コード例 #1
0
        // Classic render target pipeline for RT-based effects
        void OnRenderImage(RenderTexture source, RenderTexture destination)
        {
            if (profile == null || m_Camera == null)
            {
                Graphics.Blit(source, destination);
                return;
            }

            // Uber shader setup
            bool uberActive = false;
            bool fxaaActive = m_Fxaa.active;
            bool taaActive  = m_Taa.active && !m_RenderingInSceneView;
            bool dofActive  = m_DepthOfField.active && !m_RenderingInSceneView;

            var uberMaterial = m_MaterialFactory.Get("Hidden/Post FX/Uber Shader");

            uberMaterial.shaderKeywords = null;

            var src = source;
            var dst = destination;

            if (taaActive)
            {
                var tempRT = m_RenderTextureFactory.Get(src);
                m_Taa.Render(src, tempRT);
                src = tempRT;
            }

#if UNITY_EDITOR
            // Render to a dedicated target when monitors are enabled so they can show information
            // about the final render.
            // At runtime the output will always be the backbuffer or whatever render target is
            // currently set on the camera.
            if (profile.monitors.onFrameEndEditorOnly != null)
            {
                dst = m_RenderTextureFactory.Get(src);
            }
#endif

            Texture autoExposure = GraphicsUtils.whiteTexture;
            if (m_EyeAdaptation.active)
            {
                uberActive   = true;
                autoExposure = m_EyeAdaptation.Prepare(src, uberMaterial);
            }

            uberMaterial.SetTexture("_AutoExposure", autoExposure);

            if (dofActive)
            {
                uberActive = true;
                m_DepthOfField.Prepare(src, uberMaterial, taaActive, m_Taa.jitterVector, m_Taa.model.settings.taaSettings.motionBlending);
            }

            if (m_Bloom.active)
            {
                uberActive = true;
                m_Bloom.Prepare(src, uberMaterial, autoExposure);
            }

            uberActive |= TryPrepareUberImageEffect(m_ChromaticAberration, uberMaterial);
            uberActive |= TryPrepareUberImageEffect(m_ColorGrading, uberMaterial);
            uberActive |= TryPrepareUberImageEffect(m_Vignette, uberMaterial);
            uberActive |= TryPrepareUberImageEffect(m_UserLut, uberMaterial);

            var fxaaMaterial = fxaaActive
                ? m_MaterialFactory.Get("Hidden/Post FX/FXAA")
                : null;

            if (fxaaActive)
            {
                fxaaMaterial.shaderKeywords = null;
                TryPrepareUberImageEffect(m_Grain, fxaaMaterial);
                TryPrepareUberImageEffect(m_Dithering, fxaaMaterial);

                if (uberActive)
                {
                    var output = m_RenderTextureFactory.Get(src);
                    Graphics.Blit(src, output, uberMaterial, 0);
                    src = output;
                }

                m_Fxaa.Render(src, dst);
            }
            else
            {
                uberActive |= TryPrepareUberImageEffect(m_Grain, uberMaterial);
                uberActive |= TryPrepareUberImageEffect(m_Dithering, uberMaterial);

                if (uberActive)
                {
                    if (!GraphicsUtils.isLinearColorSpace)
                    {
                        uberMaterial.EnableKeyword("UNITY_COLORSPACE_GAMMA");
                    }

                    Graphics.Blit(src, dst, uberMaterial, 0);
                }
            }

            if (!uberActive && !fxaaActive)
            {
                Graphics.Blit(src, dst);
            }

#if UNITY_EDITOR
            if (profile.monitors.onFrameEndEditorOnly != null)
            {
                Graphics.Blit(dst, destination);

                var oldRt = RenderTexture.active;
                profile.monitors.onFrameEndEditorOnly(dst);
                RenderTexture.active = oldRt;
            }
#endif

            m_RenderTextureFactory.ReleaseAll();
        }
コード例 #2
0
        void RenderImage(RenderTexture source, RenderTexture destination)
        {
            if (profile == null || m_Camera == null)
            {
                Graphics.Blit(source, destination);
                return;
            }

            // Uber shader setup
            bool uberActive = false;

            bool dofActive = m_DepthOfField.active && !m_RenderingInSceneView;

            var uberMaterial = m_MaterialFactory.Get("Hidden/Post FX/Uber Shader");

            uberMaterial.shaderKeywords = null;

            var src = source;
            var dst = destination;



#if UNITY_EDITOR
            // Render to a dedicated target when monitors are enabled so they can show information
            // about the final render.
            // At runtime the output will always be the backbuffer or whatever render target is
            // currently set on the camera.
            if (profile.monitors.onFrameEndEditorOnly != null)
            {
                dst = m_RenderTextureFactory.Get(src);
            }
#endif

            Texture autoExposure = GraphicsUtils.whiteTexture;


            uberMaterial.SetTexture("_AutoExposure", autoExposure);

            if (dofActive)
            {
                uberActive = true;
                m_DepthOfField.Prepare(src, uberMaterial, false);
            }

            if (m_Bloom.active)
            {
                uberActive = true;
                m_Bloom.Prepare(src, uberMaterial, autoExposure);
            }

            uberActive |= TryPrepareUberImageEffect(m_ColorGrading, uberMaterial);
            uberActive |= TryPrepareUberImageEffect(m_Vignette, uberMaterial);


            if (uberActive)
            {
                if (!GraphicsUtils.isLinearColorSpace)
                {
                    uberMaterial.EnableKeyword("UNITY_COLORSPACE_GAMMA");
                }

                Graphics.Blit(src, dst, uberMaterial, 0);
            }

            if (!uberActive)
            {
                Graphics.Blit(src, dst);
            }

#if UNITY_EDITOR
            if (profile.monitors.onFrameEndEditorOnly != null)
            {
                Graphics.Blit(dst, destination);

                var oldRt = RenderTexture.active;
                profile.monitors.onFrameEndEditorOnly(dst);
                RenderTexture.active = oldRt;
            }
#endif

            m_RenderTextureFactory.ReleaseAll();
        }