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- if (settings.blurBackground)
- {
- //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
- int blurIterations = settings.blurKawaseKernelSizes.Length;
- blurIterations = Screen.width > 500 ? blurIterations : blurIterations - 1;
- blurIterations = Screen.width > 250 ? blurIterations : 0;
- int blurTargetID = Shader.PropertyToID("BlurTarget");
- RenderTargetIdentifier blurTarget = blurTargetID;
- commandBuffer.GetTemporaryRT(blurTargetID, Screen.width / settings.blurTextureSizeDivider, Screen.height / settings.blurTextureSizeDivider, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
- commandBuffer.SetGlobalFloat(samplingOffsetId, settings.blurKawaseKernelSizes[0]);
- commandBuffer.Blit(source, blurTarget, blurMaterial);
- for (int i = 1; i < blurIterations; i++)
- {
- commandBuffer.SetGlobalFloat(samplingOffsetId, settings.blurKawaseKernelSizes[i]);
- if (i % 2 != 0)
- commandBuffer.Blit(blurTarget, blurredTex, blurMaterial);
- else
- commandBuffer.Blit(blurredTex, blurTarget, blurMaterial);
- }
- if (blurIterations % 2 != 0)
- commandBuffer.Blit(blurTarget, blurredTex);
- commandBuffer.ReleaseTemporaryRT(blurTarget);
- }
- else
- {
- commandBuffer.Blit(source, blurredTex);
- }
- if (!drawStrokes)
- {
- if (drawScene)
- commandBuffer.Blit(blurredTex, final);
- else
- commandBuffer.Blit(source, final);
- return;
- }
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