b44339bc911e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Bloom/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 443435c4d267a46978c172c5b1941b61 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/Bloom.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | namespace PostEffects 5 | { 6 | public class Bloom 7 | { 8 | public Bloom (Shader shader) 9 | { 10 | this.shader = shader; 11 | } 12 | 13 | int mIterations = 8; 14 | public int iterations 15 | { 16 | get { return mIterations; } 17 | set 18 | { 19 | if (value != mIterations) 20 | needResize = true; 21 | mIterations = value; 22 | } 23 | } 24 | 25 | public float intensity = 0.8f; 26 | public float threshold = 0.6f; 27 | public float softKnee = 0.7f; 28 | 29 | bool inited = false; 30 | 31 | Material material; 32 | Shader shader; 33 | List buffers = new List(); 34 | Vector2Int currentResolution; 35 | bool needResize = true; 36 | 37 | int _Threshold = Shader.PropertyToID("_Threshold"); 38 | int _Curve = Shader.PropertyToID("_Curve"); 39 | int _TexelSize = Shader.PropertyToID("_TexelSize"); 40 | int _Intensity = Shader.PropertyToID("_Intensity"); 41 | int _SourceTex = Shader.PropertyToID("_SourceTex"); 42 | int _NoiseTex = Shader.PropertyToID("_NoiseTex"); 43 | int _NoiseTexScale = Shader.PropertyToID("_NoiseTexScale"); 44 | 45 | const int PREFILTER = 0; 46 | const int DOWNSAMPLE = 1; 47 | const int UPSAMPLE = 2; 48 | const int FINAL = 3; 49 | const int COMBINE = 4; 50 | 51 | public void Dispose () 52 | { 53 | foreach (var rt in buffers) 54 | { 55 | rt.Release(); 56 | DestroyFunc(rt); 57 | } 58 | DestroyFunc(material); 59 | } 60 | 61 | void Init () 62 | { 63 | if (inited) return; 64 | if (shader == null) return; 65 | inited = true; 66 | material = CreateMaterial(shader); 67 | shader = null; 68 | } 69 | 70 | public void Apply (RenderTexture source, RenderTexture destination, Vector2Int resolution) 71 | { 72 | Init(); 73 | if (!inited) return; 74 | 75 | if (currentResolution != resolution) 76 | { 77 | currentResolution = resolution; 78 | needResize = true; 79 | } 80 | 81 | if (needResize) 82 | { 83 | needResize = false; 84 | Resize(destination); 85 | } 86 | 87 | if (buffers.Count < 2) return; 88 | 89 | material.SetFloat(_Threshold, threshold); 90 | var knee = Mathf.Max(threshold * softKnee, 0.0001f); 91 | var curve = new Vector3(threshold - knee, knee * 2, 0.25f / knee); 92 | material.SetVector(_Curve, curve); 93 | 94 | var last = destination; 95 | Graphics.Blit(source, last, material, PREFILTER); 96 | 97 | foreach (var dest in buffers) 98 | { 99 | material.SetVector(_TexelSize, last.texelSize); 100 | Graphics.Blit(last, dest, material, DOWNSAMPLE); 101 | last = dest; 102 | } 103 | 104 | for (int i = buffers.Count - 2; i >= 0; i--) 105 | { 106 | var dest = buffers[i]; 107 | material.SetVector(_TexelSize, last.texelSize); 108 | Graphics.Blit(last, dest, material, UPSAMPLE); 109 | last.DiscardContents(); 110 | last = dest; 111 | } 112 | 113 | material.SetFloat(_Intensity, intensity); 114 | material.SetVector(_TexelSize, last.texelSize); 115 | Graphics.Blit(last, destination, material, FINAL); 116 | last.DiscardContents(); 117 | } 118 | 119 | public void Combine (RenderTexture source, RenderTexture destination, RenderTexture bloom, Texture2D noise) 120 | { 121 | material.SetTexture(_SourceTex, source); 122 | material.SetTexture(_NoiseTex, noise); 123 | material.SetVector(_NoiseTexScale, RenderTextureUtils.GetTextureScreenScale(noise)); 124 | Graphics.Blit(bloom, destination, material, COMBINE); 125 | } 126 | 127 | void Resize (RenderTexture target) 128 | { 129 | foreach (var rt in buffers) 130 | { 131 | rt.Release(); 132 | DestroyFunc(rt); 133 | } 134 | buffers.Clear(); 135 | 136 | for (int i = 0; i < iterations; i++) 137 | { 138 | int w = target.width >> (i + 1); 139 | int h = target.height >> (i + 1); 140 | 141 | if (w < 2 || h < 2) break; 142 | 143 | var rt = new RenderTexture(w, h, 0, target.format); 144 | rt.filterMode = FilterMode.Bilinear; 145 | rt.wrapMode = target.wrapMode; 146 | buffers.Add(rt); 147 | } 148 | } 149 | 150 | void DestroyFunc (Object obj) 151 | { 152 | if (Application.isPlaying) 153 | Object.Destroy(obj); 154 | else 155 | Object.DestroyImmediate(obj); 156 | } 157 | 158 | Material CreateMaterial (Shader shader) 159 | { 160 | var material = new Material(shader); 161 | material.hideFlags = HideFlags.HideAndDontSave; 162 | return material; 163 | } 164 | } 165 | } -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/Bloom.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 30401166e247c4225bd91cf8028ae3d3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/BloomCamera.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace PostEffects 4 | { 5 | [ExecuteInEditMode] 6 | [RequireComponent(typeof(Camera))] 7 | public class BloomCamera : MonoBehaviour 8 | { 9 | [Header("Core")] 10 | [SerializeField] Shader shader = null; 11 | [SerializeField] Texture2D noise = null; 12 | 13 | [Header("Settings")] 14 | [Range(256, 1024)] public int resolution = 512; 15 | [Range(2, 8)] public int iterations = 8; 16 | [Range(0, 10)] public float intensity = 0.8f; 17 | [Range(0, 10)] public float threshold = 0.6f; 18 | [Range(0, 1)] public float softKnee = 0.7f; 19 | 20 | Bloom bloom; 21 | 22 | void OnDestroy () 23 | { 24 | if (bloom != null) 25 | bloom.Dispose(); 26 | } 27 | 28 | void OnRenderImage (RenderTexture source, RenderTexture destination) 29 | { 30 | if (shader == null) 31 | { 32 | Graphics.Blit(source, destination); 33 | return; 34 | } 35 | 36 | if (bloom == null) 37 | bloom = new Bloom(shader); 38 | 39 | bloom.iterations = iterations; 40 | bloom.intensity = intensity; 41 | bloom.threshold = threshold; 42 | bloom.softKnee = softKnee; 43 | 44 | var res = RenderTextureUtils.GetScreenResolution(resolution); 45 | var bloomTarget = RenderTexture.GetTemporary(res.x, res.y, 0, Ext.argbHalf); 46 | bloomTarget.filterMode = FilterMode.Bilinear; 47 | bloomTarget.wrapMode = TextureWrapMode.Clamp; 48 | 49 | bloom.Apply(source, bloomTarget, res); 50 | bloom.Combine(source, destination, bloomTarget, noise); 51 | 52 | RenderTexture.ReleaseTemporary(bloomTarget); 53 | } 54 | } 55 | } -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/BloomCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 012a3f10190274832a77da2c54e2bd2c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - shader: {fileID: 4800000, guid: ca96bfe3611524ee3be8cd2efb98348f, type: 3} 8 | - noise: {fileID: 2800000, guid: 50b54341495978843a6f85583ed4417d, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/BloomQuad.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace PostEffects 4 | { 5 | [ExecuteInEditMode] 6 | [RequireComponent(typeof(MeshFilter))] 7 | [RequireComponent(typeof(MeshRenderer))] 8 | public class BloomQuad : MonoBehaviour 9 | { 10 | [SerializeField] Camera mainCamera = null; 11 | [SerializeField] LayerMask layerMask; 12 | 13 | [Header("Core")] 14 | [SerializeField] Shader bloomShader = null; 15 | [SerializeField] Shader displayShader = null; 16 | [SerializeField] Texture2D noise = null; 17 | 18 | [Header("Settings")] 19 | [Range(256, 1024)] public int resolution = 512; 20 | [Range(2, 8)] public int iterations = 8; 21 | [Range(0, 10)] public float intensity = 0.8f; 22 | [Range(0, 10)] public float threshold = 0.6f; 23 | [Range(0, 1)] public float softKnee = 0.7f; 24 | 25 | bool inited = false; 26 | 27 | Material displayMaterial; 28 | Bloom bloom; 29 | RenderTexture bloomTarget; 30 | 31 | int _BloomTex = Shader.PropertyToID("_BloomTex"); 32 | int _NoiseTex = Shader.PropertyToID("_NoiseTex"); 33 | int _NoiseTexScale = Shader.PropertyToID("_NoiseTexScale"); 34 | 35 | void Awake () 36 | { 37 | Init(); 38 | } 39 | 40 | void OnDestroy () 41 | { 42 | if (bloom != null) 43 | bloom.Dispose(); 44 | DestroyFunc(displayMaterial); 45 | var meshFilter = GetComponent(); 46 | DestroyFunc(meshFilter.sharedMesh); 47 | } 48 | 49 | void Init () 50 | { 51 | if (inited) return; 52 | if (displayShader == null) return; 53 | if (bloomShader == null) return; 54 | inited = true; 55 | 56 | displayMaterial = new Material(displayShader); 57 | 58 | var meshRenderer = GetComponent(); 59 | meshRenderer.sharedMaterial = displayMaterial; 60 | 61 | var meshFilter = GetComponent(); 62 | meshFilter.sharedMesh = CreateQuadMesh(); 63 | } 64 | 65 | void Update () 66 | { 67 | Init(); 68 | if (!inited) return; 69 | if (mainCamera == null) return; 70 | 71 | if (bloom == null) 72 | bloom = new Bloom(bloomShader); 73 | 74 | bloom.iterations = iterations; 75 | bloom.intensity = intensity; 76 | bloom.threshold = threshold; 77 | bloom.softKnee = softKnee; 78 | 79 | var res = RenderTextureUtils.GetScreenResolution(resolution); 80 | var sourceTarget = GetTarget(res, Ext.argbHalf); 81 | bloomTarget = GetTarget(res, Ext.argbHalf); 82 | 83 | mainCamera.targetTexture = sourceTarget; 84 | var mask = mainCamera.cullingMask; 85 | mainCamera.cullingMask ^= layerMask.value; 86 | mainCamera.Render(); 87 | mainCamera.cullingMask = mask; 88 | mainCamera.targetTexture = null; 89 | 90 | bloom.Apply(sourceTarget, bloomTarget, res); 91 | 92 | displayMaterial.SetTexture(_BloomTex, bloomTarget); 93 | displayMaterial.SetTexture(_NoiseTex, noise); 94 | displayMaterial.SetVector(_NoiseTexScale, RenderTextureUtils.GetTextureScreenScale(noise)); 95 | 96 | RenderTexture.ReleaseTemporary(sourceTarget); 97 | } 98 | 99 | void LateUpdate () 100 | { 101 | if (bloomTarget != null) 102 | RenderTexture.ReleaseTemporary(bloomTarget); 103 | bloomTarget = null; 104 | } 105 | 106 | void DestroyFunc (Object obj) 107 | { 108 | if (obj == null) return; 109 | if (Application.isPlaying) 110 | Object.Destroy(obj); 111 | else 112 | Object.DestroyImmediate(obj); 113 | } 114 | 115 | RenderTexture GetTarget (Vector2Int res, RenderTextureFormat format) 116 | { 117 | var target = RenderTexture.GetTemporary(res.x, res.y, 0, format); 118 | target.filterMode = FilterMode.Bilinear; 119 | target.wrapMode = TextureWrapMode.Clamp; 120 | return target; 121 | } 122 | 123 | Mesh CreateQuadMesh () 124 | { 125 | var mesh = new Mesh(); 126 | mesh.hideFlags = HideFlags.HideAndDontSave; 127 | mesh.vertices = new Vector3[4] { 128 | new Vector3(-1, -1, 0), 129 | new Vector3(-1, 1, 0), 130 | new Vector3(1, 1, 0), 131 | new Vector3(1, -1, 0) 132 | }; 133 | mesh.uv = new Vector2[4] { 134 | new Vector2(0, 0), 135 | new Vector2(0, 1), 136 | new Vector2(1, 1), 137 | new Vector2(1, 0) 138 | }; 139 | mesh.triangles = new int[6] { 140 | 2, 1, 0, 141 | 0, 3, 2 142 | }; 143 | return mesh; 144 | } 145 | 146 | Material CreateMaterial (Shader shader) 147 | { 148 | var material = new Material(shader); 149 | material.hideFlags = HideFlags.HideAndDontSave; 150 | return material; 151 | } 152 | } 153 | } -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/BloomQuad.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8efa3f1a836a74c1ea0eb0a41932e538 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - mainCamera: {instanceID: 0} 8 | - bloomShader: {fileID: 4800000, guid: ca96bfe3611524ee3be8cd2efb98348f, type: 3} 9 | - displayShader: {fileID: 4800000, guid: 3432adc5066be4f25a8136dad83d5e11, type: 3} 10 | - noise: {fileID: 2800000, guid: 50b54341495978843a6f85583ed4417d, type: 3} 11 | executionOrder: 10000 12 | icon: {instanceID: 0} 13 | userData: 14 | assetBundleName: 15 | assetBundleVariant: 16 | -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/RenderTextureExtensions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace PostEffects 4 | { 5 | static class Ext 6 | { 7 | public static RenderTextureFormat argbHalf = RenderTextureUtils.GetSupportedFormat(RenderTextureFormat.ARGBHalf); 8 | } 9 | } -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/RenderTextureExtensions.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128c053d450ec42a2937ccfa7bf40f0f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/RenderTextureUtils.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace PostEffects 4 | { 5 | public class RenderTextureUtils 6 | { 7 | public static bool SupportsRenderToFloatTexture () 8 | { 9 | return 10 | SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBFloat) || 11 | SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); 12 | } 13 | 14 | public static RenderTextureFormat GetSupportedFormat (RenderTextureFormat targetFormat) 15 | { 16 | if (IsHalfFormat(targetFormat)) 17 | { 18 | bool supportsHalf = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); 19 | if (!supportsHalf) 20 | targetFormat = ToFloatFormat(targetFormat); 21 | } 22 | 23 | if (!SystemInfo.SupportsRenderTextureFormat(targetFormat)) 24 | { 25 | switch (targetFormat) 26 | { 27 | case RenderTextureFormat.RHalf: 28 | return GetSupportedFormat(RenderTextureFormat.RGHalf); 29 | 30 | case RenderTextureFormat.RGHalf: 31 | return GetSupportedFormat(RenderTextureFormat.ARGBHalf); 32 | 33 | case RenderTextureFormat.RFloat: 34 | return GetSupportedFormat(RenderTextureFormat.RGFloat); 35 | 36 | case RenderTextureFormat.RGFloat: 37 | return GetSupportedFormat(RenderTextureFormat.ARGBFloat); 38 | } 39 | } 40 | 41 | return targetFormat; 42 | } 43 | 44 | public static bool IsHalfFormat (RenderTextureFormat format) 45 | { 46 | switch (format) 47 | { 48 | case RenderTextureFormat.RHalf: 49 | case RenderTextureFormat.RGHalf: 50 | case RenderTextureFormat.ARGBHalf: 51 | return true; 52 | } 53 | 54 | return false; 55 | } 56 | 57 | public static RenderTextureFormat ToFloatFormat (RenderTextureFormat format) 58 | { 59 | switch (format) 60 | { 61 | case RenderTextureFormat.RHalf: 62 | return RenderTextureFormat.RFloat; 63 | 64 | case RenderTextureFormat.RGHalf: 65 | return RenderTextureFormat.RGFloat; 66 | 67 | case RenderTextureFormat.ARGBHalf: 68 | return RenderTextureFormat.ARGBFloat; 69 | } 70 | 71 | return format; 72 | } 73 | 74 | public static Vector2Int GetScreenResolution (int resolution) 75 | { 76 | float aspectRatio = (float)Screen.width / (float)Screen.height; 77 | if (aspectRatio < 1) 78 | aspectRatio = 1f / aspectRatio; 79 | 80 | int min = resolution; 81 | int max = (int)((float)resolution * aspectRatio); 82 | 83 | if (Screen.width > Screen.height) 84 | return new Vector2Int(max, min); 85 | else 86 | return new Vector2Int(min, max); 87 | } 88 | 89 | public static Vector2 GetTextureScreenScale (Texture2D texture) 90 | { 91 | if (texture == null) return Vector2.one; 92 | 93 | Vector2 scale; 94 | scale.x = (float)Screen.width / (float)texture.width; 95 | scale.y = (float)Screen.height / (float)texture.height; 96 | return scale; 97 | } 98 | } 99 | } -------------------------------------------------------------------------------- /Assets/Bloom/Scripts/RenderTextureUtils.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd5b137f5b560448bbb4c2b074b6b3e6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Bloom/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6aa7a969b85fd486aa1caa6bdf37ee16 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Bloom/Shaders/Bloom.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Bloom" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Bloom", 2D) = "black" {} 6 | _SourceTex ("Source", 2D) = "black" {} 7 | _NoiseTex ("Noise", 2D) = "grey" {} 8 | } 9 | 10 | SubShader 11 | { 12 | ZTest Always Cull Off ZWrite Off 13 | 14 | CGINCLUDE 15 | 16 | #include "UnityCG.cginc" 17 | 18 | struct VertexInput 19 | { 20 | float4 vertex : POSITION; 21 | float2 uv : TEXCOORD0; 22 | }; 23 | 24 | struct VertexOutput 25 | { 26 | float4 vertex : SV_POSITION; 27 | float2 uv : TEXCOORD0; 28 | }; 29 | 30 | struct VertexBlurOutput 31 | { 32 | float4 vertex : SV_POSITION; 33 | float2 uv : TEXCOORD0; 34 | float2 neighbours[4] : TEXCOORD1; 35 | }; 36 | 37 | sampler2D_half _MainTex; 38 | sampler2D_half _SourceTex; 39 | sampler2D_half _NoiseTex; 40 | float2 _TexelSize; 41 | float _Intensity; 42 | float _Threshold; 43 | float3 _Curve; 44 | float2 _NoiseTexScale; 45 | 46 | half4 BoxFilter (sampler2D tex, VertexBlurOutput IN) 47 | { 48 | half4 sum = 0.0; 49 | UNITY_UNROLL for (int i = 0; i < 4; i++) 50 | sum += tex2D(tex, IN.neighbours[i]); 51 | sum *= 0.25; 52 | return sum; 53 | } 54 | 55 | float GetNoise (float2 uv) 56 | { 57 | float noise = tex2D(_NoiseTex, uv * _NoiseTexScale).a; 58 | noise = noise * 2.0 - 1.0; 59 | return noise / 255.0; 60 | } 61 | 62 | VertexOutput vert_base (VertexInput IN) 63 | { 64 | VertexOutput OUT; 65 | OUT.vertex = UnityObjectToClipPos(IN.vertex); 66 | OUT.uv = IN.uv; 67 | return OUT; 68 | } 69 | 70 | VertexBlurOutput vert_blur (VertexInput IN) 71 | { 72 | VertexBlurOutput OUT; 73 | OUT.vertex = UnityObjectToClipPos(IN.vertex); 74 | 75 | OUT.uv = IN.uv; 76 | OUT.neighbours[0] = IN.uv - float2(_TexelSize.x, 0.0); 77 | OUT.neighbours[1] = IN.uv + float2(_TexelSize.x, 0.0); 78 | OUT.neighbours[2] = IN.uv - float2(0.0, _TexelSize.y); 79 | OUT.neighbours[3] = IN.uv + float2(0.0, _TexelSize.y); 80 | 81 | return OUT; 82 | } 83 | 84 | half4 frag_prefilter (VertexOutput IN) : SV_Target 85 | { 86 | half4 c = tex2D(_MainTex, IN.uv); 87 | half br = max(c.r, max(c.g, c.b)); 88 | half rq = clamp(br - _Curve.x, 0.0, _Curve.y); 89 | rq = _Curve.z * rq * rq; 90 | c.rgb *= max(rq, br - _Threshold) / max(br, 0.0001); 91 | return half4(c.rgb, c.a); 92 | } 93 | 94 | half4 frag_blur (VertexBlurOutput IN) : SV_Target 95 | { 96 | return BoxFilter(_MainTex, IN); 97 | } 98 | 99 | half4 frag_final (VertexBlurOutput IN) : SV_Target 100 | { 101 | half4 bloom = BoxFilter(_MainTex, IN); 102 | return bloom * _Intensity; 103 | } 104 | 105 | half4 frag_combine (VertexBlurOutput IN) : SV_Target 106 | { 107 | half3 bloom = tex2D(_MainTex, IN.uv).rgb; 108 | bloom += GetNoise(IN.uv); 109 | bloom = LinearToGammaSpace(bloom); 110 | half4 source = tex2D(_SourceTex, IN.uv); 111 | return half4(source.rgb + bloom, source.a); 112 | } 113 | 114 | ENDCG 115 | 116 | Pass 117 | { 118 | CGPROGRAM 119 | #pragma vertex vert_base 120 | #pragma fragment frag_prefilter 121 | ENDCG 122 | } 123 | 124 | Pass 125 | { 126 | CGPROGRAM 127 | #pragma vertex vert_blur 128 | #pragma fragment frag_blur 129 | ENDCG 130 | } 131 | 132 | Pass 133 | { 134 | Blend One One 135 | CGPROGRAM 136 | #pragma vertex vert_blur 137 | #pragma fragment frag_blur 138 | ENDCG 139 | } 140 | 141 | Pass 142 | { 143 | CGPROGRAM 144 | #pragma vertex vert_blur 145 | #pragma fragment frag_final 146 | ENDCG 147 | } 148 | 149 | Pass 150 | { 151 | CGPROGRAM 152 | #pragma vertex vert_blur 153 | #pragma fragment frag_combine 154 | ENDCG 155 | } 156 | } 157 | } -------------------------------------------------------------------------------- /Assets/Bloom/Shaders/Bloom.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca96bfe3611524ee3be8cd2efb98348f 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Bloom/Shaders/BloomDisplay.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/BloomDisplay" 2 | { 3 | Properties 4 | { 5 | _BloomTex ("Bloom", 2D) = "black" {} 6 | _NoiseTex ("Noise", 2D) = "grey" {} 7 | } 8 | 9 | SubShader 10 | { 11 | Tags 12 | { 13 | "Queue" = "Overlay" 14 | } 15 | 16 | ZTest Always Cull Off ZWrite Off 17 | Blend One One 18 | 19 | CGINCLUDE 20 | 21 | #include "UnityCG.cginc" 22 | 23 | struct VertexInput 24 | { 25 | float4 vertex : POSITION; 26 | float2 uv : TEXCOORD0; 27 | }; 28 | 29 | struct VertexOutput 30 | { 31 | float4 vertex : SV_POSITION; 32 | float2 uv : TEXCOORD0; 33 | }; 34 | 35 | sampler2D_float _BloomTex; 36 | sampler2D_float _NoiseTex; 37 | float2 _NoiseTexScale; 38 | 39 | VertexOutput vert (VertexInput IN) 40 | { 41 | VertexOutput OUT; 42 | OUT.vertex = float4(IN.vertex.xy, 0.0, 1.0); 43 | OUT.uv = IN.uv; 44 | if (_ProjectionParams.x < 0) 45 | OUT.uv.y = 1 - OUT.uv.y; 46 | return OUT; 47 | } 48 | 49 | float GetNoise (float2 uv) 50 | { 51 | float noise = tex2D(_NoiseTex, uv * _NoiseTexScale).a; 52 | noise = noise * 2.0 - 1.0; 53 | return noise / 255.0; 54 | } 55 | 56 | 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/Assets/Examples/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1fe18cb2bcb2e4953b4b8cf64314f952 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Examples/Scripts/CoolTextEffect.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | using UnityEngine.UI; 4 | 5 | public class CoolTextEffect : MonoBehaviour 6 | { 7 | struct TextData 8 | { 9 | public float hue; 10 | public float angle; 11 | public float targetAngle; 12 | public float angleVelocity; 13 | public float hueOffset; 14 | public float angleOffset; 15 | } 16 | 17 | [SerializeField] Text textPrefab = null; 18 | [SerializeField] Transform grid = null; 19 | 20 | List texts = new List(); 21 | List textsData = new List(); 22 | 23 | float timer; 24 | 25 | public void Awake () 26 | { 27 | DestroyChildrens(grid); 28 | int length = 5; 29 | for (int i = 0; i < length; i++) 30 | { 31 | var text = Instantiate(textPrefab, grid, false); 32 | var scale = (i + 1) * 0.5f; 33 | text.transform.localScale = Vector2.one * scale; 34 | texts.Add(text); 35 | 36 | var data = new TextData(); 37 | data.hueOffset = (float)i / (float)(length - 1) * 0.5f; 38 | data.angleOffset = (float)i / (float)(length - 1) * 90; 39 | textsData.Add(data); 40 | } 41 | } 42 | 43 | void Update () 44 | { 45 | var dt = Time.deltaTime; 46 | UpdateData(dt); 47 | UpdateView(); 48 | } 49 | 50 | void UpdateData (float dt) 51 | { 52 | for (int i = 0; i < textsData.Count; i++) 53 | { 54 | var data = textsData[i]; 55 | 56 | data.hue += dt * 0.5f; 57 | data.hue = Mathf.Repeat(data.hue, 1); 58 | 59 | data.targetAngle += dt * 0.2f; 60 | data.targetAngle = Mathf.Repeat(data.targetAngle, 1); 61 | var targetAngle = data.targetAngle * 360; 62 | targetAngle = Mathf.Repeat(targetAngle + data.angleOffset, 360); 63 | 64 | data.angleVelocity = Spring(data.angle, targetAngle, data.angleVelocity, 5, dt); 65 | data.angle += data.angleVelocity * dt; 66 | data.angle = Mathf.Repeat(data.angle, 360); 67 | 68 | textsData[i] = data; 69 | } 70 | } 71 | 72 | void UpdateView () 73 | { 74 | for (int i = 0; i < texts.Count; i++) 75 | { 76 | var text = texts[i]; 77 | var data = textsData[i]; 78 | var hue = Mathf.Repeat(data.hue + data.hueOffset, 1); 79 | text.color = Color.HSVToRGB(hue, 1, 1); 80 | text.transform.localRotation = Quaternion.Euler(0, 0, data.angle); 81 | } 82 | } 83 | 84 | void DestroyChildrens (Transform transform) 85 | { 86 | int count = transform.childCount; 87 | for (int i = 0; i < count; i++) 88 | { 89 | var child = transform.GetChild(i).gameObject; 90 | Object.Destroy(child); 91 | } 92 | } 93 | 94 | float Spring (float value, float target, float velocity, float omega, float dt) 95 | { 96 | var n1 = velocity - (value - target) * (omega * omega * dt); 97 | var n2 = 1 + omega * dt; 98 | velocity = n1 / (n2 * n2); 99 | return velocity; 100 | } 101 | } 102 | -------------------------------------------------------------------------------- /Assets/Examples/Scripts/CoolTextEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e058ca0bd596041059bffcbd146ba6ec 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Pavel Dobryakov 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- 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m_InitializeOnStartup: 1 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 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Fast Bloom 2 | 3 | Probably the fastest bloom implementation ever. Used in the Fluid Simulation app. Work in progress. 4 | 5 | ## References 6 | 7 | https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom 8 | 9 | https://github.com/keijiro/KinoBloom 10 | 11 | https://github.com/Unity-Technologies/PostProcessing 12 | 13 | ## License 14 | 15 | The code is available under the [MIT license](LICENSE) 16 | --------------------------------------------------------------------------------