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Mar 23rd, 2018
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  1. if (settings.blurBackground)
  2. {
  3. //TODO this is just a quick fix for too much blur at lower resolutions. In time we need to figure out how to handle 4K
  4. int blurIterations = settings.blurKawaseKernelSizes.Length;
  5. blurIterations = Screen.width > 500 ? blurIterations : blurIterations - 1;
  6. blurIterations = Screen.width > 250 ? blurIterations : 0;
  7. int blurTargetID = Shader.PropertyToID("BlurTarget");
  8. RenderTargetIdentifier blurTarget = blurTargetID;
  9. commandBuffer.GetTemporaryRT(blurTargetID, Screen.width / settings.blurTextureSizeDivider, Screen.height / settings.blurTextureSizeDivider, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
  10. commandBuffer.SetGlobalFloat(samplingOffsetId, settings.blurKawaseKernelSizes[0]);
  11. commandBuffer.Blit(source, blurTarget, blurMaterial);
  12. for (int i = 1; i < blurIterations; i++)
  13. {
  14. commandBuffer.SetGlobalFloat(samplingOffsetId, settings.blurKawaseKernelSizes[i]);
  15. if (i % 2 != 0)
  16. commandBuffer.Blit(blurTarget, blurredTex, blurMaterial);
  17. else
  18. commandBuffer.Blit(blurredTex, blurTarget, blurMaterial);
  19. }
  20. if (blurIterations % 2 != 0)
  21. commandBuffer.Blit(blurTarget, blurredTex);
  22.  
  23. commandBuffer.ReleaseTemporaryRT(blurTarget);
  24. }
  25. else
  26. {
  27. commandBuffer.Blit(source, blurredTex);
  28. }
  29.  
  30. if (!drawStrokes)
  31. {
  32. if (drawScene)
  33. commandBuffer.Blit(blurredTex, final);
  34. else
  35. commandBuffer.Blit(source, final);
  36. return;
  37. }
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