You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

132 lines
5.0 KiB

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.RenderGraphModule.Util;
public class TiltShiftFeature : ScriptableRendererFeature
{
[System.Serializable]
public class Settings
{
[Tooltip("Vertical offset of the sharp focus band from screen centre. Positive = up.")]
[Range(-0.4f, 0.4f)]
public float centerOffset = 0f;
[Tooltip("Height of the fully-sharp band as a fraction of screen height.")]
[Range(0.01f, 0.8f)]
public float focusWidth = 0.2f;
[Tooltip("Distance over which blur fades in at each edge of the focus band.")]
[Range(0.01f, 0.4f)]
public float falloffRange = 0.15f;
[Tooltip("Maximum blur radius in pixels at the extreme top and bottom.")]
[Range(1f, 64f)]
public float maxBlurRadius = 20f;
[Tooltip("Samples per side per pass (higher = smoother blur, higher cost).")]
[Range(2, 20)]
public int sampleCount = 8;
public RenderPassEvent injectionPoint = RenderPassEvent.AfterRenderingPostProcessing;
}
public Settings settings = new Settings();
TiltShiftPass _pass;
Material _material;
public override void Create()
{
var shader = Shader.Find("Custom/TiltShift");
if (shader == null)
{
Debug.LogWarning("[TiltShift] Shader 'Custom/TiltShift' not found. " +
"Make sure TiltShift.shader is in the project.");
return;
}
_material = CoreUtils.CreateEngineMaterial(shader);
_pass = new TiltShiftPass(_material, settings);
_pass.renderPassEvent = settings.injectionPoint;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (_material == null || _pass == null) return;
// Skip scene view and preview cameras to avoid visual noise.
var camType = renderingData.cameraData.cameraType;
if (camType == CameraType.Preview || camType == CameraType.Reflection) return;
_pass.UpdateSettings(settings);
renderer.EnqueuePass(_pass);
}
protected override void Dispose(bool disposing)
{
CoreUtils.Destroy(_material);
}
// -------------------------------------------------------------------------
class TiltShiftPass : ScriptableRenderPass
{
static readonly int s_CenterOffset = Shader.PropertyToID("_TiltShift_CenterOffset");
static readonly int s_FocusWidth = Shader.PropertyToID("_TiltShift_FocusWidth");
static readonly int s_FalloffRange = Shader.PropertyToID("_TiltShift_FalloffRange");
static readonly int s_MaxBlurRadius = Shader.PropertyToID("_TiltShift_MaxBlurRadius");
static readonly int s_SampleCount = Shader.PropertyToID("_TiltShift_SampleCount");
readonly Material _material;
Settings _settings;
public TiltShiftPass(Material material, Settings settings)
{
_material = material;
_settings = settings;
requiresIntermediateTexture = true;
}
public void UpdateSettings(Settings settings) => _settings = settings;
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
var resourceData = frameData.Get<UniversalResourceData>();
if (resourceData.isActiveTargetBackBuffer)
return;
// Push current settings to the material.
_material.SetFloat(s_CenterOffset, _settings.centerOffset);
_material.SetFloat(s_FocusWidth, _settings.focusWidth);
_material.SetFloat(s_FalloffRange, _settings.falloffRange);
_material.SetFloat(s_MaxBlurRadius, _settings.maxBlurRadius);
_material.SetInt(s_SampleCount, _settings.sampleCount);
var source = resourceData.activeColorTexture;
// Intermediate texture for horizontal-blur result.
var desc = renderGraph.GetTextureDesc(source);
desc.clearBuffer = false;
desc.name = "TiltShift_Temp";
TextureHandle temp = renderGraph.CreateTexture(desc);
// Final texture for vertical-blur result.
desc.name = "TiltShift_Final";
TextureHandle final = renderGraph.CreateTexture(desc);
// Pass 0 — horizontal blur: source → temp
var paraH = new RenderGraphUtils.BlitMaterialParameters(source, temp, _material, 0);
renderGraph.AddBlitPass(paraH, passName: "TiltShift_H");
// Pass 1 — vertical blur: temp → final
var paraV = new RenderGraphUtils.BlitMaterialParameters(temp, final, _material, 1);
renderGraph.AddBlitPass(paraV, passName: "TiltShift_V");
// Redirect the camera colour so subsequent passes see our result.
resourceData.cameraColor = final;
}
}
}