Esempio n. 1
0
        private void FinalComposition(float srcContribution, float upscaleContribution, RenderTexture src, RenderTexture dest, int forcePassId)
        {
            this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.SourceContributionId, srcContribution);
            this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleContributionId, upscaleContribution);
            int num = 0;

            if (forcePassId > -1)
            {
                num = forcePassId;
            }
            else
            {
                if (this.LensFlareInstance.ApplyLensFlare)
                {
                    num |= 8;
                }
                if (this.LensGlareInstance.ApplyLensGlare)
                {
                    num |= 4;
                }
                if (this.m_applyLensDirt)
                {
                    num |= 2;
                }
                if (this.m_applyLensStardurst)
                {
                    num |= 1;
                }
            }
            num += (this.m_bloomDownsampleCount - 1) * 16;
            Graphics.Blit(src, dest, this.m_finalCompositionMaterial, num);
            AmplifyUtils.ReleaseAllRT();
        }
Esempio n. 2
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 public void ApplyBokehFilter(RenderTexture source, Material material)
 {
     for (int i = 0; i < this.m_bokehOffsets.Count; i++)
     {
         this.m_bokehOffsets[i].BokehRenderTexture = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
     }
     material.SetVector(AmplifyUtils.BokehParamsId, this.m_bokehCameraProperties);
     for (int j = 0; j < this.m_bokehOffsets.Count; j++)
     {
         for (int k = 0; k < 8; k++)
         {
             material.SetVector(AmplifyUtils.AnamorphicGlareWeightsStr[k], this.m_bokehOffsets[j].Offsets[k]);
         }
         Graphics.Blit(source, this.m_bokehOffsets[j].BokehRenderTexture, material, 27);
     }
     for (int l = 0; l < this.m_bokehOffsets.Count - 1; l++)
     {
         material.SetTexture(AmplifyUtils.AnamorphicRTS[l], this.m_bokehOffsets[l].BokehRenderTexture);
     }
     source.DiscardContents();
     Graphics.Blit(this.m_bokehOffsets[this.m_bokehOffsets.Count - 1].BokehRenderTexture, source, material, 28 + (this.m_bokehOffsets.Count - 2));
     for (int m = 0; m < this.m_bokehOffsets.Count; m++)
     {
         AmplifyUtils.ReleaseTempRenderTarget(this.m_bokehOffsets[m].BokehRenderTexture);
         this.m_bokehOffsets[m].BokehRenderTexture = null;
     }
 }
Esempio n. 3
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 public void Destroy()
 {
     if (this.BokehRenderTexture != null)
     {
         AmplifyUtils.ReleaseTempRenderTarget(this.BokehRenderTexture);
         this.BokehRenderTexture = null;
     }
     this.Offsets = null;
 }
Esempio n. 4
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        private void ApplyGaussianBlur(RenderTexture renderTexture, int amount, float radius = 1f, bool applyTemporal = false)
        {
            if (amount == 0)
            {
                return;
            }
            this.m_bloomMaterial.SetFloat(AmplifyUtils.BlurRadiusId, radius);
            RenderTexture tempRenderTarget = AmplifyUtils.GetTempRenderTarget(renderTexture.width, renderTexture.height);

            for (int i = 0; i < amount; i++)
            {
                tempRenderTarget.DiscardContents();
                Graphics.Blit(renderTexture, tempRenderTarget, this.m_bloomMaterial, 14);
                if (this.m_temporalFilteringActive && applyTemporal && i == amount - 1)
                {
                    if (this.m_tempFilterBuffer != null && this.m_temporalFilteringActive)
                    {
                        float value = this.m_temporalFilteringCurve.Evaluate(this.m_temporalFilteringValue);
                        this.m_bloomMaterial.SetFloat(AmplifyUtils.TempFilterValueId, value);
                        this.m_bloomMaterial.SetTexture(AmplifyUtils.AnamorphicRTS[0], this.m_tempFilterBuffer);
                        renderTexture.DiscardContents();
                        Graphics.Blit(tempRenderTarget, renderTexture, this.m_bloomMaterial, 16);
                    }
                    else
                    {
                        renderTexture.DiscardContents();
                        Graphics.Blit(tempRenderTarget, renderTexture, this.m_bloomMaterial, 15);
                    }
                    bool flag = false;
                    if (this.m_tempFilterBuffer != null)
                    {
                        if (this.m_tempFilterBuffer.format != renderTexture.format || this.m_tempFilterBuffer.width != renderTexture.width || this.m_tempFilterBuffer.height != renderTexture.height)
                        {
                            this.CleanTempFilterRT();
                            flag = true;
                        }
                    }
                    else
                    {
                        flag = true;
                    }
                    if (flag)
                    {
                        this.CreateTempFilterRT(renderTexture);
                    }
                    this.m_tempFilterBuffer.DiscardContents();
                    Graphics.Blit(renderTexture, this.m_tempFilterBuffer);
                }
                else
                {
                    renderTexture.DiscardContents();
                    Graphics.Blit(tempRenderTarget, renderTexture, this.m_bloomMaterial, 15);
                }
            }
            AmplifyUtils.ReleaseTempRenderTarget(tempRenderTarget);
        }
Esempio n. 5
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        public RenderTexture ApplyFlare(Material material, RenderTexture source)
        {
            RenderTexture tempRenderTarget = AmplifyUtils.GetTempRenderTarget(source.width, source.height);

            material.SetVector(AmplifyUtils.LensFlareGhostsParamsId, this.m_lensFlareGhostsParams);
            material.SetTexture(AmplifyUtils.LensFlareLUTId, this.m_lensFlareGradTexture);
            material.SetVector(AmplifyUtils.LensFlareHaloParamsId, this.m_lensFlareHaloParams);
            material.SetFloat(AmplifyUtils.LensFlareGhostChrDistortionId, this.m_lensFlareGhostChrDistortion);
            material.SetFloat(AmplifyUtils.LensFlareHaloChrDistortionId, this.m_lensFlareHaloChrDistortion);
            Graphics.Blit(source, tempRenderTarget, material, 3 + this.m_lensFlareGhostAmount);
            return(tempRenderTarget);
        }
        public void OnRenderFromCache(RenderTexture source, RenderTexture dest, Material material, float glareIntensity, float cameraRotation)
        {
            // ALLOCATE RENDER TEXTURES
            for (int i = 0; i < m_amplifyGlareCache.TotalRT; i++)
            {
                _rtBuffer[i] = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
            }

            int rtIdx = 0;

            for (int d = 0; d < m_amplifyGlareCache.StarDef.StarlinesCount; d++)
            {
                for (int p = 0; p < m_amplifyGlareCache.CurrentPassCount; p++)
                {
                    // APPLY SHADER
                    UpdateMatrixesForPass(material, m_amplifyGlareCache.Starlines[d].Passes[p].Offsets, m_amplifyGlareCache.Starlines[d].Passes[p].Weights, glareIntensity, cameraRotation * m_amplifyGlareCache.StarDef.CameraRotInfluence);

                    //CREATED WEIGHTED TEXTURE
                    if (p == 0)
                    {
                        Graphics.Blit(source, _rtBuffer[rtIdx], material, ( int )BloomPasses.AnamorphicGlare);
                    }
                    else
                    {
                        Graphics.Blit(_rtBuffer[rtIdx - 1], _rtBuffer[rtIdx], material, ( int )BloomPasses.AnamorphicGlare);
                    }
                    rtIdx += 1;
                }
            }

            //ADD TO MAIN RT
            for (int i = 0; i < m_amplifyGlareCache.StarDef.StarlinesCount; i++)
            {
                material.SetVector(AmplifyUtils.AnamorphicGlareWeightsStr[i], m_amplifyGlareCache.AverageWeight);
                int idx = (i + 1) * m_amplifyGlareCache.CurrentPassCount - 1;
                material.SetTexture(AmplifyUtils.AnamorphicRTS[i], _rtBuffer[idx]);
            }


            int passId = ( int )BloomPasses.WeightedAddPS1 + m_amplifyGlareCache.StarDef.StarlinesCount - 1;

            dest.DiscardContents();
            Graphics.Blit(_rtBuffer[0], dest, material, passId);

            //RELEASE RT's
            for (rtIdx = 0; rtIdx < _rtBuffer.Length; rtIdx++)
            {
                AmplifyUtils.ReleaseTempRenderTarget(_rtBuffer[rtIdx]);
                _rtBuffer[rtIdx] = null;
            }
        }
Esempio n. 7
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        public void OnRenderFromCache(RenderTexture source, RenderTexture dest, Material material, float glareIntensity, float cameraRotation)
        {
            for (int i = 0; i < this.m_amplifyGlareCache.TotalRT; i++)
            {
                this._rtBuffer[i] = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
            }
            int index = 0;
            int num3  = 0;

            while (num3 < this.m_amplifyGlareCache.StarDef.StarlinesCount)
            {
                int num4 = 0;
                while (true)
                {
                    if (num4 >= this.m_amplifyGlareCache.CurrentPassCount)
                    {
                        num3++;
                        break;
                    }
                    this.UpdateMatrixesForPass(material, this.m_amplifyGlareCache.Starlines[num3].Passes[num4].Offsets, this.m_amplifyGlareCache.Starlines[num3].Passes[num4].Weights, glareIntensity, cameraRotation * this.m_amplifyGlareCache.StarDef.CameraRotInfluence);
                    if (num4 == 0)
                    {
                        Graphics.Blit(source, this._rtBuffer[index], material, 2);
                    }
                    else
                    {
                        Graphics.Blit(this._rtBuffer[index - 1], this._rtBuffer[index], material, 2);
                    }
                    index++;
                    num4++;
                }
            }
            for (int j = 0; j < this.m_amplifyGlareCache.StarDef.StarlinesCount; j++)
            {
                material.SetVector(AmplifyUtils.AnamorphicGlareWeightsStr[j], this.m_amplifyGlareCache.AverageWeight);
                int num6 = ((j + 1) * this.m_amplifyGlareCache.CurrentPassCount) - 1;
                material.SetTexture(AmplifyUtils.AnamorphicRTS[j], this._rtBuffer[num6]);
            }
            int pass = (0x13 + this.m_amplifyGlareCache.StarDef.StarlinesCount) - 1;

            dest.DiscardContents();
            Graphics.Blit(this._rtBuffer[0], dest, material, pass);
            for (index = 0; index < this._rtBuffer.Length; index++)
            {
                AmplifyUtils.ReleaseTempRenderTarget(this._rtBuffer[index]);
                this._rtBuffer[index] = null;
            }
        }
Esempio n. 8
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        private void ApplyUpscale()
        {
            int num  = this.m_bloomDownsampleCount - 1;
            int num2 = 0;

            for (int i = num; i > -1; i--)
            {
                this.m_tempUpscaleRTs[num2] = AmplifyUtils.GetTempRenderTarget((int)this.m_tempDownsamplesSizes[i].x, (int)this.m_tempDownsamplesSizes[i].y);
                if (i == num)
                {
                    Graphics.Blit(this.m_tempAuxDownsampleRTs[num], this.m_tempUpscaleRTs[num2], this.m_bloomMaterial, 17);
                }
                else
                {
                    this.m_bloomMaterial.SetTexture(AmplifyUtils.AnamorphicRTS[0], this.m_tempUpscaleRTs[num2 - 1]);
                    Graphics.Blit(this.m_tempAuxDownsampleRTs[i], this.m_tempUpscaleRTs[num2], this.m_bloomMaterial, 18);
                }
                num2++;
            }
        }
Esempio n. 9
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        void ApplyUpscale()
        {
            int beginIdx   = (m_bloomDownsampleCount - 1);
            int upscaleIdx = 0;

            for (int downscaleIdx = beginIdx; downscaleIdx > -1; downscaleIdx--)
            {
                m_tempUpscaleRTs[upscaleIdx] = AmplifyUtils.GetTempRenderTarget(( int )m_tempDownsamplesSizes[downscaleIdx].x, ( int )m_tempDownsamplesSizes[downscaleIdx].y);
                if (downscaleIdx == beginIdx)
                {
                    Graphics.Blit(m_tempAuxDownsampleRTs[beginIdx], m_tempUpscaleRTs[upscaleIdx], m_bloomMaterial, ( int )BloomPasses.UpscaleFirstPass);
                }
                else
                {
                    m_bloomMaterial.SetTexture(AmplifyUtils.AnamorphicRTS[0], m_tempUpscaleRTs[upscaleIdx - 1]);
                    Graphics.Blit(m_tempAuxDownsampleRTs[downscaleIdx], m_tempUpscaleRTs[upscaleIdx], m_bloomMaterial, ( int )BloomPasses.Upscale);
                }
                upscaleIdx++;
            }
        }
Esempio n. 10
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 public void Destroy()
 {
     for (int i = 0; i < this.m_starDefArr.Length; i++)
     {
         this.m_starDefArr[i].Destroy();
     }
     this.m_glareDefArr = null;
     this.m_weigthsMat  = null;
     this.m_offsetsMat  = null;
     for (int j = 0; j < this._rtBuffer.Length; j++)
     {
         if (this._rtBuffer[j] != null)
         {
             AmplifyUtils.ReleaseTempRenderTarget(this._rtBuffer[j]);
             this._rtBuffer[j] = null;
         }
     }
     this._rtBuffer = null;
     this.m_amplifyGlareCache.Destroy();
     this.m_amplifyGlareCache = null;
 }
Esempio n. 11
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        public void OnRenderFromCache(RenderTexture source, RenderTexture dest, Material material, float glareIntensity, float cameraRotation)
        {
            for (int i = 0; i < this.m_amplifyGlareCache.TotalRT; i++)
            {
                this._rtBuffer[i] = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
            }
            int j = 0;

            for (int k = 0; k < this.m_amplifyGlareCache.StarDef.StarlinesCount; k++)
            {
                for (int l = 0; l < this.m_amplifyGlareCache.CurrentPassCount; l++)
                {
                    this.UpdateMatrixesForPass(material, this.m_amplifyGlareCache.Starlines[k].Passes[l].Offsets, this.m_amplifyGlareCache.Starlines[k].Passes[l].Weights, glareIntensity, cameraRotation * this.m_amplifyGlareCache.StarDef.CameraRotInfluence);
                    if (l == 0)
                    {
                        Graphics.Blit(source, this._rtBuffer[j], material, 2);
                    }
                    else
                    {
                        Graphics.Blit(this._rtBuffer[j - 1], this._rtBuffer[j], material, 2);
                    }
                    j++;
                }
            }
            for (int m = 0; m < this.m_amplifyGlareCache.StarDef.StarlinesCount; m++)
            {
                material.SetVector(AmplifyUtils.AnamorphicGlareWeightsStr[m], this.m_amplifyGlareCache.AverageWeight);
                int num = (m + 1) * this.m_amplifyGlareCache.CurrentPassCount - 1;
                material.SetTexture(AmplifyUtils.AnamorphicRTS[m], this._rtBuffer[num]);
            }
            int pass = 19 + this.m_amplifyGlareCache.StarDef.StarlinesCount - 1;

            dest.DiscardContents();
            Graphics.Blit(this._rtBuffer[0], dest, material, pass);
            for (j = 0; j < this._rtBuffer.Length; j++)
            {
                AmplifyUtils.ReleaseTempRenderTarget(this._rtBuffer[j]);
                this._rtBuffer[j] = null;
            }
        }
Esempio n. 12
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        void FinalComposition(float srcContribution, float upscaleContribution, RenderTexture src, RenderTexture dest, int forcePassId)
        {
            m_finalCompositionMaterial.SetFloat(AmplifyUtils.SourceContributionId, srcContribution);
            m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleContributionId, upscaleContribution);

            int passCount = 0;

            if (forcePassId > -1)
            {
                passCount = forcePassId;
            }
            else
            {
                if (LensFlareInstance.ApplyLensFlare)
                {
                    passCount = passCount | 8;
                }

                if (LensGlareInstance.ApplyLensGlare)
                {
                    passCount = passCount | 4;
                }

                if (m_applyLensDirt)
                {
                    passCount = passCount | 2;
                }

                if (m_applyLensStardurst)
                {
                    passCount = passCount | 1;
                }
            }
            passCount += (m_bloomDownsampleCount - 1) * 16;
            Graphics.Blit(src, dest, m_finalCompositionMaterial, passCount);
            AmplifyUtils.ReleaseAllRT();
        }
Esempio n. 13
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        public void ApplyBokehFilter(RenderTexture source, Material material)
        {
            // ALLOCATE RENDER TEXTURES
            for (int i = 0; i < m_bokehOffsets.Count; i++)
            {
                m_bokehOffsets[i].BokehRenderTexture = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
            }

            // SET CAMERA PARAMS AND APPLY EACH ROTATIONAL WEIGHTS
            material.SetVector(AmplifyUtils.BokehParamsId, m_bokehCameraProperties);

            for (int bId = 0; bId < m_bokehOffsets.Count; bId++)
            {
                for (int i = 0; i < PerPassSampleCount; i++)
                {
                    material.SetVector(AmplifyUtils.AnamorphicGlareWeightsStr[i], m_bokehOffsets[bId].Offsets[i]);
                }
                Graphics.Blit(source, m_bokehOffsets[bId].BokehRenderTexture, material, ( int )BloomPasses.BokehWeightedBlur);
            }

            for (int bId = 0; bId < m_bokehOffsets.Count - 1; bId++)
            {
                material.SetTexture(AmplifyUtils.AnamorphicRTS[bId], m_bokehOffsets[bId].BokehRenderTexture);
            }

            // FINAL COMPOSITION
            source.DiscardContents();
            Graphics.Blit(m_bokehOffsets[m_bokehOffsets.Count - 1].BokehRenderTexture, source, material, ( int )BloomPasses.BokehComposition2S + (m_bokehOffsets.Count - 2));

            //RELEASE RENDER TEXTURES
            for (int i = 0; i < m_bokehOffsets.Count; i++)
            {
                AmplifyUtils.ReleaseTempRenderTarget(m_bokehOffsets[i].BokehRenderTexture);
                m_bokehOffsets[i].BokehRenderTexture = null;
            }
        }
Esempio n. 14
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        public void Destroy()
        {
            for (int i = 0; i < m_starDefArr.Length; i++)
            {
                m_starDefArr[i].Destroy();
            }

            m_glareDefArr = null;
            m_weigthsMat  = null;
            m_offsetsMat  = null;

            for (int i = 0; i < _rtBuffer.Length; i++)
            {
                if (_rtBuffer[i] != null)
                {
                    AmplifyUtils.ReleaseTempRenderTarget(_rtBuffer[i]);
                    _rtBuffer[i] = null;
                }
            }
            _rtBuffer = null;

            m_amplifyGlareCache.Destroy();
            m_amplifyGlareCache = null;
        }
Esempio n. 15
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        public void ApplyBokehFilter(RenderTexture source, Material material)
        {
            for (int i = 0; i < this.m_bokehOffsets.Count; i++)
            {
                this.m_bokehOffsets[i].BokehRenderTexture = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
            }
            material.SetVector(AmplifyUtils.BokehParamsId, this.m_bokehCameraProperties);
            int num2 = 0;

            while (num2 < this.m_bokehOffsets.Count)
            {
                int index = 0;
                while (true)
                {
                    if (index >= 8)
                    {
                        Graphics.Blit(source, this.m_bokehOffsets[num2].BokehRenderTexture, material, 0x1b);
                        num2++;
                        break;
                    }
                    material.SetVector(AmplifyUtils.AnamorphicGlareWeightsStr[index], this.m_bokehOffsets[num2].Offsets[index]);
                    index++;
                }
            }
            for (int j = 0; j < (this.m_bokehOffsets.Count - 1); j++)
            {
                material.SetTexture(AmplifyUtils.AnamorphicRTS[j], this.m_bokehOffsets[j].BokehRenderTexture);
            }
            source.DiscardContents();
            Graphics.Blit(this.m_bokehOffsets[this.m_bokehOffsets.Count - 1].BokehRenderTexture, source, material, 0x1c + (this.m_bokehOffsets.Count - 2));
            for (int k = 0; k < this.m_bokehOffsets.Count; k++)
            {
                AmplifyUtils.ReleaseTempRenderTarget(this.m_bokehOffsets[k].BokehRenderTexture);
                this.m_bokehOffsets[k].BokehRenderTexture = null;
            }
        }
Esempio n. 16
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        private void Awake()
        {
            bool flag = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null;

            if (flag)
            {
                AmplifyUtils.DebugLog("Null graphics device detected. Skipping effect silently.", LogType.Error);
                this.silentError = true;
                return;
            }
            if (!AmplifyUtils.IsInitialized)
            {
                AmplifyUtils.InitializeIds();
            }
            for (int i = 0; i < 6; i++)
            {
                this.m_tempDownsamplesSizes[i] = new Vector2(0f, 0f);
            }
            this.m_cameraTransform  = base.transform;
            this.m_tempFilterBuffer = null;
            this.m_starburstMat     = Matrix4x4.identity;
            if (this.m_temporalFilteringCurve == null)
            {
                this.m_temporalFilteringCurve = new AnimationCurve(new Keyframe[]
                {
                    new Keyframe(0f, 0f),
                    new Keyframe(1f, 0.999f)
                });
            }
            this.m_bloomShader = Shader.Find("Hidden/AmplifyBloom");
            if (this.m_bloomShader != null)
            {
                this.m_bloomMaterial           = new Material(this.m_bloomShader);
                this.m_bloomMaterial.hideFlags = HideFlags.DontSave;
            }
            else
            {
                AmplifyUtils.DebugLog("Main Bloom shader not found", LogType.Error);
                base.gameObject.SetActive(false);
            }
            this.m_finalCompositionShader = Shader.Find("Hidden/BloomFinal");
            if (this.m_finalCompositionShader != null)
            {
                this.m_finalCompositionMaterial = new Material(this.m_finalCompositionShader);
                if (!this.m_finalCompositionMaterial.GetTag(AmplifyUtils.ShaderModeTag, false).Equals(AmplifyUtils.ShaderModeValue))
                {
                    if (this.m_showDebugMessages)
                    {
                        AmplifyUtils.DebugLog("Amplify Bloom is running on a limited hardware and may lead to a decrease on its visual quality.", LogType.Warning);
                    }
                }
                else
                {
                    this.m_softMaxdownscales = 6;
                }
                this.m_finalCompositionMaterial.hideFlags = HideFlags.DontSave;
                if (this.m_lensDirtTexture == null)
                {
                    this.m_lensDirtTexture = this.m_finalCompositionMaterial.GetTexture(AmplifyUtils.LensDirtRTId);
                }
                if (this.m_lensStardurstTex == null)
                {
                    this.m_lensStardurstTex = this.m_finalCompositionMaterial.GetTexture(AmplifyUtils.LensStarburstRTId);
                }
            }
            else
            {
                AmplifyUtils.DebugLog("Bloom Composition shader not found", LogType.Error);
                base.gameObject.SetActive(false);
            }
            this.m_camera = base.GetComponent <Camera>();
            this.m_camera.depthTextureMode |= DepthTextureMode.Depth;
            this.m_lensFlare.CreateLUTexture();
        }
Esempio n. 17
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 public unsafe void OnRenderImage(Material material, RenderTexture source, RenderTexture dest, float cameraRot)
 {
     Graphics.Blit(Texture2D.blackTexture, dest);
     if (!this.m_isDirty && ((this.m_currentWidth == source.width) && (this.m_currentHeight == source.height)))
     {
         this.OnRenderFromCache(source, dest, material, this.m_intensity, cameraRot);
     }
     else
     {
         this.m_isDirty       = false;
         this.m_currentWidth  = source.width;
         this.m_currentHeight = source.height;
         GlareDefData data = null;
         bool         flag = false;
         if (this.m_currentGlareType != GlareLibType.Custom)
         {
             data = this.m_glareDefArr[this.m_currentGlareIdx];
         }
         else if ((this.m_customGlareDef == null) || (this.m_customGlareDef.Length <= 0))
         {
             data = this.m_glareDefArr[0];
         }
         else
         {
             data = this.m_customGlareDef[this.m_customGlareDefIdx];
             flag = true;
         }
         this.m_amplifyGlareCache.GlareDef = data;
         float       width  = source.width;
         float       height = source.height;
         StarDefData data2  = !flag ? this.m_starDefArr[(int)data.StarType] : data.CustomStarData;
         this.m_amplifyGlareCache.StarDef = data2;
         int num3 = (this.m_glareMaxPassCount >= data2.PassCount) ? data2.PassCount : this.m_glareMaxPassCount;
         this.m_amplifyGlareCache.CurrentPassCount = num3;
         float num4 = data.StarInclination + data2.Inclination;
         int   num5 = 0;
         while (num5 < this.m_glareMaxPassCount)
         {
             float t    = ((float)(num5 + 1)) / ((float)this.m_glareMaxPassCount);
             int   num7 = 0;
             while (true)
             {
                 if (num7 >= 8)
                 {
                     num5++;
                     break;
                 }
                 Color b = this._overallTint * Color.Lerp(this.m_cromaticAberrationGrad.Evaluate(((float)num7) / 7f), this.m_whiteReference, t);
                 *(this.m_amplifyGlareCache.CromaticAberrationMat[num5, num7]) = Color.Lerp(this.m_whiteReference, b, data.ChromaticAberration);
                 num7++;
             }
         }
         this.m_amplifyGlareCache.TotalRT = data2.StarlinesCount * num3;
         for (int i = 0; i < this.m_amplifyGlareCache.TotalRT; i++)
         {
             this._rtBuffer[i] = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
         }
         int index = 0;
         int num10 = 0;
         while (num10 < data2.StarlinesCount)
         {
             StarLineData data3  = data2.StarLinesArr[num10];
             float        f      = num4 + data3.Inclination;
             float        num12  = Mathf.Sin(f);
             float        num13  = Mathf.Cos(f);
             Vector2      vector = new Vector2 {
                 x = (num13 / width) * (data3.SampleLength * this.m_overallStreakScale),
                 y = (num12 / height) * (data3.SampleLength * this.m_overallStreakScale)
             };
             float num14 = (((this.m_aTanFoV + 0.1f) * 280f) / (width + height)) * 1.2f;
             int   num15 = 0;
             while (true)
             {
                 if (num15 >= num3)
                 {
                     num10++;
                     break;
                 }
                 int num16 = 0;
                 while (true)
                 {
                     if (num16 >= 8)
                     {
                         int num18 = 8;
                         while (true)
                         {
                             if (num18 >= 0x10)
                             {
                                 this.UpdateMatrixesForPass(material, this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Offsets, this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Weights, this.m_intensity, data2.CameraRotInfluence * cameraRot);
                                 if (num15 == 0)
                                 {
                                     Graphics.Blit(source, this._rtBuffer[index], material, 2);
                                 }
                                 else
                                 {
                                     Graphics.Blit(this._rtBuffer[index - 1], this._rtBuffer[index], material, 2);
                                 }
                                 index++;
                                 vector *= this.m_perPassDisplacement;
                                 num14  *= this.m_perPassDisplacement;
                                 num15++;
                                 break;
                             }
                             this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Offsets[num18] = -this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Offsets[num18 - 8];
                             this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Weights[num18] = this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Weights[num18 - 8];
                             num18++;
                         }
                         break;
                     }
                     float num17 = Mathf.Pow(data3.Attenuation, num14 * num16);
                     this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Weights[num16]   = ((this.m_amplifyGlareCache.CromaticAberrationMat[(num3 - 1) - num15, num16] * num17) * (num15 + 1f)) * 0.5f;
                     this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Offsets[num16].x = vector.x * num16;
                     this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Offsets[num16].y = vector.y * num16;
                     if ((Mathf.Abs(this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Offsets[num16].x) >= 0.9f) || (Mathf.Abs(this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Offsets[num16].y) >= 0.9f))
                     {
                         this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Offsets[num16].x = 0f;
                         this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Offsets[num16].y = 0f;
                         Vector4 *vectorPtr1 = &(this.m_amplifyGlareCache.Starlines[num10].Passes[num15].Weights[num16]);
                         vectorPtr1[0] *= 0f;
                     }
                     num16++;
                 }
             }
         }
         this.m_amplifyGlareCache.AverageWeight = Vector4.one / ((float)data2.StarlinesCount);
         for (int j = 0; j < data2.StarlinesCount; j++)
         {
             material.SetVector(AmplifyUtils.AnamorphicGlareWeightsStr[j], this.m_amplifyGlareCache.AverageWeight);
             int num20 = ((j + 1) * num3) - 1;
             material.SetTexture(AmplifyUtils.AnamorphicRTS[j], this._rtBuffer[num20]);
         }
         int pass = (0x13 + data2.StarlinesCount) - 1;
         dest.DiscardContents();
         Graphics.Blit(this._rtBuffer[0], dest, material, pass);
         for (index = 0; index < this._rtBuffer.Length; index++)
         {
             AmplifyUtils.ReleaseTempRenderTarget(this._rtBuffer[index]);
             this._rtBuffer[index] = null;
         }
     }
 }
Esempio n. 18
0
        void OnRenderImage(RenderTexture src, RenderTexture dest)
        {
            if (silentError)
            {
                return;
            }

            if (!AmplifyUtils.IsInitialized)
            {
                AmplifyUtils.InitializeIds();
            }

            if (m_highPrecision)
            {
                AmplifyUtils.EnsureKeywordEnabled(m_bloomMaterial, AmplifyUtils.HighPrecisionKeyword, true);
                AmplifyUtils.EnsureKeywordEnabled(m_finalCompositionMaterial, AmplifyUtils.HighPrecisionKeyword, true);
                AmplifyUtils.CurrentRTFormat = RenderTextureFormat.DefaultHDR;
            }
            else
            {
                AmplifyUtils.EnsureKeywordEnabled(m_bloomMaterial, AmplifyUtils.HighPrecisionKeyword, false);
                AmplifyUtils.EnsureKeywordEnabled(m_finalCompositionMaterial, AmplifyUtils.HighPrecisionKeyword, false);
                AmplifyUtils.CurrentRTFormat = RenderTextureFormat.Default;
            }

            float totalCamRot = Mathf.Acos(Vector3.Dot(m_cameraTransform.right, Vector3.right));

            if (Vector3.Cross(m_cameraTransform.right, Vector3.right).y > 0)
            {
                totalCamRot = -totalCamRot;
            }


            RenderTexture lensFlareRT = null;
            RenderTexture lensGlareRT = null;

            if (!m_highPrecision)
            {
                m_bloomRange.y = 1 / m_bloomRange.x;

                m_bloomMaterial.SetVector(AmplifyUtils.BloomRangeId, m_bloomRange);
                m_finalCompositionMaterial.SetVector(AmplifyUtils.BloomRangeId, m_bloomRange);
            }
            m_bloomParams.y = m_overallThreshold;

            m_bloomMaterial.SetVector(AmplifyUtils.BloomParamsId, m_bloomParams);
            m_finalCompositionMaterial.SetVector(AmplifyUtils.BloomParamsId, m_bloomParams);

            int thresholdResDiv = 1;

            switch (m_mainThresholdSize)
            {
            case MainThresholdSizeEnum.Half: thresholdResDiv = 2; break;

            case MainThresholdSizeEnum.Quarter: thresholdResDiv = 4; break;
            }

            // CALCULATE THRESHOLD
            RenderTexture thresholdRT = AmplifyUtils.GetTempRenderTarget(src.width / thresholdResDiv, src.height / thresholdResDiv);

            if (m_maskTexture != null)
            {
                m_bloomMaterial.SetTexture(AmplifyUtils.MaskTextureId, m_maskTexture);
                Graphics.Blit(src, thresholdRT, m_bloomMaterial, ( int )BloomPasses.ThresholdMask);
            }
            else
            {
                Graphics.Blit(src, thresholdRT, m_bloomMaterial, ( int )BloomPasses.Threshold);
            }

            if (m_debugToScreen == DebugToScreenEnum.MainThreshold)
            {
                Graphics.Blit(thresholdRT, dest, m_bloomMaterial, ( int )BloomPasses.Decode);
                AmplifyUtils.ReleaseAllRT();
                return;
            }

            // DOWNSAMPLE
            bool          applyGaussian = true;
            RenderTexture downsampleRT  = thresholdRT;

            if (m_bloomDownsampleCount > 0)
            {
                applyGaussian = false;
                int tempW = thresholdRT.width;
                int tempH = thresholdRT.height;
                for (int i = 0; i < m_bloomDownsampleCount; i++)
                {
                    m_tempDownsamplesSizes[i].x = tempW;
                    m_tempDownsamplesSizes[i].y = tempH;
                    tempW = (tempW + 1) >> 1;
                    tempH = (tempH + 1) >> 1;
                    m_tempAuxDownsampleRTs[i] = AmplifyUtils.GetTempRenderTarget(tempW, tempH);
                    if (i == 0)
                    {
                        if (!m_temporalFilteringActive || m_gaussianSteps[i] != 0)
                        {
                            if (m_upscaleQuality == UpscaleQualityEnum.Realistic)
                            {
                                Graphics.Blit(downsampleRT, m_tempAuxDownsampleRTs[i], m_bloomMaterial, ( int )BloomPasses.DownsampleWithKaris);
                            }
                            else
                            {
                                Graphics.Blit(downsampleRT, m_tempAuxDownsampleRTs[i], m_bloomMaterial, ( int )BloomPasses.DownsampleWithoutKaris);
                            }
                        }
                        else
                        {
                            if (m_tempFilterBuffer != null && m_temporalFilteringActive)
                            {
                                float filterVal = m_temporalFilteringCurve.Evaluate(m_temporalFilteringValue);
                                m_bloomMaterial.SetFloat(AmplifyUtils.TempFilterValueId, filterVal);
                                m_bloomMaterial.SetTexture(AmplifyUtils.AnamorphicRTS[0], m_tempFilterBuffer);
                                if (m_upscaleQuality == UpscaleQualityEnum.Realistic)
                                {
                                    Graphics.Blit(downsampleRT, m_tempAuxDownsampleRTs[i], m_bloomMaterial, ( int )BloomPasses.DownsampleWithTempFilterWithKaris);
                                }
                                else
                                {
                                    Graphics.Blit(downsampleRT, m_tempAuxDownsampleRTs[i], m_bloomMaterial, ( int )BloomPasses.DownsampleWithTempFilterWithoutKaris);
                                }
                            }
                            else
                            {
                                if (m_upscaleQuality == UpscaleQualityEnum.Realistic)
                                {
                                    Graphics.Blit(downsampleRT, m_tempAuxDownsampleRTs[i], m_bloomMaterial, ( int )BloomPasses.DownsampleWithKaris);
                                }
                                else
                                {
                                    Graphics.Blit(downsampleRT, m_tempAuxDownsampleRTs[i], m_bloomMaterial, ( int )BloomPasses.DownsampleWithoutKaris);
                                }
                            }

                            bool createRT = false;
                            if (m_tempFilterBuffer != null)
                            {
                                if (m_tempFilterBuffer.format != m_tempAuxDownsampleRTs[i].format ||
                                    m_tempFilterBuffer.width != m_tempAuxDownsampleRTs[i].width ||
                                    m_tempFilterBuffer.height != m_tempAuxDownsampleRTs[i].height)
                                {
                                    CleanTempFilterRT();
                                    createRT = true;
                                }
                            }
                            else
                            {
                                createRT = true;
                            }

                            if (createRT)
                            {
                                CreateTempFilterRT(m_tempAuxDownsampleRTs[i]);
                            }

                            m_tempFilterBuffer.DiscardContents();
                            Graphics.Blit(m_tempAuxDownsampleRTs[i], m_tempFilterBuffer);
                            if (m_debugToScreen == DebugToScreenEnum.TemporalFilter)
                            {
                                Graphics.Blit(m_tempAuxDownsampleRTs[i], dest);
                                AmplifyUtils.ReleaseAllRT();
                                return;
                            }
                        }
                    }
                    else
                    {
                        Graphics.Blit(m_tempAuxDownsampleRTs[i - 1], m_tempAuxDownsampleRTs[i], m_bloomMaterial, ( int )BloomPasses.DownsampleNoWeightedAvg);
                    }

                    if (m_gaussianSteps[i] > 0)
                    {
                        ApplyGaussianBlur(m_tempAuxDownsampleRTs[i], m_gaussianSteps[i], m_gaussianRadius[i], i == 0);
                        if (m_temporalFilteringActive && m_debugToScreen == DebugToScreenEnum.TemporalFilter)
                        {
                            Graphics.Blit(m_tempAuxDownsampleRTs[i], dest);
                            AmplifyUtils.ReleaseAllRT();
                            return;
                        }
                    }
                }

                downsampleRT = m_tempAuxDownsampleRTs[m_featuresSourceId];
                AmplifyUtils.ReleaseTempRenderTarget(thresholdRT);
            }

            // BOKEH FILTER
            if (m_bokehFilter.ApplyBokeh && m_bokehFilter.ApplyOnBloomSource)
            {
                m_bokehFilter.ApplyBokehFilter(downsampleRT, m_bloomMaterial);
                if (m_debugToScreen == DebugToScreenEnum.BokehFilter)
                {
                    Graphics.Blit(downsampleRT, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }

            // FEATURES THRESHOLD
            RenderTexture featuresRT        = null;
            bool          releaseFeaturesRT = false;

            if (m_separateFeaturesThreshold)
            {
                m_bloomParams.y = m_featuresThreshold;
                m_bloomMaterial.SetVector(AmplifyUtils.BloomParamsId, m_bloomParams);
                m_finalCompositionMaterial.SetVector(AmplifyUtils.BloomParamsId, m_bloomParams);
                featuresRT        = AmplifyUtils.GetTempRenderTarget(downsampleRT.width, downsampleRT.height);
                releaseFeaturesRT = true;
                Graphics.Blit(downsampleRT, featuresRT, m_bloomMaterial, ( int )BloomPasses.Threshold);
                if (m_debugToScreen == DebugToScreenEnum.FeaturesThreshold)
                {
                    Graphics.Blit(featuresRT, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }
            else
            {
                featuresRT = downsampleRT;
            }

            if (m_bokehFilter.ApplyBokeh && !m_bokehFilter.ApplyOnBloomSource)
            {
                if (!releaseFeaturesRT)
                {
                    releaseFeaturesRT = true;
                    featuresRT        = AmplifyUtils.GetTempRenderTarget(downsampleRT.width, downsampleRT.height);
                    Graphics.Blit(downsampleRT, featuresRT);
                }

                m_bokehFilter.ApplyBokehFilter(featuresRT, m_bloomMaterial);
                if (m_debugToScreen == DebugToScreenEnum.BokehFilter)
                {
                    Graphics.Blit(featuresRT, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }

            // LENS FLARE
            if (m_lensFlare.ApplyLensFlare && m_debugToScreen != DebugToScreenEnum.Bloom)
            {
                lensFlareRT = m_lensFlare.ApplyFlare(m_bloomMaterial, featuresRT);
                ApplyGaussianBlur(lensFlareRT, m_lensFlare.LensFlareGaussianBlurAmount);
                if (m_debugToScreen == DebugToScreenEnum.LensFlare)
                {
                    Graphics.Blit(lensFlareRT, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }

            //ANAMORPHIC GLARE
            if (m_anamorphicGlare.ApplyLensGlare && m_debugToScreen != DebugToScreenEnum.Bloom)
            {
                lensGlareRT = AmplifyUtils.GetTempRenderTarget(downsampleRT.width, downsampleRT.height);

                m_anamorphicGlare.OnRenderImage(m_bloomMaterial, featuresRT, lensGlareRT, totalCamRot);
                if (m_debugToScreen == DebugToScreenEnum.LensGlare)
                {
                    Graphics.Blit(lensGlareRT, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }

            if (releaseFeaturesRT)
            {
                AmplifyUtils.ReleaseTempRenderTarget(featuresRT);
            }

            //BLUR
            if (applyGaussian)
            {
                ApplyGaussianBlur(downsampleRT, m_gaussianSteps[0], m_gaussianRadius[0]);
            }

            //UPSAMPLE

            if (m_bloomDownsampleCount > 0)
            {
                if (m_bloomDownsampleCount == 1)
                {
                    if (m_upscaleQuality == UpscaleQualityEnum.Realistic)
                    {
                        ApplyUpscale();
                        m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[0], m_tempUpscaleRTs[0]);
                    }
                    else
                    {
                        m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[0], m_tempAuxDownsampleRTs[0]);
                    }
                    m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[0], m_upscaleWeights[0]);
                }
                else
                {
                    if (m_upscaleQuality == UpscaleQualityEnum.Realistic)
                    {
                        ApplyUpscale();
                        for (int i = 0; i < m_bloomDownsampleCount; i++)
                        {
                            int id = m_bloomDownsampleCount - i - 1;
                            m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[id], m_tempUpscaleRTs[i]);
                            m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[id], m_upscaleWeights[i]);
                        }
                    }
                    else
                    {
                        for (int i = 0; i < m_bloomDownsampleCount; i++)
                        {
                            int id = m_bloomDownsampleCount - 1 - i;
                            m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[id], m_tempAuxDownsampleRTs[id]);
                            m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[id], m_upscaleWeights[i]);
                        }
                    }
                }
            }
            else
            {
                m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[0], downsampleRT);
                m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[0], 1);
            }

            if (m_debugToScreen == DebugToScreenEnum.Bloom)
            {
                m_finalCompositionMaterial.SetFloat(AmplifyUtils.SourceContributionId, 0);
                FinalComposition(0, 1, src, dest, 0);
                return;
            }


            // FINAL COMPOSITION
            // LENS FLARE
            if (m_bloomDownsampleCount > 1)
            {
                for (int i = 0; i < m_bloomDownsampleCount; i++)
                {
                    m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensDirtWeightsStr[m_bloomDownsampleCount - i - 1], m_lensDirtWeights[i]);
                    m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensStarburstWeightsStr[m_bloomDownsampleCount - i - 1], m_lensStarburstWeights[i]);
                }
            }
            else
            {
                m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensDirtWeightsStr[0], m_lensDirtWeights[0]);
                m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensStarburstWeightsStr[0], m_lensStarburstWeights[0]);
            }
            if (m_lensFlare.ApplyLensFlare)
            {
                m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensFlareRTId, lensFlareRT);
            }

            //LENS GLARE
            if (m_anamorphicGlare.ApplyLensGlare)
            {
                m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensGlareRTId, lensGlareRT);
            }

            // LENS DIRT
            if (m_applyLensDirt)
            {
                m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensDirtRTId, m_lensDirtTexture);
                m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensDirtStrengthId, m_lensDirtStrength * MaxDirtIntensity);

                if (m_debugToScreen == DebugToScreenEnum.LensDirt)
                {
                    FinalComposition(0, 0, src, dest, 2);
                    return;
                }
            }

            // LENS STARBURST
            if (m_applyLensStardurst)
            {
                m_starburstMat[0, 0] = Mathf.Cos(totalCamRot);
                m_starburstMat[0, 1] = -Mathf.Sin(totalCamRot);
                m_starburstMat[1, 0] = Mathf.Sin(totalCamRot);
                m_starburstMat[1, 1] = Mathf.Cos(totalCamRot);

                m_finalCompositionMaterial.SetMatrix(AmplifyUtils.LensFlareStarMatrixId, m_starburstMat);
                m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensFlareStarburstStrengthId, m_lensStarburstStrength * MaxStarburstIntensity);
                m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensStarburstRTId, m_lensStardurstTex);

                if (m_debugToScreen == DebugToScreenEnum.LensStarburst)
                {
                    FinalComposition(0, 0, src, dest, 1);
                    return;
                }
            }

            if (m_targetTexture != null)
            {
                m_targetTexture.DiscardContents();
                FinalComposition(0, 1, src, m_targetTexture, -1);
                Graphics.Blit(src, dest);
            }
            else
            {
                FinalComposition(1, 1, src, dest, -1);
            }
        }
Esempio n. 19
0
        void ApplyGaussianBlur(RenderTexture renderTexture, int amount, float radius = 1.0f, bool applyTemporal = false)
        {
            if (amount == 0)
            {
                return;
            }

            m_bloomMaterial.SetFloat(AmplifyUtils.BlurRadiusId, radius);
            RenderTexture blurRT = AmplifyUtils.GetTempRenderTarget(renderTexture.width, renderTexture.height);

            for (int i = 0; i < amount; i++)
            {
                blurRT.DiscardContents();
                Graphics.Blit(renderTexture, blurRT, m_bloomMaterial, ( int )BloomPasses.HorizontalBlur);

                if (m_temporalFilteringActive && applyTemporal && i == (amount - 1))
                {
                    if (m_tempFilterBuffer != null && m_temporalFilteringActive)
                    {
                        float filterVal = m_temporalFilteringCurve.Evaluate(m_temporalFilteringValue);
                        m_bloomMaterial.SetFloat(AmplifyUtils.TempFilterValueId, filterVal);
                        m_bloomMaterial.SetTexture(AmplifyUtils.AnamorphicRTS[0], m_tempFilterBuffer);
                        renderTexture.DiscardContents();
                        Graphics.Blit(blurRT, renderTexture, m_bloomMaterial, ( int )BloomPasses.VerticalBlurWithTempFilter);
                    }
                    else
                    {
                        renderTexture.DiscardContents();
                        Graphics.Blit(blurRT, renderTexture, m_bloomMaterial, ( int )BloomPasses.VerticalBlur);
                    }

                    bool createRT = false;
                    if (m_tempFilterBuffer != null)
                    {
                        if (m_tempFilterBuffer.format != renderTexture.format ||
                            m_tempFilterBuffer.width != renderTexture.width ||
                            m_tempFilterBuffer.height != renderTexture.height)
                        {
                            CleanTempFilterRT();
                            createRT = true;
                        }
                    }
                    else
                    {
                        createRT = true;
                    }

                    if (createRT)
                    {
                        CreateTempFilterRT(renderTexture);
                    }
                    m_tempFilterBuffer.DiscardContents();
                    Graphics.Blit(renderTexture, m_tempFilterBuffer);
                }
                else
                {
                    renderTexture.DiscardContents();
                    Graphics.Blit(blurRT, renderTexture, m_bloomMaterial, ( int )BloomPasses.VerticalBlur);
                }
            }
            AmplifyUtils.ReleaseTempRenderTarget(blurRT);
        }
Esempio n. 20
0
 private void OnRenderImage(RenderTexture src, RenderTexture dest)
 {
     if (!this.silentError)
     {
         if (!AmplifyUtils.IsInitialized)
         {
             AmplifyUtils.InitializeIds();
         }
         if (this.m_highPrecision)
         {
             AmplifyUtils.EnsureKeywordEnabled(this.m_bloomMaterial, AmplifyUtils.HighPrecisionKeyword, true);
             AmplifyUtils.EnsureKeywordEnabled(this.m_finalCompositionMaterial, AmplifyUtils.HighPrecisionKeyword, true);
             AmplifyUtils.CurrentRTFormat = RenderTextureFormat.DefaultHDR;
         }
         else
         {
             AmplifyUtils.EnsureKeywordEnabled(this.m_bloomMaterial, AmplifyUtils.HighPrecisionKeyword, false);
             AmplifyUtils.EnsureKeywordEnabled(this.m_finalCompositionMaterial, AmplifyUtils.HighPrecisionKeyword, false);
             AmplifyUtils.CurrentRTFormat = RenderTextureFormat.Default;
         }
         float cameraRot = Mathf.Acos(Vector3.Dot(this.m_cameraTransform.right, Vector3.right));
         if (Vector3.Cross(this.m_cameraTransform.right, Vector3.right).y > 0f)
         {
             cameraRot = -cameraRot;
         }
         RenderTexture renderTexture = null;
         RenderTexture texture2      = null;
         if (!this.m_highPrecision)
         {
             this.m_bloomRange.y = 1f / this.m_bloomRange.x;
             this.m_bloomMaterial.SetVector(AmplifyUtils.BloomRangeId, this.m_bloomRange);
             this.m_finalCompositionMaterial.SetVector(AmplifyUtils.BloomRangeId, this.m_bloomRange);
         }
         this.m_bloomParams.y = this.m_overallThreshold;
         this.m_bloomMaterial.SetVector(AmplifyUtils.BloomParamsId, this.m_bloomParams);
         this.m_finalCompositionMaterial.SetVector(AmplifyUtils.BloomParamsId, this.m_bloomParams);
         int num2 = 1;
         MainThresholdSizeEnum mainThresholdSize = this.m_mainThresholdSize;
         if (mainThresholdSize == MainThresholdSizeEnum.Half)
         {
             num2 = 2;
         }
         else if (mainThresholdSize == MainThresholdSizeEnum.Quarter)
         {
             num2 = 4;
         }
         RenderTexture tempRenderTarget = AmplifyUtils.GetTempRenderTarget(src.width / num2, src.height / num2);
         if (this.m_maskTexture == null)
         {
             Graphics.Blit(src, tempRenderTarget, this.m_bloomMaterial, 0);
         }
         else
         {
             this.m_bloomMaterial.SetTexture(AmplifyUtils.MaskTextureId, this.m_maskTexture);
             Graphics.Blit(src, tempRenderTarget, this.m_bloomMaterial, 1);
         }
         if (this.m_debugToScreen == DebugToScreenEnum.MainThreshold)
         {
             Graphics.Blit(tempRenderTarget, dest, this.m_bloomMaterial, 0x21);
             AmplifyUtils.ReleaseAllRT();
         }
         else
         {
             bool          flag   = true;
             RenderTexture source = tempRenderTarget;
             if (this.m_bloomDownsampleCount > 0)
             {
                 flag = false;
                 int width  = tempRenderTarget.width;
                 int height = tempRenderTarget.height;
                 int index  = 0;
                 while (true)
                 {
                     if (index >= this.m_bloomDownsampleCount)
                     {
                         source = this.m_tempAuxDownsampleRTs[this.m_featuresSourceId];
                         AmplifyUtils.ReleaseTempRenderTarget(tempRenderTarget);
                         break;
                     }
                     this.m_tempDownsamplesSizes[index].x = width;
                     this.m_tempDownsamplesSizes[index].y = height;
                     width  = (width + 1) >> 1;
                     height = (height + 1) >> 1;
                     this.m_tempAuxDownsampleRTs[index] = AmplifyUtils.GetTempRenderTarget(width, height);
                     if (index != 0)
                     {
                         Graphics.Blit(this.m_tempAuxDownsampleRTs[index - 1], this.m_tempAuxDownsampleRTs[index], this.m_bloomMaterial, 9);
                     }
                     else if (!this.m_temporalFilteringActive || (this.m_gaussianSteps[index] != 0))
                     {
                         if (this.m_upscaleQuality == UpscaleQualityEnum.Realistic)
                         {
                             Graphics.Blit(source, this.m_tempAuxDownsampleRTs[index], this.m_bloomMaterial, 10);
                         }
                         else
                         {
                             Graphics.Blit(source, this.m_tempAuxDownsampleRTs[index], this.m_bloomMaterial, 11);
                         }
                     }
                     else
                     {
                         if ((this.m_tempFilterBuffer == null) || !this.m_temporalFilteringActive)
                         {
                             if (this.m_upscaleQuality == UpscaleQualityEnum.Realistic)
                             {
                                 Graphics.Blit(source, this.m_tempAuxDownsampleRTs[index], this.m_bloomMaterial, 10);
                             }
                             else
                             {
                                 Graphics.Blit(source, this.m_tempAuxDownsampleRTs[index], this.m_bloomMaterial, 11);
                             }
                         }
                         else
                         {
                             float num6 = this.m_temporalFilteringCurve.Evaluate(this.m_temporalFilteringValue);
                             this.m_bloomMaterial.SetFloat(AmplifyUtils.TempFilterValueId, num6);
                             this.m_bloomMaterial.SetTexture(AmplifyUtils.AnamorphicRTS[0], this.m_tempFilterBuffer);
                             if (this.m_upscaleQuality == UpscaleQualityEnum.Realistic)
                             {
                                 Graphics.Blit(source, this.m_tempAuxDownsampleRTs[index], this.m_bloomMaterial, 12);
                             }
                             else
                             {
                                 Graphics.Blit(source, this.m_tempAuxDownsampleRTs[index], this.m_bloomMaterial, 13);
                             }
                         }
                         bool flag2 = false;
                         if (this.m_tempFilterBuffer == null)
                         {
                             flag2 = true;
                         }
                         else if ((this.m_tempFilterBuffer.format != this.m_tempAuxDownsampleRTs[index].format) || ((this.m_tempFilterBuffer.width != this.m_tempAuxDownsampleRTs[index].width) || (this.m_tempFilterBuffer.height != this.m_tempAuxDownsampleRTs[index].height)))
                         {
                             this.CleanTempFilterRT();
                             flag2 = true;
                         }
                         if (flag2)
                         {
                             this.CreateTempFilterRT(this.m_tempAuxDownsampleRTs[index]);
                         }
                         this.m_tempFilterBuffer.DiscardContents();
                         Graphics.Blit(this.m_tempAuxDownsampleRTs[index], this.m_tempFilterBuffer);
                         if (this.m_debugToScreen == DebugToScreenEnum.TemporalFilter)
                         {
                             Graphics.Blit(this.m_tempAuxDownsampleRTs[index], dest);
                             AmplifyUtils.ReleaseAllRT();
                             return;
                         }
                     }
                     if (this.m_gaussianSteps[index] > 0)
                     {
                         this.ApplyGaussianBlur(this.m_tempAuxDownsampleRTs[index], this.m_gaussianSteps[index], this.m_gaussianRadius[index], index == 0);
                         if (this.m_temporalFilteringActive && (this.m_debugToScreen == DebugToScreenEnum.TemporalFilter))
                         {
                             Graphics.Blit(this.m_tempAuxDownsampleRTs[index], dest);
                             AmplifyUtils.ReleaseAllRT();
                             return;
                         }
                     }
                     index++;
                 }
             }
             if (this.m_bokehFilter.ApplyBokeh && this.m_bokehFilter.ApplyOnBloomSource)
             {
                 this.m_bokehFilter.ApplyBokehFilter(source, this.m_bloomMaterial);
                 if (this.m_debugToScreen == DebugToScreenEnum.BokehFilter)
                 {
                     Graphics.Blit(source, dest);
                     AmplifyUtils.ReleaseAllRT();
                     return;
                 }
             }
             RenderTexture texture5 = null;
             bool          flag3    = false;
             if (!this.m_separateFeaturesThreshold)
             {
                 texture5 = source;
             }
             else
             {
                 this.m_bloomParams.y = this.m_featuresThreshold;
                 this.m_bloomMaterial.SetVector(AmplifyUtils.BloomParamsId, this.m_bloomParams);
                 this.m_finalCompositionMaterial.SetVector(AmplifyUtils.BloomParamsId, this.m_bloomParams);
                 texture5 = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
                 flag3    = true;
                 Graphics.Blit(source, texture5, this.m_bloomMaterial, 0);
                 if (this.m_debugToScreen == DebugToScreenEnum.FeaturesThreshold)
                 {
                     Graphics.Blit(texture5, dest);
                     AmplifyUtils.ReleaseAllRT();
                     return;
                 }
             }
             if (this.m_bokehFilter.ApplyBokeh && !this.m_bokehFilter.ApplyOnBloomSource)
             {
                 if (!flag3)
                 {
                     flag3    = true;
                     texture5 = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
                     Graphics.Blit(source, texture5);
                 }
                 this.m_bokehFilter.ApplyBokehFilter(texture5, this.m_bloomMaterial);
                 if (this.m_debugToScreen == DebugToScreenEnum.BokehFilter)
                 {
                     Graphics.Blit(texture5, dest);
                     AmplifyUtils.ReleaseAllRT();
                     return;
                 }
             }
             if (this.m_lensFlare.ApplyLensFlare && (this.m_debugToScreen != DebugToScreenEnum.Bloom))
             {
                 renderTexture = this.m_lensFlare.ApplyFlare(this.m_bloomMaterial, texture5);
                 this.ApplyGaussianBlur(renderTexture, this.m_lensFlare.LensFlareGaussianBlurAmount, 1f, false);
                 if (this.m_debugToScreen == DebugToScreenEnum.LensFlare)
                 {
                     Graphics.Blit(renderTexture, dest);
                     AmplifyUtils.ReleaseAllRT();
                     return;
                 }
             }
             if (this.m_anamorphicGlare.ApplyLensGlare && (this.m_debugToScreen != DebugToScreenEnum.Bloom))
             {
                 texture2 = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
                 this.m_anamorphicGlare.OnRenderImage(this.m_bloomMaterial, texture5, texture2, cameraRot);
                 if (this.m_debugToScreen == DebugToScreenEnum.LensGlare)
                 {
                     Graphics.Blit(texture2, dest);
                     AmplifyUtils.ReleaseAllRT();
                     return;
                 }
             }
             if (flag3)
             {
                 AmplifyUtils.ReleaseTempRenderTarget(texture5);
             }
             if (flag)
             {
                 this.ApplyGaussianBlur(source, this.m_gaussianSteps[0], this.m_gaussianRadius[0], false);
             }
             if (this.m_bloomDownsampleCount <= 0)
             {
                 this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[0], source);
                 this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[0], 1f);
             }
             else if (this.m_bloomDownsampleCount == 1)
             {
                 if (this.m_upscaleQuality != UpscaleQualityEnum.Realistic)
                 {
                     this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[0], this.m_tempAuxDownsampleRTs[0]);
                 }
                 else
                 {
                     this.ApplyUpscale();
                     this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[0], this.m_tempUpscaleRTs[0]);
                 }
                 this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[0], this.m_upscaleWeights[0]);
             }
             else if (this.m_upscaleQuality != UpscaleQualityEnum.Realistic)
             {
                 for (int i = 0; i < this.m_bloomDownsampleCount; i++)
                 {
                     int index = (this.m_bloomDownsampleCount - 1) - i;
                     this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[index], this.m_tempAuxDownsampleRTs[index]);
                     this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[index], this.m_upscaleWeights[i]);
                 }
             }
             else
             {
                 this.ApplyUpscale();
                 for (int i = 0; i < this.m_bloomDownsampleCount; i++)
                 {
                     int index = (this.m_bloomDownsampleCount - i) - 1;
                     this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[index], this.m_tempUpscaleRTs[i]);
                     this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[index], this.m_upscaleWeights[i]);
                 }
             }
             if (this.m_debugToScreen == DebugToScreenEnum.Bloom)
             {
                 this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.SourceContributionId, 0f);
                 this.FinalComposition(0f, 1f, src, dest, 0);
             }
             else
             {
                 if (this.m_bloomDownsampleCount <= 1)
                 {
                     this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensDirtWeightsStr[0], this.m_lensDirtWeights[0]);
                     this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensStarburstWeightsStr[0], this.m_lensStarburstWeights[0]);
                 }
                 else
                 {
                     for (int i = 0; i < this.m_bloomDownsampleCount; i++)
                     {
                         this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensDirtWeightsStr[(this.m_bloomDownsampleCount - i) - 1], this.m_lensDirtWeights[i]);
                         this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensStarburstWeightsStr[(this.m_bloomDownsampleCount - i) - 1], this.m_lensStarburstWeights[i]);
                     }
                 }
                 if (this.m_lensFlare.ApplyLensFlare)
                 {
                     this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensFlareRTId, renderTexture);
                 }
                 if (this.m_anamorphicGlare.ApplyLensGlare)
                 {
                     this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensGlareRTId, texture2);
                 }
                 if (this.m_applyLensDirt)
                 {
                     this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensDirtRTId, this.m_lensDirtTexture);
                     this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensDirtStrengthId, this.m_lensDirtStrength * 1f);
                     if (this.m_debugToScreen == DebugToScreenEnum.LensDirt)
                     {
                         this.FinalComposition(0f, 0f, src, dest, 2);
                         return;
                     }
                 }
                 if (this.m_applyLensStardurst)
                 {
                     this.m_starburstMat[0, 0] = Mathf.Cos(cameraRot);
                     this.m_starburstMat[0, 1] = -Mathf.Sin(cameraRot);
                     this.m_starburstMat[1, 0] = Mathf.Sin(cameraRot);
                     this.m_starburstMat[1, 1] = Mathf.Cos(cameraRot);
                     this.m_finalCompositionMaterial.SetMatrix(AmplifyUtils.LensFlareStarMatrixId, this.m_starburstMat);
                     this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensFlareStarburstStrengthId, this.m_lensStarburstStrength * 1f);
                     this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensStarburstRTId, this.m_lensStardurstTex);
                     if (this.m_debugToScreen == DebugToScreenEnum.LensStarburst)
                     {
                         this.FinalComposition(0f, 0f, src, dest, 1);
                         return;
                     }
                 }
                 if (this.m_targetTexture == null)
                 {
                     this.FinalComposition(1f, 1f, src, dest, -1);
                 }
                 else
                 {
                     this.m_targetTexture.DiscardContents();
                     this.FinalComposition(0f, 1f, src, this.m_targetTexture, -1);
                     Graphics.Blit(src, dest);
                 }
             }
         }
     }
 }
Esempio n. 21
0
        private void OnRenderImage(RenderTexture src, RenderTexture dest)
        {
            if (this.silentError)
            {
                return;
            }
            if (!AmplifyUtils.IsInitialized)
            {
                AmplifyUtils.InitializeIds();
            }
            if (this.m_highPrecision)
            {
                AmplifyUtils.EnsureKeywordEnabled(this.m_bloomMaterial, AmplifyUtils.HighPrecisionKeyword, true);
                AmplifyUtils.EnsureKeywordEnabled(this.m_finalCompositionMaterial, AmplifyUtils.HighPrecisionKeyword, true);
                AmplifyUtils.CurrentRTFormat = RenderTextureFormat.DefaultHDR;
            }
            else
            {
                AmplifyUtils.EnsureKeywordEnabled(this.m_bloomMaterial, AmplifyUtils.HighPrecisionKeyword, false);
                AmplifyUtils.EnsureKeywordEnabled(this.m_finalCompositionMaterial, AmplifyUtils.HighPrecisionKeyword, false);
                AmplifyUtils.CurrentRTFormat = RenderTextureFormat.Default;
            }
            float num = Mathf.Acos(Vector3.Dot(this.m_cameraTransform.right, Vector3.right));

            if (Vector3.Cross(this.m_cameraTransform.right, Vector3.right).y > 0f)
            {
                num = -num;
            }
            RenderTexture renderTexture  = null;
            RenderTexture renderTexture2 = null;

            if (!this.m_highPrecision)
            {
                this.m_bloomRange.y = 1f / this.m_bloomRange.x;
                this.m_bloomMaterial.SetVector(AmplifyUtils.BloomRangeId, this.m_bloomRange);
                this.m_finalCompositionMaterial.SetVector(AmplifyUtils.BloomRangeId, this.m_bloomRange);
            }
            this.m_bloomParams.y = this.m_overallThreshold;
            this.m_bloomMaterial.SetVector(AmplifyUtils.BloomParamsId, this.m_bloomParams);
            this.m_finalCompositionMaterial.SetVector(AmplifyUtils.BloomParamsId, this.m_bloomParams);
            int num2 = 1;
            MainThresholdSizeEnum mainThresholdSize = this.m_mainThresholdSize;

            if (mainThresholdSize != MainThresholdSizeEnum.Half)
            {
                if (mainThresholdSize == MainThresholdSizeEnum.Quarter)
                {
                    num2 = 4;
                }
            }
            else
            {
                num2 = 2;
            }
            RenderTexture tempRenderTarget = AmplifyUtils.GetTempRenderTarget(src.width / num2, src.height / num2);

            if (this.m_maskTexture != null)
            {
                this.m_bloomMaterial.SetTexture(AmplifyUtils.MaskTextureId, this.m_maskTexture);
                Graphics.Blit(src, tempRenderTarget, this.m_bloomMaterial, 1);
            }
            else
            {
                Graphics.Blit(src, tempRenderTarget, this.m_bloomMaterial, 0);
            }
            if (this.m_debugToScreen == DebugToScreenEnum.MainThreshold)
            {
                Graphics.Blit(tempRenderTarget, dest, this.m_bloomMaterial, 33);
                AmplifyUtils.ReleaseAllRT();
                return;
            }
            bool          flag           = true;
            RenderTexture renderTexture3 = tempRenderTarget;

            if (this.m_bloomDownsampleCount > 0)
            {
                flag = false;
                int num3 = tempRenderTarget.width;
                int num4 = tempRenderTarget.height;
                for (int i = 0; i < this.m_bloomDownsampleCount; i++)
                {
                    this.m_tempDownsamplesSizes[i].x = (float)num3;
                    this.m_tempDownsamplesSizes[i].y = (float)num4;
                    num3 = num3 + 1 >> 1;
                    num4 = num4 + 1 >> 1;
                    this.m_tempAuxDownsampleRTs[i] = AmplifyUtils.GetTempRenderTarget(num3, num4);
                    if (i == 0)
                    {
                        if (!this.m_temporalFilteringActive || this.m_gaussianSteps[i] != 0)
                        {
                            if (this.m_upscaleQuality == UpscaleQualityEnum.Realistic)
                            {
                                Graphics.Blit(renderTexture3, this.m_tempAuxDownsampleRTs[i], this.m_bloomMaterial, 10);
                            }
                            else
                            {
                                Graphics.Blit(renderTexture3, this.m_tempAuxDownsampleRTs[i], this.m_bloomMaterial, 11);
                            }
                        }
                        else
                        {
                            if (this.m_tempFilterBuffer != null && this.m_temporalFilteringActive)
                            {
                                float value = this.m_temporalFilteringCurve.Evaluate(this.m_temporalFilteringValue);
                                this.m_bloomMaterial.SetFloat(AmplifyUtils.TempFilterValueId, value);
                                this.m_bloomMaterial.SetTexture(AmplifyUtils.AnamorphicRTS[0], this.m_tempFilterBuffer);
                                if (this.m_upscaleQuality == UpscaleQualityEnum.Realistic)
                                {
                                    Graphics.Blit(renderTexture3, this.m_tempAuxDownsampleRTs[i], this.m_bloomMaterial, 12);
                                }
                                else
                                {
                                    Graphics.Blit(renderTexture3, this.m_tempAuxDownsampleRTs[i], this.m_bloomMaterial, 13);
                                }
                            }
                            else if (this.m_upscaleQuality == UpscaleQualityEnum.Realistic)
                            {
                                Graphics.Blit(renderTexture3, this.m_tempAuxDownsampleRTs[i], this.m_bloomMaterial, 10);
                            }
                            else
                            {
                                Graphics.Blit(renderTexture3, this.m_tempAuxDownsampleRTs[i], this.m_bloomMaterial, 11);
                            }
                            bool flag2 = false;
                            if (this.m_tempFilterBuffer != null)
                            {
                                if (this.m_tempFilterBuffer.format != this.m_tempAuxDownsampleRTs[i].format || this.m_tempFilterBuffer.width != this.m_tempAuxDownsampleRTs[i].width || this.m_tempFilterBuffer.height != this.m_tempAuxDownsampleRTs[i].height)
                                {
                                    this.CleanTempFilterRT();
                                    flag2 = true;
                                }
                            }
                            else
                            {
                                flag2 = true;
                            }
                            if (flag2)
                            {
                                this.CreateTempFilterRT(this.m_tempAuxDownsampleRTs[i]);
                            }
                            this.m_tempFilterBuffer.DiscardContents();
                            Graphics.Blit(this.m_tempAuxDownsampleRTs[i], this.m_tempFilterBuffer);
                            if (this.m_debugToScreen == DebugToScreenEnum.TemporalFilter)
                            {
                                Graphics.Blit(this.m_tempAuxDownsampleRTs[i], dest);
                                AmplifyUtils.ReleaseAllRT();
                                return;
                            }
                        }
                    }
                    else
                    {
                        Graphics.Blit(this.m_tempAuxDownsampleRTs[i - 1], this.m_tempAuxDownsampleRTs[i], this.m_bloomMaterial, 9);
                    }
                    if (this.m_gaussianSteps[i] > 0)
                    {
                        this.ApplyGaussianBlur(this.m_tempAuxDownsampleRTs[i], this.m_gaussianSteps[i], this.m_gaussianRadius[i], i == 0);
                        if (this.m_temporalFilteringActive && this.m_debugToScreen == DebugToScreenEnum.TemporalFilter)
                        {
                            Graphics.Blit(this.m_tempAuxDownsampleRTs[i], dest);
                            AmplifyUtils.ReleaseAllRT();
                            return;
                        }
                    }
                }
                renderTexture3 = this.m_tempAuxDownsampleRTs[this.m_featuresSourceId];
                AmplifyUtils.ReleaseTempRenderTarget(tempRenderTarget);
            }
            if (this.m_bokehFilter.ApplyBokeh && this.m_bokehFilter.ApplyOnBloomSource)
            {
                this.m_bokehFilter.ApplyBokehFilter(renderTexture3, this.m_bloomMaterial);
                if (this.m_debugToScreen == DebugToScreenEnum.BokehFilter)
                {
                    Graphics.Blit(renderTexture3, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }
            bool          flag3 = false;
            RenderTexture renderTexture4;

            if (this.m_separateFeaturesThreshold)
            {
                this.m_bloomParams.y = this.m_featuresThreshold;
                this.m_bloomMaterial.SetVector(AmplifyUtils.BloomParamsId, this.m_bloomParams);
                this.m_finalCompositionMaterial.SetVector(AmplifyUtils.BloomParamsId, this.m_bloomParams);
                renderTexture4 = AmplifyUtils.GetTempRenderTarget(renderTexture3.width, renderTexture3.height);
                flag3          = true;
                Graphics.Blit(renderTexture3, renderTexture4, this.m_bloomMaterial, 0);
                if (this.m_debugToScreen == DebugToScreenEnum.FeaturesThreshold)
                {
                    Graphics.Blit(renderTexture4, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }
            else
            {
                renderTexture4 = renderTexture3;
            }
            if (this.m_bokehFilter.ApplyBokeh && !this.m_bokehFilter.ApplyOnBloomSource)
            {
                if (!flag3)
                {
                    flag3          = true;
                    renderTexture4 = AmplifyUtils.GetTempRenderTarget(renderTexture3.width, renderTexture3.height);
                    Graphics.Blit(renderTexture3, renderTexture4);
                }
                this.m_bokehFilter.ApplyBokehFilter(renderTexture4, this.m_bloomMaterial);
                if (this.m_debugToScreen == DebugToScreenEnum.BokehFilter)
                {
                    Graphics.Blit(renderTexture4, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }
            if (this.m_lensFlare.ApplyLensFlare && this.m_debugToScreen != DebugToScreenEnum.Bloom)
            {
                renderTexture = this.m_lensFlare.ApplyFlare(this.m_bloomMaterial, renderTexture4);
                this.ApplyGaussianBlur(renderTexture, this.m_lensFlare.LensFlareGaussianBlurAmount, 1f, false);
                if (this.m_debugToScreen == DebugToScreenEnum.LensFlare)
                {
                    Graphics.Blit(renderTexture, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }
            if (this.m_anamorphicGlare.ApplyLensGlare && this.m_debugToScreen != DebugToScreenEnum.Bloom)
            {
                renderTexture2 = AmplifyUtils.GetTempRenderTarget(renderTexture3.width, renderTexture3.height);
                this.m_anamorphicGlare.OnRenderImage(this.m_bloomMaterial, renderTexture4, renderTexture2, num);
                if (this.m_debugToScreen == DebugToScreenEnum.LensGlare)
                {
                    Graphics.Blit(renderTexture2, dest);
                    AmplifyUtils.ReleaseAllRT();
                    return;
                }
            }
            if (flag3)
            {
                AmplifyUtils.ReleaseTempRenderTarget(renderTexture4);
            }
            if (flag)
            {
                this.ApplyGaussianBlur(renderTexture3, this.m_gaussianSteps[0], this.m_gaussianRadius[0], false);
            }
            if (this.m_bloomDownsampleCount > 0)
            {
                if (this.m_bloomDownsampleCount == 1)
                {
                    if (this.m_upscaleQuality == UpscaleQualityEnum.Realistic)
                    {
                        this.ApplyUpscale();
                        this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[0], this.m_tempUpscaleRTs[0]);
                    }
                    else
                    {
                        this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[0], this.m_tempAuxDownsampleRTs[0]);
                    }
                    this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[0], this.m_upscaleWeights[0]);
                }
                else if (this.m_upscaleQuality == UpscaleQualityEnum.Realistic)
                {
                    this.ApplyUpscale();
                    for (int j = 0; j < this.m_bloomDownsampleCount; j++)
                    {
                        int num5 = this.m_bloomDownsampleCount - j - 1;
                        this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[num5], this.m_tempUpscaleRTs[j]);
                        this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[num5], this.m_upscaleWeights[j]);
                    }
                }
                else
                {
                    for (int k = 0; k < this.m_bloomDownsampleCount; k++)
                    {
                        int num6 = this.m_bloomDownsampleCount - 1 - k;
                        this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[num6], this.m_tempAuxDownsampleRTs[num6]);
                        this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[num6], this.m_upscaleWeights[k]);
                    }
                }
            }
            else
            {
                this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.MipResultsRTS[0], renderTexture3);
                this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.UpscaleWeightsStr[0], 1f);
            }
            if (this.m_debugToScreen == DebugToScreenEnum.Bloom)
            {
                this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.SourceContributionId, 0f);
                this.FinalComposition(0f, 1f, src, dest, 0);
                return;
            }
            if (this.m_bloomDownsampleCount > 1)
            {
                for (int l = 0; l < this.m_bloomDownsampleCount; l++)
                {
                    this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensDirtWeightsStr[this.m_bloomDownsampleCount - l - 1], this.m_lensDirtWeights[l]);
                    this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensStarburstWeightsStr[this.m_bloomDownsampleCount - l - 1], this.m_lensStarburstWeights[l]);
                }
            }
            else
            {
                this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensDirtWeightsStr[0], this.m_lensDirtWeights[0]);
                this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensStarburstWeightsStr[0], this.m_lensStarburstWeights[0]);
            }
            if (this.m_lensFlare.ApplyLensFlare)
            {
                this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensFlareRTId, renderTexture);
            }
            if (this.m_anamorphicGlare.ApplyLensGlare)
            {
                this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensGlareRTId, renderTexture2);
            }
            if (this.m_applyLensDirt)
            {
                this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensDirtRTId, this.m_lensDirtTexture);
                this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensDirtStrengthId, this.m_lensDirtStrength * 1f);
                if (this.m_debugToScreen == DebugToScreenEnum.LensDirt)
                {
                    this.FinalComposition(0f, 0f, src, dest, 2);
                    return;
                }
            }
            if (this.m_applyLensStardurst)
            {
                this.m_starburstMat[0, 0] = Mathf.Cos(num);
                this.m_starburstMat[0, 1] = -Mathf.Sin(num);
                this.m_starburstMat[1, 0] = Mathf.Sin(num);
                this.m_starburstMat[1, 1] = Mathf.Cos(num);
                this.m_finalCompositionMaterial.SetMatrix(AmplifyUtils.LensFlareStarMatrixId, this.m_starburstMat);
                this.m_finalCompositionMaterial.SetFloat(AmplifyUtils.LensFlareStarburstStrengthId, this.m_lensStarburstStrength * 1f);
                this.m_finalCompositionMaterial.SetTexture(AmplifyUtils.LensStarburstRTId, this.m_lensStardurstTex);
                if (this.m_debugToScreen == DebugToScreenEnum.LensStarburst)
                {
                    this.FinalComposition(0f, 0f, src, dest, 1);
                    return;
                }
            }
            if (this.m_targetTexture != null)
            {
                this.m_targetTexture.DiscardContents();
                this.FinalComposition(0f, 1f, src, this.m_targetTexture, -1);
                Graphics.Blit(src, dest);
            }
            else
            {
                this.FinalComposition(1f, 1f, src, dest, -1);
            }
        }
Esempio n. 22
0
        public void OnRenderImage(Material material, RenderTexture source, RenderTexture dest, float cameraRot)
        {
            //NEED TO SET DESTINATION RENDER TARGET TO COMPLETELLY BLACK SO WE CAN SUM ALL THE GLARE/STAR PASSES ON IT
            Graphics.Blit(Texture2D.blackTexture, dest);

            if (m_isDirty ||
                m_currentWidth != source.width ||
                m_currentHeight != source.height)
            {
                m_isDirty       = false;
                m_currentWidth  = source.width;
                m_currentHeight = source.height;
            }
            else
            {
                OnRenderFromCache(source, dest, material, m_intensity, cameraRot);
                return;
            }

            GlareDefData glareDef    = null;
            bool         validCustom = false;

            if (m_currentGlareType == GlareLibType.Custom)
            {
                if (m_customGlareDef != null && m_customGlareDef.Length > 0)
                {
                    glareDef    = m_customGlareDef[m_customGlareDefIdx];
                    validCustom = true;
                }
                else
                {
                    glareDef = m_glareDefArr[0];
                }
            }
            else
            {
                glareDef = m_glareDefArr[m_currentGlareIdx];
            }


            m_amplifyGlareCache.GlareDef = glareDef;

            float srcW = source.width;
            float srcH = source.height;

            StarDefData starDef = (validCustom) ? glareDef.CustomStarData : m_starDefArr[( int )glareDef.StarType];


            m_amplifyGlareCache.StarDef = starDef;
            int currPassCount = (m_glareMaxPassCount < starDef.PassCount) ? m_glareMaxPassCount : starDef.PassCount;

            m_amplifyGlareCache.CurrentPassCount = currPassCount;
            float radOffset = glareDef.StarInclination + starDef.Inclination;

            for (int p = 0; p < m_glareMaxPassCount; p++)
            {
                float ratio = ( float )(p + 1) / ( float )m_glareMaxPassCount;

                for (int s = 0; s < MaxLineSamples; s++)
                {
                    Color chromaticAberrColor = _overallTint * Color.Lerp(m_cromaticAberrationGrad.Evaluate(( float )s / ( float )(MaxLineSamples - 1)), m_whiteReference, ratio);
                    m_amplifyGlareCache.CromaticAberrationMat[p, s] = Color.Lerp(m_whiteReference, chromaticAberrColor, glareDef.ChromaticAberration);
                }
            }
            m_amplifyGlareCache.TotalRT = starDef.StarlinesCount * currPassCount;

            for (int i = 0; i < m_amplifyGlareCache.TotalRT; i++)
            {
                _rtBuffer[i] = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
            }

            int rtIdx = 0;

            for (int d = 0; d < starDef.StarlinesCount; d++)
            {
                StarLineData starLine = starDef.StarLinesArr[d];
                float        angle    = radOffset + starLine.Inclination;
                float        sinAngle = Mathf.Sin(angle);
                float        cosAngle = Mathf.Cos(angle);
                Vector2      vtStepUV = new Vector2();
                vtStepUV.x = cosAngle / srcW * (starLine.SampleLength * m_overallStreakScale);
                vtStepUV.y = sinAngle / srcH * (starLine.SampleLength * m_overallStreakScale);

                float attnPowScale = (m_aTanFoV + 0.1f) * (280.0f) / (srcW + srcH) * 1.2f;

                for (int p = 0; p < currPassCount; p++)
                {
                    for (int i = 0; i < MaxLineSamples; i++)
                    {
                        float lum = Mathf.Pow(starLine.Attenuation, attnPowScale * i);

                        m_amplifyGlareCache.Starlines[d].Passes[p].Weights[i] = m_amplifyGlareCache.CromaticAberrationMat[currPassCount - 1 - p, i] * lum * (p + 1.0f) * 0.5f;

                        // OFFSET OF SAMPLING COORDINATE
                        m_amplifyGlareCache.Starlines[d].Passes[p].Offsets[i].x = vtStepUV.x * i;
                        m_amplifyGlareCache.Starlines[d].Passes[p].Offsets[i].y = vtStepUV.y * i;
                        if (Mathf.Abs(m_amplifyGlareCache.Starlines[d].Passes[p].Offsets[i].x) >= 0.9f ||
                            Mathf.Abs(m_amplifyGlareCache.Starlines[d].Passes[p].Offsets[i].y) >= 0.9f)
                        {
                            m_amplifyGlareCache.Starlines[d].Passes[p].Offsets[i].x = 0.0f;
                            m_amplifyGlareCache.Starlines[d].Passes[p].Offsets[i].y = 0.0f;
                            m_amplifyGlareCache.Starlines[d].Passes[p].Weights[i]  *= 0.0f;
                        }
                    }

                    // MIRROR STARLINE
                    for (int i = MaxLineSamples; i < MaxTotalSamples; i++)
                    {
                        m_amplifyGlareCache.Starlines[d].Passes[p].Offsets[i] = -m_amplifyGlareCache.Starlines[d].Passes[p].Offsets[i - MaxLineSamples];
                        m_amplifyGlareCache.Starlines[d].Passes[p].Weights[i] = m_amplifyGlareCache.Starlines[d].Passes[p].Weights[i - MaxLineSamples];
                    }

                    // APPLY SHADER
                    UpdateMatrixesForPass(material, m_amplifyGlareCache.Starlines[d].Passes[p].Offsets, m_amplifyGlareCache.Starlines[d].Passes[p].Weights, m_intensity, starDef.CameraRotInfluence * cameraRot);

                    //CREATED WEIGHTED TEXTURE
                    if (p == 0)
                    {
                        Graphics.Blit(source, _rtBuffer[rtIdx], material, ( int )BloomPasses.AnamorphicGlare);
                    }
                    else
                    {
                        Graphics.Blit(_rtBuffer[rtIdx - 1], _rtBuffer[rtIdx], material, ( int )BloomPasses.AnamorphicGlare);
                    }

                    rtIdx        += 1;
                    vtStepUV     *= m_perPassDisplacement;
                    attnPowScale *= m_perPassDisplacement;
                }
            }

            //ADD TO MAIN RT
            m_amplifyGlareCache.AverageWeight = Vector4.one / starDef.StarlinesCount;
            for (int i = 0; i < starDef.StarlinesCount; i++)
            {
                material.SetVector(AmplifyUtils.AnamorphicGlareWeightsStr[i], m_amplifyGlareCache.AverageWeight);
                int idx = (i + 1) * currPassCount - 1;
                material.SetTexture(AmplifyUtils.AnamorphicRTS[i], _rtBuffer[idx]);
            }

            int passId = ( int )BloomPasses.WeightedAddPS1 + starDef.StarlinesCount - 1;

            dest.DiscardContents();
            Graphics.Blit(_rtBuffer[0], dest, material, passId);

            //RELEASE RT's
            for (rtIdx = 0; rtIdx < _rtBuffer.Length; rtIdx++)
            {
                AmplifyUtils.ReleaseTempRenderTarget(_rtBuffer[rtIdx]);
                _rtBuffer[rtIdx] = null;
            }
        }
Esempio n. 23
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        void Awake()
        {
            bool nullDev = (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null);

            if (nullDev)
            {
                AmplifyUtils.DebugLog("Null graphics device detected. Skipping effect silently.", LogType.Error);
                silentError = true;
                return;
            }

            if (!AmplifyUtils.IsInitialized)
            {
                AmplifyUtils.InitializeIds();
            }

            m_anamorphicGlare.Init();
            m_lensFlare.Init();

            for (int i = 0; i < MaxDownscales; i++)
            {
                m_tempDownsamplesSizes[i] = new Vector2(0, 0);
            }
            m_cameraTransform  = transform;
            m_tempFilterBuffer = null;
            m_starburstMat     = Matrix4x4.identity;

            if (m_temporalFilteringCurve == null)
            {
                m_temporalFilteringCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 0.999f));
            }

            m_bloomShader = Shader.Find("Hidden/AmplifyBloom");
            if (m_bloomShader != null)
            {
                m_bloomMaterial           = new Material(m_bloomShader);
                m_bloomMaterial.hideFlags = HideFlags.DontSave;
            }
            else
            {
                AmplifyUtils.DebugLog("Main Bloom shader not found", LogType.Error);
                gameObject.SetActive(false);
            }

            m_finalCompositionShader = Shader.Find("Hidden/BloomFinal");
            if (m_finalCompositionShader != null)
            {
                m_finalCompositionMaterial = new Material(m_finalCompositionShader);
                if (!m_finalCompositionMaterial.GetTag(AmplifyUtils.ShaderModeTag, false).Equals(AmplifyUtils.ShaderModeValue))
                {
                    if (m_showDebugMessages)
                    {
                        AmplifyUtils.DebugLog("Amplify Bloom is running on a limited hardware and may lead to a decrease on its visual quality.", LogType.Warning);
                    }
                }
                else
                {
                    m_softMaxdownscales = MaxDownscales;
                }

                m_finalCompositionMaterial.hideFlags = HideFlags.DontSave;
                if (m_lensDirtTexture == null)
                {
                    m_lensDirtTexture = m_finalCompositionMaterial.GetTexture(AmplifyUtils.LensDirtRTId);
                }

                if (m_lensStardurstTex == null)
                {
                    m_lensStardurstTex = m_finalCompositionMaterial.GetTexture(AmplifyUtils.LensStarburstRTId);
                }
            }
            else
            {
                AmplifyUtils.DebugLog("Bloom Composition shader not found", LogType.Error);
                gameObject.SetActive(false);
            }

            m_camera = GetComponent <Camera>();
            m_camera.depthTextureMode |= DepthTextureMode.Depth;
            m_lensFlare.CreateLUTexture();

#if TRIAL
            watermark = new Texture2D(4, 4)
            {
                hideFlags = HideFlags.HideAndDontSave
            };
            watermark.LoadImage(AmplifyBloom.Watermark.ImageData);
#endif
        }
Esempio n. 24
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 public void OnRenderImage(Material material, RenderTexture source, RenderTexture dest, float cameraRot)
 {
     Graphics.Blit(Texture2D.blackTexture, dest);
     if (this.m_isDirty || this.m_currentWidth != source.width || this.m_currentHeight != source.height)
     {
         this.m_isDirty       = false;
         this.m_currentWidth  = source.width;
         this.m_currentHeight = source.height;
         bool         flag = false;
         GlareDefData glareDefData;
         if (this.m_currentGlareType == GlareLibType.Custom)
         {
             if (this.m_customGlareDef != null && this.m_customGlareDef.Length != 0)
             {
                 glareDefData = this.m_customGlareDef[this.m_customGlareDefIdx];
                 flag         = true;
             }
             else
             {
                 glareDefData = this.m_glareDefArr[0];
             }
         }
         else
         {
             glareDefData = this.m_glareDefArr[this.m_currentGlareIdx];
         }
         this.m_amplifyGlareCache.GlareDef = glareDefData;
         float       num         = (float)source.width;
         float       num2        = (float)source.height;
         StarDefData starDefData = flag ? glareDefData.CustomStarData : this.m_starDefArr[(int)glareDefData.StarType];
         this.m_amplifyGlareCache.StarDef = starDefData;
         int num3 = (this.m_glareMaxPassCount < starDefData.PassCount) ? this.m_glareMaxPassCount : starDefData.PassCount;
         this.m_amplifyGlareCache.CurrentPassCount = num3;
         float num4 = glareDefData.StarInclination + starDefData.Inclination;
         for (int i = 0; i < this.m_glareMaxPassCount; i++)
         {
             float t = (float)(i + 1) / (float)this.m_glareMaxPassCount;
             for (int j = 0; j < 8; j++)
             {
                 Color b = this._overallTint * Color.Lerp(this.m_cromaticAberrationGrad.Evaluate((float)j / 7f), this.m_whiteReference, t);
                 this.m_amplifyGlareCache.CromaticAberrationMat[i, j] = Color.Lerp(this.m_whiteReference, b, glareDefData.ChromaticAberration);
             }
         }
         this.m_amplifyGlareCache.TotalRT = starDefData.StarlinesCount * num3;
         for (int k = 0; k < this.m_amplifyGlareCache.TotalRT; k++)
         {
             this._rtBuffer[k] = AmplifyUtils.GetTempRenderTarget(source.width, source.height);
         }
         int l = 0;
         for (int m = 0; m < starDefData.StarlinesCount; m++)
         {
             StarLineData starLineData = starDefData.StarLinesArr[m];
             float        f            = num4 + starLineData.Inclination;
             float        num5         = Mathf.Sin(f);
             float        num6         = Mathf.Cos(f);
             Vector2      vector       = default(Vector2);
             vector.x = num6 / num * (starLineData.SampleLength * this.m_overallStreakScale);
             vector.y = num5 / num2 * (starLineData.SampleLength * this.m_overallStreakScale);
             float num7 = (this.m_aTanFoV + 0.1f) * 280f / (num + num2) * 1.2f;
             for (int n = 0; n < num3; n++)
             {
                 for (int num8 = 0; num8 < 8; num8++)
                 {
                     float d = Mathf.Pow(starLineData.Attenuation, num7 * (float)num8);
                     this.m_amplifyGlareCache.Starlines[m].Passes[n].Weights[num8]   = this.m_amplifyGlareCache.CromaticAberrationMat[num3 - 1 - n, num8] * d * ((float)n + 1f) * 0.5f;
                     this.m_amplifyGlareCache.Starlines[m].Passes[n].Offsets[num8].x = vector.x * (float)num8;
                     this.m_amplifyGlareCache.Starlines[m].Passes[n].Offsets[num8].y = vector.y * (float)num8;
                     if (Mathf.Abs(this.m_amplifyGlareCache.Starlines[m].Passes[n].Offsets[num8].x) >= 0.9f || Mathf.Abs(this.m_amplifyGlareCache.Starlines[m].Passes[n].Offsets[num8].y) >= 0.9f)
                     {
                         this.m_amplifyGlareCache.Starlines[m].Passes[n].Offsets[num8].x = 0f;
                         this.m_amplifyGlareCache.Starlines[m].Passes[n].Offsets[num8].y = 0f;
                         this.m_amplifyGlareCache.Starlines[m].Passes[n].Weights[num8]  *= 0f;
                     }
                 }
                 for (int num9 = 8; num9 < 16; num9++)
                 {
                     this.m_amplifyGlareCache.Starlines[m].Passes[n].Offsets[num9] = -this.m_amplifyGlareCache.Starlines[m].Passes[n].Offsets[num9 - 8];
                     this.m_amplifyGlareCache.Starlines[m].Passes[n].Weights[num9] = this.m_amplifyGlareCache.Starlines[m].Passes[n].Weights[num9 - 8];
                 }
                 this.UpdateMatrixesForPass(material, this.m_amplifyGlareCache.Starlines[m].Passes[n].Offsets, this.m_amplifyGlareCache.Starlines[m].Passes[n].Weights, this.m_intensity, starDefData.CameraRotInfluence * cameraRot);
                 if (n == 0)
                 {
                     Graphics.Blit(source, this._rtBuffer[l], material, 2);
                 }
                 else
                 {
                     Graphics.Blit(this._rtBuffer[l - 1], this._rtBuffer[l], material, 2);
                 }
                 l++;
                 vector *= this.m_perPassDisplacement;
                 num7   *= this.m_perPassDisplacement;
             }
         }
         this.m_amplifyGlareCache.AverageWeight = Vector4.one / (float)starDefData.StarlinesCount;
         for (int num10 = 0; num10 < starDefData.StarlinesCount; num10++)
         {
             material.SetVector(AmplifyUtils.AnamorphicGlareWeightsStr[num10], this.m_amplifyGlareCache.AverageWeight);
             int num11 = (num10 + 1) * num3 - 1;
             material.SetTexture(AmplifyUtils.AnamorphicRTS[num10], this._rtBuffer[num11]);
         }
         int pass = 19 + starDefData.StarlinesCount - 1;
         dest.DiscardContents();
         Graphics.Blit(this._rtBuffer[0], dest, material, pass);
         for (l = 0; l < this._rtBuffer.Length; l++)
         {
             AmplifyUtils.ReleaseTempRenderTarget(this._rtBuffer[l]);
             this._rtBuffer[l] = null;
         }
         return;
     }
     this.OnRenderFromCache(source, dest, material, this.m_intensity, cameraRot);
 }