コード例 #1
0
        private RenderTexture BlurTapPass(RenderTexture halfResSource, RenderTexture tiledData, RenderTexture neighbourhoodData,
                                          RenderTexture exclusionMask, RenderTexture depthCenterAverage, DepthOfFieldQuality qualityLevel)
        {
            Material dofMat = qualityLevel == DepthOfFieldQuality.Normal ? m_DoFMat : m_DoFMatDX11;

            dofMat.SetTexture("_TiledData", tiledData);
            dofMat.SetTexture("_TiledNeighbourhoodData", neighbourhoodData);
            dofMat.SetTexture("_HalfResSourceTexture", halfResSource);             //Actually the prefiltered half res
            if (exclusionMask != null)
            {
                dofMat.SetTexture("_ExclusionMask", exclusionMask);
            }
            if (depthCenterAverage != null)
            {
                dofMat.SetTexture("_AvgCenterDepth", depthCenterAverage);
            }
            halfResSource.filterMode = FilterMode.Point;

            RenderTexture blurTexture = RenderTexture.GetTemporary(halfResSource.width, halfResSource.height, 0, halfResSource.format);

            blurTexture.filterMode = FilterMode.Point;
            blurTexture.wrapMode   = TextureWrapMode.Clamp;

            if (qualityLevel == DepthOfFieldQuality.Normal)
            {
                ScionGraphics.Blit(blurTexture, m_DoFMat, 5);
            }
            else if (qualityLevel == DepthOfFieldQuality.High_DX11)
            {
                ScionGraphics.Blit(blurTexture, m_DoFMatDX11, 0);
            }

            return(blurTexture);
        }
コード例 #2
0
        private RenderTexture BlurTapPass(RenderTexture halfResSource, RenderTexture tiledData, RenderTexture neighbourhoodData, RenderTexture depthCenterAverage, DepthOfFieldQuality qualityLevel)
        {
            Material material = (qualityLevel != DepthOfFieldQuality.Normal) ? this.m_DoFMatDX11 : this.m_DoFMat;

            material.SetTexture("_TiledData", tiledData);
            material.SetTexture("_TiledNeighbourhoodData", neighbourhoodData);
            material.SetTexture("_HalfResSourceTexture", halfResSource);
            if (depthCenterAverage != null)
            {
                material.SetTexture("_AvgCenterDepth", depthCenterAverage);
            }
            halfResSource.filterMode = FilterMode.Point;
            RenderTexture temporary = RenderTexture.GetTemporary(halfResSource.width, halfResSource.height, 0, halfResSource.format);

            temporary.filterMode = FilterMode.Point;
            temporary.wrapMode   = TextureWrapMode.Clamp;
            if (qualityLevel == DepthOfFieldQuality.Normal)
            {
                ScionGraphics.Blit(temporary, this.m_DoFMat, 5);
            }
            else if (qualityLevel == DepthOfFieldQuality.High_DX11)
            {
                ScionGraphics.Blit(temporary, this.m_DoFMatDX11, 0);
            }
            return(temporary);
        }
コード例 #3
0
        public RenderTexture RenderExclusionMask(int width, int height, Camera camera, Transform cameraTransform, LayerMask mask)
        {
            //First copy entire depth buffer (it's horrible I know, but no other choice)
            copiedDepthBuffer = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.RHalf);
            ScionGraphics.Blit(copiedDepthBuffer, m_DoFMat, 15);
            Shader.SetGlobalTexture("_ScionCopiedFullResDepth", copiedDepthBuffer);

            RenderTexture exclusionMask = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8);

            exclusionMask.filterMode = FilterMode.Point;
            exclusionMask.wrapMode   = TextureWrapMode.Clamp;

            maskCameraTransform.position = cameraTransform.position;
            maskCameraTransform.rotation = cameraTransform.rotation;

            maskCamera.CopyFrom(camera);
            maskCamera.cullingMask = mask;
            maskCamera.SetTargetBuffers(exclusionMask.colorBuffer, exclusionMask.depthBuffer);
            maskCamera.clearFlags      = CameraClearFlags.SolidColor;
            maskCamera.backgroundColor = Color.white;
            maskCamera.renderingPath   = RenderingPath.Forward;
            maskCamera.hdr             = false;
            maskCamera.RenderWithShader(maskShader, "RenderType");

            return(exclusionMask);
        }
コード例 #4
0
        private void TemporalPass(ref RenderTexture tapsTexture, ref RenderTexture alphaTexture, RenderTexture previousTapsTexture, RenderTexture previousAlphaTexture)
        {
            RenderTexture temporalTaps = RenderTexture.GetTemporary(tapsTexture.width, tapsTexture.height, 0, tapsTexture.format);

            temporalTaps.filterMode = FilterMode.Point;
            temporalTaps.wrapMode   = TextureWrapMode.Clamp;

            RenderTexture temporalAlpha = RenderTexture.GetTemporary(alphaTexture.width, alphaTexture.height, 0, alphaTexture.format);

            temporalAlpha.filterMode = FilterMode.Point;
            temporalAlpha.wrapMode   = TextureWrapMode.Clamp;

            previousTapsTexture.filterMode  = FilterMode.Bilinear;
            previousAlphaTexture.filterMode = FilterMode.Bilinear;

            m_DoFMatTemporal.SetTexture("_TapsCurrentTexture", tapsTexture);
            m_DoFMatTemporal.SetTexture("_AlphaCurrentTexture", alphaTexture);
            m_DoFMatTemporal.SetTexture("_TapsHistoryTexture", previousTapsTexture);
            m_DoFMatTemporal.SetTexture("_AlphaHistoryTexture", previousAlphaTexture);

            renderBuffers[0] = temporalTaps.colorBuffer;
            renderBuffers[1] = temporalAlpha.colorBuffer;

            Graphics.SetRenderTarget(renderBuffers, temporalTaps.depthBuffer);

            ScionGraphics.Blit(m_DoFMatTemporal, 1);
            RenderTexture.ReleaseTemporary(tapsTexture);
            RenderTexture.ReleaseTemporary(alphaTexture);
            tapsTexture  = temporalTaps;
            alphaTexture = temporalAlpha;
        }
コード例 #5
0
ファイル: VirtualCamera.cs プロジェクト: K07H/The-Forest
        public void CalculateVirtualCamera(CameraParameters cameraParams, RenderTexture textureToDownsample, float halfResWidth, float tanHalfFoV, float energyNormalizer, float focalDistance, bool isFirstRender)
        {
            if (cameraParams.cameraMode == CameraMode.Manual || cameraParams.cameraMode == CameraMode.Off)
            {
                return;
            }
            if (this.m_currentResult2 != null)
            {
                RenderTexture.ReleaseTemporary(this.m_currentResult2);
                this.m_currentResult2 = null;
            }
            this.BindVirtualCameraParams(this.m_virtualCameraMat, cameraParams, focalDistance, halfResWidth, isFirstRender);
            RenderTexture renderTexture = this.DownsampleTexture(textureToDownsample, energyNormalizer);

            this.m_virtualCameraMat.SetTexture("_DownsampledScene", renderTexture);
            if (this.m_previousExposureTexture != null)
            {
                this.m_virtualCameraMat.SetTexture("_PreviousExposureTexture", this.m_previousExposureTexture);
            }
            this.m_currentResult1 = RenderTexture.GetTemporary(1, 1, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear);
            this.m_currentResult2 = RenderTexture.GetTemporary(1, 1, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear);
            this.renderBuffers[0] = this.m_currentResult1.colorBuffer;
            this.renderBuffers[1] = this.m_currentResult2.colorBuffer;
            int passNr = cameraParams.cameraMode - CameraMode.AutoPriority;

            Graphics.SetRenderTarget(this.renderBuffers, this.m_currentResult1.depthBuffer);
            ScionGraphics.Blit(this.m_virtualCameraMat, passNr);
            RenderTexture.ReleaseTemporary(renderTexture);
            if (this.m_previousExposureTexture != null)
            {
                RenderTexture.ReleaseTemporary(this.m_previousExposureTexture);
            }
            this.m_previousExposureTexture = this.m_currentResult1;
        }
コード例 #6
0
        private RenderTexture CreateTiledData(RenderTexture halfResDepth, float tanHalfFoV, float fNumber, float focalDistance, float focalRange,
                                              float apertureDiameter, float focalLength, float maxCoCRadius, float nearPlane, float farPlane)
        {
            int tileWidth  = halfResDepth.width / 10 + (halfResDepth.width % 10 == 0 ? 0 : 1);
            int tileHeight = halfResDepth.height / 10 + (halfResDepth.height % 10 == 0 ? 0 : 1);

            float CoCScale = apertureDiameter * focalLength * focalDistance / (focalDistance - focalLength);
            float CoCBias  = -apertureDiameter * focalLength / (focalDistance - focalLength);

            float toPixels = ScionUtility.CoCToPixels(halfResDepth.width);

            CoCScale *= toPixels;
            CoCBias  *= toPixels;

            Vector4 CoCParams1 = new Vector4();

            CoCParams1.x = CoCScale;
            CoCParams1.y = CoCBias;
            CoCParams1.z = focalDistance;
            CoCParams1.w = focalRange * 0.5f;
            m_DoFMat.SetVector("_CoCParams1", CoCParams1);

            Vector4 CoCParams2 = new Vector4();

            CoCParams2.x = maxCoCRadius * 0.5f;             //We're in half res, so halve it
            CoCParams2.y = 1.0f / maxCoCRadius;
            m_DoFMat.SetVector("_CoCParams2", CoCParams2);

            if (m_DoFMatDX11 != null)
            {
                m_DoFMatDX11.SetVector("_CoCParams1", CoCParams1);
                m_DoFMatDX11.SetVector("_CoCParams2", CoCParams2);
            }

            m_DoFMat.SetFloat("_CoCUVOffset", 1.0f / halfResDepth.width);             //Width for horizontal

            RenderTexture tiledDataHorizontal = RenderTexture.GetTemporary(tileWidth, halfResDepth.height, 0, RenderTextureFormat.RHalf);

            tiledDataHorizontal.filterMode = FilterMode.Point;
            tiledDataHorizontal.wrapMode   = TextureWrapMode.Clamp;

            RenderTexture tiledData = RenderTexture.GetTemporary(tileWidth, tileHeight, 0, RenderTextureFormat.RHalf);

            tiledData.filterMode = FilterMode.Point;
            tiledData.wrapMode   = TextureWrapMode.Clamp;

            halfResDepth.filterMode = FilterMode.Point;

            ScionGraphics.Blit(tiledDataHorizontal, m_DoFMat, 0);

            m_DoFMat.SetTexture("_HorizontalTileResult", tiledDataHorizontal);
            m_DoFMat.SetFloat("_CoCUVOffset", 1.0f / halfResDepth.height);             //Height for vertical

            ScionGraphics.Blit(tiledData, m_DoFMat, 1);
            RenderTexture.ReleaseTemporary(tiledDataHorizontal);

            return(tiledData);
        }
コード例 #7
0
ファイル: Downsampling.cs プロジェクト: ahvonenj/TheForest
        public RenderTexture DownsampleDepthTexture(int width, int height)
        {
            int           width2    = width / 2;
            int           height2   = height / 2;
            RenderTexture temporary = RenderTexture.GetTemporary(width2, height2, 0, RenderTextureFormat.RHalf);

            temporary.filterMode = FilterMode.Point;
            temporary.wrapMode   = TextureWrapMode.Clamp;
            ScionGraphics.Blit(temporary, this.m_downsampleMat, 2);
            return(temporary);
        }
コード例 #8
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        private RenderTexture PrefilterSource(RenderTexture halfResSource)
        {
            this.m_DoFMat.SetTexture("_HalfResSourceTexture", halfResSource);
            halfResSource.filterMode = FilterMode.Point;
            RenderTexture temporary = RenderTexture.GetTemporary(halfResSource.width, halfResSource.height, 0, halfResSource.format);

            temporary.filterMode = FilterMode.Point;
            temporary.wrapMode   = TextureWrapMode.Clamp;
            ScionGraphics.Blit(temporary, this.m_DoFMat, 4);
            return(temporary);
        }
コード例 #9
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        private RenderTexture PrefilterSource(RenderTexture halfResSource)
        {
            m_DoFMat.SetTexture("_HalfResSourceTexture", halfResSource);
            halfResSource.filterMode = FilterMode.Bilinear;

            RenderTexture prefilteredSource = RenderTexture.GetTemporary(halfResSource.width, halfResSource.height, 0, halfResSource.format);

            prefilteredSource.filterMode = FilterMode.Point;
            prefilteredSource.wrapMode   = TextureWrapMode.Clamp;

            ScionGraphics.Blit(prefilteredSource, m_DoFMat, 4);
            return(prefilteredSource);
        }
コード例 #10
0
        private RenderTexture UpsampleDepthOfField(RenderTexture source, RenderTexture depthOfFieldTexture, RenderTexture neighbourhoodData)
        {
            this.m_DoFMat.SetTexture("_DepthOfFieldTexture", depthOfFieldTexture);
            this.m_DoFMat.SetTexture("_FullResolutionSource", source);
            this.m_DoFMat.SetTexture("_TiledNeighbourhoodData", neighbourhoodData);
            neighbourhoodData.filterMode = FilterMode.Bilinear;
            RenderTexture temporary = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);

            source.filterMode = FilterMode.Point;
            source.wrapMode   = TextureWrapMode.Clamp;
            ScionGraphics.Blit(temporary, this.m_DoFMat, 6);
            return(temporary);
        }
コード例 #11
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        private RenderTexture PrefilterSource(RenderTexture downsampledClrDepth)
        {
            m_DoFMat.SetTexture("_HalfResSourceDepthTexture", downsampledClrDepth);
            downsampledClrDepth.filterMode = FilterMode.Point;

            RenderTexture prefilteredSource = RenderTexture.GetTemporary(downsampledClrDepth.width, downsampledClrDepth.height, 0, downsampledClrDepth.format);

            prefilteredSource.filterMode = FilterMode.Point;
            prefilteredSource.wrapMode   = TextureWrapMode.Clamp;

            ScionGraphics.Blit(prefilteredSource, m_DoFMat, 4);
            return(prefilteredSource);
        }
コード例 #12
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        public RenderTexture DownsampleDepthTexture(int width, int height)
        {
            int halfWidth  = width / 2;
            int halfHeight = height / 2;

            RenderTexture downsampled = RenderTexture.GetTemporary(halfWidth, halfHeight, 0, RenderTextureFormat.RHalf);

            downsampled.filterMode = FilterMode.Point;
            downsampled.wrapMode   = TextureWrapMode.Clamp;

            ScionGraphics.Blit(downsampled, m_downsampleMat, DepthPass);
            return(downsampled);
        }
コード例 #13
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        private RenderTexture Presort(RenderTexture downsampledClrDepth, RenderTexture neighbourhoodData)
        {
            RenderTexture presort = RenderTexture.GetTemporary(downsampledClrDepth.width, downsampledClrDepth.height, 0, RenderTextureFormat.ARGB2101010);

            presort.filterMode = FilterMode.Point;
            presort.wrapMode   = TextureWrapMode.Clamp;

            m_DoFMat.SetTexture("_HalfResSourceDepthTexture", downsampledClrDepth);
            m_DoFMat.SetTexture("_TiledNeighbourhoodData", neighbourhoodData);

            ScionGraphics.Blit(presort, m_DoFMat, 11);

            return(presort);
        }
コード例 #14
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        private void VisualizeFocalDistance(RenderTexture downsampledClrDepth)
        {
            const int visualizationPassID = 13;

            RenderTexture visualized = RenderTexture.GetTemporary(downsampledClrDepth.width, downsampledClrDepth.height, 0, RenderTextureFormat.ARGB32);

            visualized.filterMode = FilterMode.Bilinear;
            visualized.wrapMode   = TextureWrapMode.Clamp;

            m_DoFMat.SetTexture("_HalfResSourceDepthTexture", downsampledClrDepth);

            ScionGraphics.Blit(visualized, m_DoFMat, visualizationPassID);
            ScionPostProcessBase.ActiveDebug.RegisterTextureForVisualization(visualized, true);
        }
コード例 #15
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        private RenderTexture TileNeighbourhoodDataGathering(RenderTexture tiledData)
        {
            Vector4 value = default(Vector4);

            value.x = 1f / (float)tiledData.width;
            value.y = 1f / (float)tiledData.height;
            this.m_DoFMat.SetVector("_NeighbourhoodParams", value);
            RenderTexture temporary = RenderTexture.GetTemporary(tiledData.width, tiledData.height, 0, RenderTextureFormat.RHalf);

            temporary.filterMode = FilterMode.Point;
            temporary.wrapMode   = TextureWrapMode.Clamp;
            this.m_DoFMat.SetTexture("_TiledData", tiledData);
            ScionGraphics.Blit(temporary, this.m_DoFMat, 2);
            return(temporary);
        }
コード例 #16
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        private void TemporalPass(ref RenderTexture tapsTexture, RenderTexture previousTapsTexture)
        {
            RenderTexture temporalTaps = RenderTexture.GetTemporary(tapsTexture.width, tapsTexture.height, 0, tapsTexture.format);

            temporalTaps.filterMode = FilterMode.Point;
            temporalTaps.wrapMode   = TextureWrapMode.Clamp;

            previousTapsTexture.filterMode = FilterMode.Bilinear;

            m_DoFMatTemporal.SetTexture("_TapsCurrentTexture", tapsTexture);
            m_DoFMatTemporal.SetTexture("_TapsHistoryTexture", previousTapsTexture);

            ScionGraphics.Blit(temporalTaps, m_DoFMatTemporal, 0);
            RenderTexture.ReleaseTemporary(tapsTexture);
            tapsTexture = temporalTaps;
        }
コード例 #17
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        //RGB: Color, A: Depth
        public RenderTexture DownsampleForDepthOfField(RenderTexture source)
        {
            int halfWidth  = source.width / 2;
            int halfHeight = source.height / 2;

            RenderTexture downsampled = RenderTexture.GetTemporary(halfWidth, halfHeight, 0, RenderTextureFormat.ARGBHalf);

            downsampled.filterMode = FilterMode.Point;
            downsampled.wrapMode   = TextureWrapMode.Clamp;

            source.filterMode = FilterMode.Point;
            source.wrapMode   = TextureWrapMode.Clamp;

            m_downsampleMat.SetTexture("_MainTex", source);

            ScionGraphics.Blit(downsampled, m_downsampleMat, DoFDownsamplePass);
            return(downsampled);
        }
コード例 #18
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        private RenderTexture TileNeighbourhoodDataGathering(RenderTexture tiledData)
        {
            Vector4 neighbourhoodParams = new Vector4();

            neighbourhoodParams.x = 1.0f / tiledData.width;
            neighbourhoodParams.y = 1.0f / tiledData.height;
            m_DoFMat.SetVector("_NeighbourhoodParams", neighbourhoodParams);

            RenderTexture neighbourhoodData = RenderTexture.GetTemporary(tiledData.width, tiledData.height, 0, RenderTextureFormat.RGHalf);

            neighbourhoodData.filterMode = FilterMode.Point;
            neighbourhoodData.wrapMode   = TextureWrapMode.Clamp;

            m_DoFMat.SetTexture("_TiledData", tiledData);
            ScionGraphics.Blit(neighbourhoodData, m_DoFMat, 2);

            return(neighbourhoodData);
        }
コード例 #19
0
ファイル: ScionLensFlare.cs プロジェクト: isoundy000/moba-1
        public void HexagonalBlur(RenderTexture lensFlareTex, LensFlareBlurSamples blurSamples)
        {
            if (blurSamples == LensFlareBlurSamples.Off)
            {
                return;
            }

            int blurPass1ID = blurSamples == LensFlareBlurSamples.x4 ? 0 : 1;
            int blurPass2ID = blurSamples == LensFlareBlurSamples.x4 ? 2 : 3;

            RenderTexture blurTarget0 = RenderTexture.GetTemporary(lensFlareTex.width, lensFlareTex.height, 0, lensFlareTex.format, RenderTextureReadWrite.Linear);
            RenderTexture blurTarget1 = RenderTexture.GetTemporary(lensFlareTex.width, lensFlareTex.height, 0, lensFlareTex.format, RenderTextureReadWrite.Linear);

            lensFlareTex.filterMode = FilterMode.Bilinear;
            blurTarget0.filterMode  = FilterMode.Bilinear;
            blurTarget1.filterMode  = FilterMode.Bilinear;

            targetBuffers[0] = blurTarget0.colorBuffer;
            targetBuffers[1] = blurTarget1.colorBuffer;

            Graphics.SetRenderTarget(targetBuffers, blurTarget0.depthBuffer);
            m_lensFlareMat.SetTexture("_MainTex", lensFlareTex);
            ScionGraphics.Blit(m_lensFlareMat, blurPass1ID);

            m_lensFlareMat.SetTexture("_BlurTexture1", blurTarget1);
            Graphics.Blit(blurTarget0, lensFlareTex, m_lensFlareMat, blurPass2ID);


            //Graphics.Blit(blurTarget0, lensFlareTex);

            //ScionPostProcessBase.ActiveDebug.RegisterTextureForVisualization(blurTarget0, false);

            RenderTexture.ReleaseTemporary(blurTarget0);
            RenderTexture.ReleaseTemporary(blurTarget1);

//			uniform sampler2D _BlurTexture1;
//
//			// First blur pass.
//			// texture0 - output of CalculateCoCSize
//			BlurOutput BlurPass1(v2f i)
//				// texture0 - SV_Target0 from BlurPass1
//				// texture1 - SV_Target1 from BlurPass1
//				float4 BlurPass2(v2f i) : SV_Target0
        }
コード例 #20
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        private RenderTexture CreateTiledData(RenderTexture halfResDepth, float tanHalfFoV, float fNumber, float focalDistance, float focalRange, float apertureDiameter, float focalLength, float maxCoCRadius, float nearPlane, float farPlane)
        {
            int   width  = halfResDepth.width / 10 + ((halfResDepth.width % 10 != 0) ? 1 : 0);
            int   height = halfResDepth.height / 10 + ((halfResDepth.height % 10 != 0) ? 1 : 0);
            float num    = apertureDiameter * focalLength * focalDistance / (focalDistance - focalLength);
            float num2   = -apertureDiameter * focalLength / (focalDistance - focalLength);
            float num3   = ScionUtility.CoCToPixels((float)halfResDepth.width);

            num  *= num3;
            num2 *= num3;
            Vector4 value = default(Vector4);

            value.x = num;
            value.y = num2;
            value.z = focalDistance;
            value.w = focalRange * 0.5f;
            this.m_DoFMat.SetVector("_CoCParams1", value);
            Vector4 value2 = default(Vector4);

            value2.x = maxCoCRadius * 0.5f;
            value2.y = 1f / maxCoCRadius;
            this.m_DoFMat.SetVector("_CoCParams2", value2);
            if (this.m_DoFMatDX11 != null)
            {
                this.m_DoFMatDX11.SetVector("_CoCParams1", value);
                this.m_DoFMatDX11.SetVector("_CoCParams2", value2);
            }
            this.m_DoFMat.SetFloat("_CoCUVOffset", 1f / (float)halfResDepth.width);
            RenderTexture temporary = RenderTexture.GetTemporary(width, halfResDepth.height, 0, RenderTextureFormat.RHalf);

            temporary.filterMode = FilterMode.Point;
            temporary.wrapMode   = TextureWrapMode.Clamp;
            RenderTexture temporary2 = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.RHalf);

            temporary2.filterMode   = FilterMode.Point;
            temporary2.wrapMode     = TextureWrapMode.Clamp;
            halfResDepth.filterMode = FilterMode.Point;
            ScionGraphics.Blit(temporary, this.m_DoFMat, 0);
            this.m_DoFMat.SetTexture("_HorizontalTileResult", temporary);
            this.m_DoFMat.SetFloat("_CoCUVOffset", 1f / (float)halfResDepth.height);
            ScionGraphics.Blit(temporary2, this.m_DoFMat, 1);
            RenderTexture.ReleaseTemporary(temporary);
            return(temporary2);
        }
コード例 #21
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        private RenderTexture UpsampleDepthOfField(RenderTexture source, RenderTexture depthOfFieldTexture, RenderTexture neighbourhoodData, RenderTexture exclusionMask)
        {
            m_DoFMat.SetTexture("_DepthOfFieldTexture", depthOfFieldTexture);
            m_DoFMat.SetTexture("_FullResolutionSource", source);
            m_DoFMat.SetTexture("_TiledNeighbourhoodData", neighbourhoodData);
            if (exclusionMask != null)
            {
                m_DoFMat.SetTexture("_ExclusionMask", exclusionMask);
            }
            neighbourhoodData.filterMode = FilterMode.Bilinear;

            RenderTexture compositedDoF = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);

            source.filterMode = FilterMode.Point;
            source.wrapMode   = TextureWrapMode.Clamp;

            ScionGraphics.Blit(compositedDoF, m_DoFMat, 6);
            return(compositedDoF);
        }
コード例 #22
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        private void BlurTapPass(RenderTexture prefilteredSource, RenderTexture tiledData, RenderTexture neighbourhoodData,
                                 RenderTexture exclusionMask, RenderTexture depthCenterAverage, RenderTexture presortTexture,
                                 DepthOfFieldSamples qualityLevel, out RenderTexture tapsTexture, out RenderTexture alphaTexture)
        {
            m_DoFMat.SetTexture("_TiledData", tiledData);
            m_DoFMat.SetTexture("_TiledNeighbourhoodData", neighbourhoodData);
            m_DoFMat.SetTexture("_HalfResSourceDepthTexture", prefilteredSource);             //Actually the prefiltered half res
            m_DoFMat.SetTexture("_PresortTexture", presortTexture);

            if (exclusionMask != null)
            {
                m_DoFMat.SetTexture("_ExclusionMask", exclusionMask);
            }
            if (depthCenterAverage != null)
            {
                m_DoFMat.SetTexture("_AvgCenterDepth", depthCenterAverage);
            }
            prefilteredSource.filterMode = FilterMode.Point;

            tapsTexture            = RenderTexture.GetTemporary(prefilteredSource.width, prefilteredSource.height, 0, prefilteredSource.format);
            tapsTexture.filterMode = FilterMode.Point;
            tapsTexture.wrapMode   = TextureWrapMode.Clamp;

            alphaTexture            = RenderTexture.GetTemporary(prefilteredSource.width, prefilteredSource.height, 0, RenderTextureFormat.R8);
            alphaTexture.filterMode = FilterMode.Point;
            alphaTexture.wrapMode   = TextureWrapMode.Clamp;

            renderBuffers[0] = tapsTexture.colorBuffer;
            renderBuffers[1] = alphaTexture.colorBuffer;
            Graphics.SetRenderTarget(renderBuffers, tapsTexture.depthBuffer);

            if (qualityLevel == DepthOfFieldSamples.Normal_25)
            {
                ScionGraphics.Blit(m_DoFMat, 12);
            }
            if (qualityLevel == DepthOfFieldSamples.High_49)
            {
                ScionGraphics.Blit(m_DoFMat, 5);
            }
        }
コード例 #23
0
ファイル: ScionLensFlare.cs プロジェクト: DevZhav/The-Forest
        public void HexagonalBlur(RenderTexture lensFlareTex, LensFlareBlurSamples blurSamples)
        {
            if (blurSamples == LensFlareBlurSamples.Off)
            {
                return;
            }
            int           passNr     = (blurSamples != LensFlareBlurSamples.x4) ? 1 : 0;
            int           pass       = (blurSamples != LensFlareBlurSamples.x4) ? 3 : 2;
            RenderTexture temporary  = RenderTexture.GetTemporary(lensFlareTex.width, lensFlareTex.height, 0, lensFlareTex.format, RenderTextureReadWrite.Linear);
            RenderTexture temporary2 = RenderTexture.GetTemporary(lensFlareTex.width, lensFlareTex.height, 0, lensFlareTex.format, RenderTextureReadWrite.Linear);

            lensFlareTex.filterMode = FilterMode.Bilinear;
            temporary.filterMode    = FilterMode.Bilinear;
            temporary2.filterMode   = FilterMode.Bilinear;
            this.targetBuffers[0]   = temporary.colorBuffer;
            this.targetBuffers[1]   = temporary2.colorBuffer;
            Graphics.SetRenderTarget(this.targetBuffers, temporary.depthBuffer);
            this.m_lensFlareMat.SetTexture("_MainTex", lensFlareTex);
            ScionGraphics.Blit(this.m_lensFlareMat, passNr);
            this.m_lensFlareMat.SetTexture("_BlurTexture1", temporary2);
            Graphics.Blit(temporary, lensFlareTex, this.m_lensFlareMat, pass);
            RenderTexture.ReleaseTemporary(temporary);
            RenderTexture.ReleaseTemporary(temporary2);
        }
コード例 #24
0
        public void CalculateVirtualCamera(CameraParameters cameraParams, RenderTexture textureToDownsample, float halfResWidth,
                                           float tanHalfFoV, float focalDistance, bool isFirstRender)
        {
            if (cameraParams.cameraMode == CameraMode.Manual || cameraParams.cameraMode == CameraMode.Off)
            {
                return;
            }
            if (m_currentResult2 != null)
            {
                RenderTexture.ReleaseTemporary(m_currentResult2);
                m_currentResult2 = null;
            }

            BindVirtualCameraParams(m_virtualCameraMat, cameraParams, focalDistance, halfResWidth, isFirstRender);

            RenderTexture downsampledScene = DownsampleTexture(textureToDownsample);

            m_virtualCameraMat.SetTexture("_DownsampledScene", downsampledScene);
            if (m_previousExposureTexture != null)
            {
                m_virtualCameraMat.SetTexture("_PreviousExposureTexture", m_previousExposureTexture);
            }

            m_currentResult1 = RenderTexture.GetTemporary(1, 1, 0, VCTextureFormat, RenderTextureReadWrite.Linear);
            m_currentResult2 = RenderTexture.GetTemporary(1, 1, 0, VCTextureFormat, RenderTextureReadWrite.Linear);
            renderBuffers[0] = m_currentResult1.colorBuffer;
            renderBuffers[1] = m_currentResult2.colorBuffer;

            int passIndex = (int)cameraParams.cameraMode - 2;

            Graphics.SetRenderTarget(renderBuffers, m_currentResult1.depthBuffer);
            ScionGraphics.Blit(m_virtualCameraMat, passIndex);


//			struct CameraOutput
//			{
//				float sceneLuminance;
//				float shutterSpeed;
//				float ISO;
//				float fNumber;
//				float exposure;
//				float2 CoCScaleAndBias;
//				float notUsed;
//			};


//			if (readBfr == null) readBfr = new ComputeBuffer(2, 16);
//			if (readVec == null) readVec = new Vector4[2];
//			ComputeShader shdr = HelpScript.HelpShader;
//			shdr.SetTexture(0, "ReadTexture1", m_currentResult1);
//			shdr.SetTexture(0, "ReadTexture2", m_currentResult2);
//			shdr.SetBuffer(0, "ReadBackBuffer", readBfr);
//			shdr.Dispatch(0,1,1,1);
//			readBfr.GetData(readVec);
//			Debug.Log("sceneLuminance: " + readVec[0].x +
//			          "\nshutterSpeed: " + readVec[0].y +
//			          "\nISO: " + readVec[0].z +
//			          "\nfNumber: " + readVec[0].w +
//			          "\nexposure: " + readVec[1].x +
//						"\nCoC scale: " + readVec[1].y +
//			          "\nCoC bias: " + readVec[1].z +
//						"\ntargetEV: " + readVec[1].w);



            RenderTexture.ReleaseTemporary(downsampledScene);
            if (m_previousExposureTexture != null)
            {
                RenderTexture.ReleaseTemporary(m_previousExposureTexture);
            }
            m_previousExposureTexture = m_currentResult1;
        }