Files
bansonic_beta_main/Assets/BlurRawImage/Scripts/BlurRawImage.cs
T

414 lines
14 KiB
C#

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
}
}