暂时移除了模糊

This commit is contained in:
FloatGaming
2026-02-25 06:08:20 +08:00
parent 0b75e93f71
commit 508a40bba0
46 changed files with 108 additions and 7112 deletions
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using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Qjjxk.Blur.Demo
{
public class Demo : MonoBehaviour
{
public Transform cubeTrans;
public BlurRawImage blurRawImage;
public TMP_Dropdown blurTypeDropdown;
public Slider strengthSlider;
public Slider radiusSlider;
public Slider iterationSlider;
public Slider downSampleSlider;
public TextMeshProUGUI strengthText;
public TextMeshProUGUI radiusText;
public TextMeshProUGUI iterationsText;
public TextMeshProUGUI downSampleText;
private void Update()
{
cubeTrans.Rotate(0, 30 * Time.deltaTime, 0);
blurTypeDropdown.value = (int)blurRawImage.blurType;
strengthText.text = blurRawImage.blurStrength.ToString("F2");
radiusText.text = blurRawImage.blurRadius.ToString("F2");
iterationsText.text = blurRawImage.iterations.ToString("F0");
downSampleText.text = blurRawImage.downSample.ToString("F2");
strengthSlider.value = blurRawImage.blurStrength;
radiusSlider.value = blurRawImage.blurRadius;
iterationSlider.value = blurRawImage.iterations;
downSampleSlider.value = blurRawImage.downSample;
}
public void SetBlurType(int blurType)
{
blurRawImage.blurType = (BlurType)blurType;
}
public void SetStrength(float strength)
{
blurRawImage.blurStrength = strength;
}
public void SetRadius(float radius)
{
blurRawImage.blurRadius = radius;
}
public void SetIterations(float iterations)
{
blurRawImage.iterations = Mathf.RoundToInt(iterations);
}
public void SetDown(float down)
{
blurRawImage.downSample = down;
}
}
}
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using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.SceneManagement;
namespace Qjjxk.Blur
{
[ExecuteAlways]
[DisallowMultipleComponent]
public class BlurRawImage : MonoBehaviour
{
[SerializeField, ReadOnly] private Shader blurShader;
public BlurType blurType;
private BlurType _blurType;
[Range(0f, 64f)] public float blurStrength;
private float _blurStrength;
[Range(0, 32)] public float blurRadius;
private float _blurRadius;
[Range(0, 6)] public int iterations = 1;
private int _iterations;
[Range(1, 8)] public float downSample = 1;
private float _downSample;
private static readonly int _blurRadiusId = Shader.PropertyToID("_BlurRadius");
private static readonly int _regionId = Shader.PropertyToID("_Region");
private static readonly int _iterationId = Shader.PropertyToID("_Iteration");
private Scene _scene;
private Canvas _canvas;
private bool _needResize;
private Vector3 _localPos;
private Vector2 _selfSize;
private Camera _mainCamera;
private Vector2 _sizeDelta;
private RawImage _rawImage;
private int _initStep = -1;
private int _width, _height;
private bool _needRefresh = true;
private MonitorDimension _monitor;
private Material _blurMat, _blurMat2;
private RectTransform _rectTransform;
private RenderTexture _tempRT, _blurRT;
private BlurCameraPass _blurCameraPass;
private UniversalAdditionalCameraData _cameraData;
private Material[] _blurMats;
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
private RenderTexture _cameraRT;
#endif
private void Awake()
{
_mainCamera = Camera.main;
blurShader = Shader.Find("Qjjxk/BlurImage");
var haveRawImage = TryGetComponent(out _rawImage);
if (haveRawImage) _canvas = _rawImage.canvas;
if (_mainCamera && blurShader && _canvas) _initStep++;
else _initStep--;
if (_initStep < -1) return;
_scene = gameObject.scene;
_blurType = blurType;
_blurRadius = blurRadius;
_iterations = iterations;
downSample = 1;
_downSample = downSample;
_blurMat = new Material(blurShader);
_blurMat2 = new Material(blurShader);
_blurMats = new[]
{
new Material(blurShader),
new Material(blurShader),
new Material(blurShader),
new Material(blurShader),
new Material(blurShader),
new Material(blurShader),
};
_rectTransform = _rawImage.rectTransform;
_sizeDelta = _rectTransform.sizeDelta.Round();
_localPos = _rectTransform.localPosition.Round();
}
private void OnEnable()
{
if (_initStep < 1 || !_scene.isLoaded) return;
if (_blurRT == null || !_blurRT.IsCreated())
{
RefreshPixelSize();
_blurRT = new RenderTexture(_width, _height, 0) { name = "BlurRT" };
_tempRT = new RenderTexture(_width, _height, 0) { name = "TempRT" };
_blurRT.Create();
_tempRT.Create();
}
_rawImage.texture = _blurRT;
_rawImage.enabled = true;
RegisterMonitor(true);
// 每次重新创建 Pass 以更新内部 RTHandle
_blurCameraPass = new BlurCameraPass(_blurType, _blurRT, _tempRT, _blurMats, _blurMat, _blurMat2, _iterations);
_cameraData = _mainCamera.GetUniversalAdditionalCameraData();
if (iterations != 0) RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
}
private void Reset()
{
downSample = 1;
if (_initStep > -1)
{
blurShader = Shader.Find("Qjjxk/BlurImage");
_rawImage.texture = _blurRT;
return;
}
#if UNITY_EDITOR
EditorUtility.DisplayDialog("Error",
"The MainCamera or blur Shader was not found, or the script has not been added to the component containing the RawImage.", "OK");
EditorApplication.delayCall += () => { DestroyImmediate(this); };
#endif
}
private void Start()
{
if (_initStep < 0) return;
_initStep++;
RefreshPixelSize();
_tempRT = new RenderTexture(_width, _height, 0) { name = "TempRT" };
_blurRT = new RenderTexture(_width, _height, 0) { name = "BlurRT" };
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
_cameraRT = new RenderTexture(_mainCamera.pixelWidth, _mainCamera.pixelHeight, 16) { name = "CameraRT" };
#endif
OnEnable();
SetBlurStrength();
SetBlurRange();
}
private void Update()
{
if (_initStep < 1) return;
if (_rawImage != null && (_rawImage.texture == null || _rawImage.texture != _blurRT))
{
_rawImage.texture = _blurRT;
}
RefreshBlurType();
RefreshStrength();
RefreshIterations();
RefreshDownSample();
RefreshBlurRadius();
if (_rectTransform.hasChanged)
{
RefreshPixelSize();
SetBlurRange();
_rectTransform.hasChanged = false;
}
ForceCameraRender();
}
private void OnBeginCameraRendering(ScriptableRenderContext context, Camera tarCamera)
{
if (tarCamera != _mainCamera) return;
if (_needResize) ResizeRT();
if (_cameraData != null && _cameraData.scriptableRenderer != null && _blurCameraPass != null)
_cameraData.scriptableRenderer.EnqueuePass(_blurCameraPass);
}
private void RefreshBlurType()
{
if (_blurType == blurType) return;
_blurType = blurType;
if (_blurCameraPass != null) _blurCameraPass.blurType = _blurType;
_needRefresh = true;
RefreshStrength(true);
}
private void RefreshStrength(bool force = false)
{
if (Mathf.Approximately(_blurStrength, blurStrength) && !force) return;
_blurStrength = blurStrength;
if (_blurType == BlurType.Gaussian)
{
switch (_blurStrength)
{
case <= 2:
iterations = 1;
blurRadius = _blurStrength;
break;
case <= 10:
iterations = 2;
blurRadius = (_blurStrength + 0.5f) / Mathf.Sqrt(iterations);
break;
case <= 20:
iterations = 3;
blurRadius = _blurStrength / Mathf.Sqrt(iterations);
break;
case <= 50:
iterations = 4;
blurRadius = (_blurStrength - 0.5f) / Mathf.Sqrt(iterations);
break;
default:
iterations = 5;
blurRadius = (_blurStrength - 1) / Mathf.Sqrt(iterations);
break;
}
}
else if (_blurType == BlurType.Kawase)
{
iterations = _blurStrength switch
{
<= 0 => 1,
<= 10 => 3,
<= 20 => 4,
<= 30 => 5,
_ => 6
};
blurRadius = _blurStrength / 2;
}
}
private void RegisterMonitor(bool isReg)
{
if (!_monitor) _monitor = _canvas.GetComponent<MonitorDimension>();
if (!_monitor)
{
_monitor = _canvas.gameObject.AddComponent<MonitorDimension>();
_monitor.hideFlags = HideFlags.HideInInspector;
}
_monitor.Register(this, isReg);
}
public void SetWindowSize()
{
if (_initStep < 1) return;
RefreshPixelSize();
_needResize = true;
SetBlurRange();
}
private void RefreshPixelSize()
{
_width = Mathf.RoundToInt(_rectTransform.rect.width * _canvas.scaleFactor);
_height = Mathf.RoundToInt(_rectTransform.rect.height * _canvas.scaleFactor);
}
private void ResizeRT()
{
_needResize = false;
if (_blurRT != null) _blurRT.Resize(_width / _downSample, _height / _downSample);
if (_tempRT != null) _tempRT.Resize(_width / _downSample, _height / _downSample);
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
if (_cameraRT != null) _cameraRT.Resize(_canvas.pixelRect.width, _canvas.pixelRect.height);
#endif
}
private void RefreshIterations()
{
if (_iterations == iterations) return;
SetRenderPipeline();
_iterations = iterations;
if (_blurCameraPass != null) _blurCameraPass.iterations = _iterations;
if (_blurMats != null && _blurMats.Length > 0 && _blurMats[0] != null) _blurMats[0].SetFloat(_iterationId, _iterations);
_needRefresh = true;
}
private void SetRenderPipeline()
{
if (_iterations != 0 && iterations == 0)
{
_blurRT.Release();
_blurRT.Create();
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
}
else if (_iterations == 0 && iterations != 0)
{
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
}
}
private void RefreshDownSample()
{
if (Mathf.Approximately(_downSample, downSample)) return;
_downSample = downSample;
_needResize = true;
SetBlurStrength();
_needRefresh = true;
}
private void RefreshBlurRadius()
{
if (Mathf.Approximately(_blurRadius, blurRadius)) return;
_blurRadius = blurRadius;
SetBlurStrength();
_needRefresh = true;
}
private void SetBlurStrength()
{
if (_blurMat != null) _blurMat.SetFloat(_blurRadiusId, _blurRadius / _downSample);
if (_blurMat2 != null) _blurMat2.SetFloat(_blurRadiusId, _blurRadius / _downSample * 0.618f);
if (_blurMats != null)
{
for (var i = 0; i < _blurMats.Length; i++)
{
if (_blurMats[i] != null)
_blurMats[i].SetFloat(_blurRadiusId, _blurRadius * 2 / _downSample * Mathf.Pow(0.5f, i));
}
}
}
private void SetBlurRange()
{
if (_rectTransform == null || _canvas == null || _blurMat == null) return;
Vector3[] corners = new Vector3[4];
_rectTransform.GetWorldCorners(corners);
Camera cam = _canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : _canvas.worldCamera;
Vector2 screenMin = RectTransformUtility.WorldToScreenPoint(cam, corners[0]);
Vector2 screenMax = RectTransformUtility.WorldToScreenPoint(cam, corners[2]);
Rect canvasRect = _canvas.pixelRect;
float xMin = screenMin.x / canvasRect.width;
float xMax = screenMax.x / canvasRect.width;
float yMin = screenMin.y / canvasRect.height;
float yMax = screenMax.y / canvasRect.height;
_blurMat.SetVector(_regionId, new Vector4(xMin, yMin, xMax, yMax));
_needRefresh = true;
}
private void ForceCameraRender()
{
if (!Application.isEditor) return;
if (!_needRefresh && Application.isPlaying) return;
_needRefresh = false;
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
if (_cameraRT == null)
{
if (_mainCamera != null)
{
_cameraRT = new RenderTexture(_mainCamera.pixelWidth, _mainCamera.pixelHeight, 16) { name = "CameraRT" };
}
else
{
return;
}
}
RenderPipeline.SubmitRenderRequest(_mainCamera, new RenderPipeline.StandardRequest { destination = _cameraRT });
#else
_mainCamera.Render();
#endif
}
private void OnDisable()
{
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
if (_initStep < 1 || !_scene.isLoaded) return;
_rawImage.texture = null;
_rawImage.enabled = false;
RegisterMonitor(false);
}
private void OnDestroy()
{
if (_tempRT != null)
{
_tempRT.Release();
DestroyImmediate(_tempRT);
}
if (_blurRT != null)
{
_blurRT.Release();
DestroyImmediate(_blurRT);
}
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
if (_cameraRT != null)
{
_cameraRT.Release();
DestroyImmediate(_cameraRT);
}
#endif
}
}
public enum BlurType
{
Gaussian,
Kawase,
Grainy
}
}
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
#if UNITY_6000_0_OR_NEWER
using UnityEngine.Rendering.RenderGraphModule;
#endif
namespace Qjjxk.Blur
{
public class BlurCameraPass : ScriptableRenderPass
{
private readonly RTHandle _blurRT, _tempRT;
private readonly Material _blurMat, _blurMat2;
public int iterations;
public BlurType blurType;
private readonly Material[] _blurMats;
public BlurCameraPass(BlurType blurType, RenderTexture blurRT, RenderTexture tempRT, Material[] blurMats, Material mat, Material mat2,
int iteration)
{
renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
this.blurType = blurType;
_tempRT = RTHandles.Alloc(tempRT);
_blurRT = RTHandles.Alloc(blurRT);
_blurMats = blurMats;
_blurMat = mat;
_blurMat2 = mat2;
iterations = iteration;
}
#if UNITY_6000_0_OR_NEWER
[System.Obsolete]
#endif
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var commandBuffer = CommandBufferPool.Get("CameraCapture");
commandBuffer.Clear();
#if UNITY_2022
var source = renderingData.cameraData.renderer.cameraColorTargetHandle;
#else
var source = renderingData.cameraData.renderer.cameraColorTarget;
#endif
if (blurType == BlurType.Gaussian)
{
Blit(commandBuffer, source, _blurRT, _blurMat);
for (var i = 0; i < iterations; i++)
{
var blurMat = i == 1 ? _blurMat2 : _blurMat;
Blit(commandBuffer, _blurRT, _tempRT, blurMat, 1);
Blit(commandBuffer, _tempRT, _blurRT, blurMat, 2);
}
}
else if (blurType == BlurType.Kawase)
{
Blit(commandBuffer, source, _tempRT, _blurMat);
for (var i = 0; i < 2 * iterations - 1; i++)
{
var index = i < iterations ? i : 2 * iterations - i - 2;
if (index % 2 == 0) Blit(commandBuffer, _tempRT, _blurRT, _blurMats[index], 4);
else Blit(commandBuffer, _blurRT, _tempRT, _blurMats[index], 4);
}
}
else if (blurType == BlurType.Grainy)
{
Blit(commandBuffer, source, _tempRT, _blurMat);
Blit(commandBuffer, _tempRT, _blurRT, _blurMats[0], 3);
}
context.ExecuteCommandBuffer(commandBuffer);
CommandBufferPool.Release(commandBuffer);
}
#if UNITY_6000_0_OR_NEWER
private class BlurPassData
{
public TextureHandle inputTh;
public Material blurMat;
public int pass;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
if (_blurRT == null || _blurRT.rt == null || _tempRT == null || _tempRT.rt == null)
return;
if (_blurMat == null || _blurMat2 == null)
return;
var resourceData = frameData.Get<UniversalResourceData>();
var blurDesc = _blurRT.rt.descriptor;
var blurInfo = new RenderTargetInfo
{
width = blurDesc.width,
height = blurDesc.height,
volumeDepth = blurDesc.volumeDepth,
msaaSamples = blurDesc.msaaSamples,
format = blurDesc.graphicsFormat,
};
var tempDesc = _tempRT.rt.descriptor;
var tempInfo = new RenderTargetInfo
{
width = tempDesc.width,
height = tempDesc.height,
volumeDepth = tempDesc.volumeDepth,
msaaSamples = tempDesc.msaaSamples,
format = tempDesc.graphicsFormat,
};
var blurHandle = renderGraph.ImportTexture(_blurRT, blurInfo);
var tempHandle = renderGraph.ImportTexture(_tempRT, tempInfo);
if (blurType == BlurType.Gaussian)
{
for (var i = 0; i < iterations * 2 + 1; i++)
{
using var builder = renderGraph.AddRasterRenderPass<BlurPassData>("BlurCameraPass", out var passData);
passData.blurMat = i is 3 or 4 ? _blurMat2 : _blurMat;
if (i == 0)
{
passData.pass = 0;
passData.inputTh = resourceData.activeColorTexture;
}
else if (i % 2 == 1)
{
passData.pass = 1;
passData.inputTh = blurHandle;
}
else
{
passData.pass = 2;
passData.inputTh = tempHandle;
}
builder.SetRenderAttachment(i % 2 == 0 ? blurHandle : tempHandle, 0, AccessFlags.WriteAll);
builder.SetRenderFunc((BlurPassData data, RasterGraphContext context) =>
{
if (data.blurMat != null)
Blitter.BlitTexture(context.cmd, data.inputTh, new Vector4(1, 1, 0, 0), data.blurMat, data.pass);
});
}
}
else if (blurType == BlurType.Kawase)
{
if (_blurMats == null) return;
for (var i = -1; i < 2 * iterations - 1; i++)
{
var index = i < iterations ? i : 2 * iterations - i - 2;
using var builder = renderGraph.AddRasterRenderPass<BlurPassData>("BlurCameraPass", out var passData);
passData.blurMat = index == -1 ? _blurMat : (index >= 0 && index < _blurMats.Length ? _blurMats[index] : null);
if (index == -1)
{
passData.pass = 0;
passData.inputTh = resourceData.activeColorTexture;
}
else if (index % 2 == 0)
{
passData.pass = 4;
passData.inputTh = tempHandle;
}
else
{
passData.pass = 4;
passData.inputTh = blurHandle;
}
builder.SetRenderAttachment(i % 2 == 0 ? blurHandle : tempHandle, 0, AccessFlags.WriteAll);
builder.SetRenderFunc((BlurPassData data, RasterGraphContext context) =>
{
if (data.blurMat != null)
Blitter.BlitTexture(context.cmd, data.inputTh, new Vector4(1, 1, 0, 0), data.blurMat, data.pass);
});
}
}
else if (blurType == BlurType.Grainy)
{
if (_blurMats == null || _blurMats.Length == 0) return;
using var builder = renderGraph.AddRasterRenderPass<BlurPassData>("BlurCameraPass", out var passData);
passData.blurMat = _blurMats[0];
passData.pass = 3;
passData.inputTh = resourceData.activeColorTexture;
builder.SetRenderAttachment(blurHandle, 0, AccessFlags.WriteAll);
builder.SetRenderFunc((BlurPassData data, RasterGraphContext context) =>
{
if (data.blurMat != null)
Blitter.BlitTexture(context.cmd, data.inputTh, new Vector4(1, 1, 0, 0), data.blurMat, data.pass);
});
}
}
#endif
}
}
@@ -1,11 +0,0 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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@@ -1,49 +0,0 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Qjjxk.Blur
{
public static class ExtensionMethod
{
private static void Resize(this RenderTexture rt, int width, int height)
{
if (rt == null) return;
rt.Release();
rt.width = width;
rt.height = height;
rt.Create();
}
public static void Resize(this RenderTexture rt, float width, float height)
{
rt.Resize((int)width, (int)height);
}
public static Vector3 Round(this Vector3 tarVector)
{
return new Vector3(Mathf.Round(tarVector.x), Mathf.Round(tarVector.y), Mathf.Round(tarVector.z));
}
public static Vector2 Round(this Vector2 tarVector)
{
return new Vector2(Mathf.Round(tarVector.x), Mathf.Round(tarVector.y));
}
public static void TryAdd<T>(this List<T> list, T t)
{
if (list.Contains(t)) return;
list.Add(t);
}
public static void Destroy(this Component tarComp)
{
#if UNITY_EDITOR
if (Application.isPlaying) Object.Destroy(tarComp);
else EditorApplication.delayCall += () => Object.DestroyImmediate(tarComp);
#else
Object.Destroy(tarComp);
#endif
}
}
}
@@ -1,18 +0,0 @@
fileFormatVersion: 2
guid: 9b098834905d26e44bdb35ccf083a438
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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assetBundleVariant:
AssetOrigin:
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productId: 308958
packageName: Blur RawImage UGUI
packageVersion: 1.4
assetPath: Assets/BlurRawImage/Scripts/Utils/ExtensionMethod.cs
uploadId: 761342
@@ -1,24 +0,0 @@
using System;
using UnityEditor;
using UnityEngine;
namespace Qjjxk.Blur
{
[AttributeUsage(AttributeTargets.Field)]
public class ReadOnlyAttribute : PropertyAttribute
{
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label);
GUI.enabled = true;
}
}
#endif
}
@@ -1,18 +0,0 @@
fileFormatVersion: 2
guid: ca85a5a523f3f274a8eb06a3c1a4ed3c
MonoImporter:
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packageName: Blur RawImage UGUI
packageVersion: 1.4
assetPath: Assets/BlurRawImage/Scripts/Utils/MiracleAttributes.cs
uploadId: 761342
@@ -1,51 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace Qjjxk.Blur
{
[ExecuteAlways]
public class MonitorDimension : MonoBehaviour
{
public RenderTexture captureRT;
public CameraEvent cameraEvent;
private List<BlurRawImage> _blurList;
private CommandBuffer _cmdBuffer;
private Camera _mainCamera;
private void Awake()
{
_mainCamera = Camera.main!;
captureRT = new RenderTexture(_mainCamera.pixelWidth, _mainCamera.pixelHeight, 0) { name = "CaptureRT" };
_cmdBuffer = new CommandBuffer { name = "Capture" };
_cmdBuffer.Blit(BuiltinRenderTextureType.CurrentActive, captureRT);
cameraEvent = Application.isEditor ? CameraEvent.BeforeImageEffects : CameraEvent.AfterEverything;
_mainCamera!.AddCommandBuffer(cameraEvent, _cmdBuffer);
}
public void Register(BlurRawImage blurRawImage, bool isReg = true)
{
_blurList ??= new List<BlurRawImage>();
if (isReg)
{
_blurList.TryAdd(blurRawImage);
}
else
{
_blurList.Remove(blurRawImage);
if (_blurList.Count != 0) return;
this.Destroy();
}
}
private void OnRectTransformDimensionsChange()
{
if (!gameObject.scene.isLoaded || _blurList == null || _blurList.Count == 0) return;
captureRT.Resize(_mainCamera.pixelWidth, _mainCamera.pixelHeight);
foreach (var blurRawImage in _blurList)
{
blurRawImage.SetWindowSize();
}
}
}
}
@@ -1,18 +0,0 @@
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packageName: Blur RawImage UGUI
packageVersion: 1.4
assetPath: Assets/BlurRawImage/Scripts/Utils/MonitorDimension.cs
uploadId: 761342
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fileFormatVersion: 2
guid: 526b1b790d170804c9948842736f9748
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -1,198 +0,0 @@
Shader "Qjjxk/BlurImage"
{
Properties
{
[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
_BlurRadius ("BlurRadius", Range(0, 32)) = 5
_Iteration ("Iteration", Range(1, 6)) = 1
_Region ("Region", Vector) = (0, 0, 1, 1)
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
HLSLPROGRAM
#pragma vertex VertC
#pragma fragment Frag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragH
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragV
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragGrainy
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragKawase
ENDHLSL
}
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if UNITY_VERSION >= 202220
TEXTURE2D(_BlitTexture);
SAMPLER(sampler_BlitTexture);
float4 _BlitTexture_TexelSize;
#else
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_TexelSize;
#endif
float _BlurRadius;
float _Iteration;
float4 _Region;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
#if UNITY_VERSION >= 202220
#define BLURPIXEL(n, m, weight) SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, float2(input.uv.x + _BlitTexture_TexelSize.x * n * _BlurRadius, input.uv.y + _BlitTexture_TexelSize.y * m * _BlurRadius)) * weight
#define BLUROFFSET(offset) SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.uv + offset * _BlitTexture_TexelSize.xy);
#else
#define BLURPIXEL(n, m, weight) SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(input.uv.x + _MainTex_TexelSize.x * n * _BlurRadius, input.uv.y + _MainTex_TexelSize.y * m * _BlurRadius)) * weight
#define BLUROFFSET(offset) SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv + offset * _MainTex_TexelSize.xy);
#endif
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.uv = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
Varyings VertC(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
output.uv = lerp(_Region.xy, _Region.zw, uv);
return output;
}
half4 Frag(Varyings input) : SV_Target
{
#if UNITY_VERSION >= 202220
return SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.uv);
#else
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
#endif
}
half4 FragH(Varyings input) : SV_Target
{
half4 color = half4(0, 0, 0, 0);
color += BLURPIXEL(-4, 0, 0.05);
color += BLURPIXEL(-3, 0, 0.09);
color += BLURPIXEL(-2, 0, 0.12);
color += BLURPIXEL(-1, 0, 0.15);
color += BLURPIXEL(-0, 0, 0.18);
color += BLURPIXEL(1, 0, 0.15);
color += BLURPIXEL(2, 0, 0.12);
color += BLURPIXEL(3, 0, 0.09);
color += BLURPIXEL(4, 0, 0.05);
return color;
}
half4 FragV(Varyings input) : SV_Target
{
half4 color = half4(0, 0, 0, 0);
color += BLURPIXEL(0, -4, 0.05);
color += BLURPIXEL(0, -3, 0.09);
color += BLURPIXEL(0, -2, 0.12);
color += BLURPIXEL(0, -1, 0.15);
color += BLURPIXEL(0, -0, 0.18);
color += BLURPIXEL(0, 1, 0.15);
color += BLURPIXEL(0, 2, 0.12);
color += BLURPIXEL(0, 3, 0.09);
color += BLURPIXEL(0, 4, 0.05);
return color;
}
float Rand(float2 n)
{
return sin(dot(n, half2(1233.224, 1743.335)));
}
half4 FragGrainy(Varyings input) : SV_Target
{
half4 color = half4(0, 0, 0, 0);
float2 offset = float2(0, 0);
float random = Rand(input.uv);
int iteration = round(_Iteration);
for (int k = 0; k < iteration; k++)
{
random = frac(43758.5453 * random + 0.61432);
offset.x = (random - 0.5) * 2.0;
random = frac(43758.5453 * random + 0.61432);
offset.y = (random - 0.5) * 2.0;
color += BLUROFFSET(offset * _BlurRadius);
}
return color / iteration;
}
half4 FragKawase(Varyings input) : SV_Target
{
half4 color = half4(0, 0, 0, 0);
color += BLUROFFSET(float2(_BlurRadius, _BlurRadius));
color += BLUROFFSET(float2(_BlurRadius, -_BlurRadius));
color += BLUROFFSET(float2(-_BlurRadius, _BlurRadius));
color += BLUROFFSET(float2(-_BlurRadius, -_BlurRadius));
return color * 0.25;
}
ENDHLSL
}
@@ -1,17 +0,0 @@
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defaultTextures: []
nonModifiableTextures: []
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packageName: Blur RawImage UGUI
packageVersion: 1.4
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packageVersion: 1.4
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@@ -1,9 +0,0 @@
How to Use
1. Import UnityPackage
2. If your project is Urp, Please Import "BlurRawImage/URP"
3. Add RawImage
4. Add BlurRawImage component to RawImage
5. Adjust to see the effect
Version: 1.4
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@@ -1,82 +0,0 @@
{
"title": "Emilia",
"composer": "Pam_dinosaur",
"illustrator": "level8",
"charter": "ChartMaster",
"beatmapId": "NC-001",
"duration": 164,
"bpm": 100,
"difficulty": 2,
"difficultyName": "Hard",
"createdDate": "2025-03-18",
"musicFile": "Assets/Resources/song_songIndex/1002001_emilia/Emilia.ogg",
"backgroundFile": "Assets/Backgrounds/Emilia_bg.png",
"tracks": [
{ "color": "red" },
{ "color": "green" },
{ "color": "yellow" },
{ "color": "purple" },
{ "color": "blue" }
],
"notes": [
{ "time": 3.0, "trackIndex": 0, "color": "red", "type": "hold", "length": 2 },
{ "time": 3.0, "trackIndex": 1, "color": "green", "type": "hold", "length": 1 },
{ "time": 4.8, "trackIndex": 1, "color": "green", "type": "hold", "length": 2.4 },
{ "time": 4.8, "trackIndex": 3, "color": "purple", "type": "tap", "length": 0 },
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{ "time": 12.0, "trackIndex": 3, "color": "purple", "type": "hold", "length": 1.95 },
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],
"is_official": true
}
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