public void Reset() { m_Camera = null; width = 0; height = 0; m_sourceDescriptor = new RenderTextureDescriptor(0, 0); stereoActive = false; xrActiveEye = 0; screenWidth = 0; screenHeight = 0; command = null; source = 0; destination = 0; sourceFormat = RenderTextureFormat.ARGB32; flip = false; resources = null; propertySheets = null; debugLayer = null; isSceneView = false; antialiasing = PostProcessLayer.Antialiasing.None; temporalAntialiasing = null; uberSheet = null; autoExposureTexture = null; logLut = null; autoExposure = null; bloomBufferNameID = -1; if (userData == null) { userData = new Dictionary <string, object>(); } userData.Clear(); }
public void Reset() { m_Camera = null; width = 0; height = 0; #if UNITY_2017_2_OR_NEWER m_sourceDescriptor = new RenderTextureDescriptor(0, 0); #endif #if UNITY_2018_2_OR_NEWER physicalCamera = false; #endif stereoActive = false; xrActiveEye = (int)Camera.StereoscopicEye.Left; screenWidth = 0; screenHeight = 0; command = null; source = 0; destination = 0; sourceFormat = RenderTextureFormat.ARGB32; flip = false; resources = null; propertySheets = null; debugLayer = null; isSceneView = false; uberSheet = default; autoExposureTexture = null; logLut = null; autoExposure = null; bloomBufferNameID = -1; }
public void Reset() { m_Camera = null; width = 0; height = 0; #if UNITY_2017_2_OR_NEWER m_sourceDescriptor = new RenderTextureDescriptor(0, 0); #endif stereoActive = false; xrActiveEye = (int)Camera.StereoscopicEye.Left; screenWidth = 0; screenHeight = 0; command = null; source = 0; destination = 0; sourceFormat = RenderTextureFormat.ARGB32; flip = false; resources = null; propertySheets = null; debugLayer = null; isSceneView = false; antialiasing = PostProcessLayer.Antialiasing.None; temporalAntialiasing = null; //custom-begin: autofocus depthOfFieldAutoFocus = null; //custom-end uberSheet = null; autoExposureTexture = null; logLut = null; autoExposure = null; bloomBufferNameID = -1; if (userData == null) { userData = new Dictionary <string, object>(); } userData.Clear(); }
internal override void Render(PostProcessRenderContext context) { CheckOutput(width, height); LogHistogram logHistogram = context.logHistogram; PropertySheet propertySheet = context.propertySheets.Get(context.resources.shaders.lightMeter); propertySheet.ClearKeywords(); propertySheet.properties.SetBuffer(ShaderIDs.HistogramBuffer, logHistogram.data); Vector4 histogramScaleOffsetRes = logHistogram.GetHistogramScaleOffsetRes(context); histogramScaleOffsetRes.z = 1f / (float)width; histogramScaleOffsetRes.w = 1f / (float)height; propertySheet.properties.SetVector(ShaderIDs.ScaleOffsetRes, histogramScaleOffsetRes); if (context.logLut != null && showCurves) { propertySheet.EnableKeyword("COLOR_GRADING_HDR"); propertySheet.properties.SetTexture(ShaderIDs.Lut3D, context.logLut); } AutoExposure autoExposure = context.autoExposure; if (autoExposure != null) { float x = autoExposure.filtering.value.x; float y = autoExposure.filtering.value.y; y = Mathf.Clamp(y, 1.01f, 99f); x = Mathf.Clamp(x, 1f, y - 0.01f); Vector4 value = new Vector4(x * 0.01f, y * 0.01f, RuntimeUtilities.Exp2(autoExposure.minLuminance.value), RuntimeUtilities.Exp2(autoExposure.maxLuminance.value)); propertySheet.EnableKeyword("AUTO_EXPOSURE"); propertySheet.properties.SetVector(ShaderIDs.Params, value); } CommandBuffer command = context.command; command.BeginSample("LightMeter"); command.BlitFullscreenTriangle(BuiltinRenderTextureType.None, base.output, propertySheet, 0); command.EndSample("LightMeter"); }