void CheckInternalLogLut() { // Check internal lut state, (re)create it if needed if (m_InternalLogLut == null || !m_InternalLogLut.IsCreated()) { RuntimeUtilities.Destroy(m_InternalLogLut); var format = GetLutFormat(); m_InternalLogLut = new RenderTexture(k_Lut3DSize, k_Lut3DSize, 0, format, RenderTextureReadWrite.Linear) { name = "Color Grading Log Lut", hideFlags = HideFlags.DontSave, filterMode = FilterMode.Bilinear, wrapMode = TextureWrapMode.Clamp, anisoLevel = 0, enableRandomWrite = true, volumeDepth = k_Lut3DSize, dimension = TextureDimension.Tex3D, autoGenerateMips = false, useMipMap = false }; m_InternalLogLut.Create(); } }
public override void Render(PostProcessRenderContext context) { var cmd = context.command; cmd.BeginSample("AutoExposureLookup"); var sheet = context.propertySheets.Get(context.resources.shaders.autoExposure); sheet.ClearKeywords(); // Prepare autoExpo texture pool CheckTexture(0); CheckTexture(1); // Make sure filtering values are correct to avoid apocalyptic consequences float lowPercent = settings.filtering.value.x; float highPercent = settings.filtering.value.y; const float kMinDelta = 1e-2f; highPercent = Mathf.Clamp(highPercent, 1f + kMinDelta, 99f); lowPercent = Mathf.Clamp(lowPercent, 1f, highPercent - kMinDelta); // Compute auto exposure sheet.properties.SetBuffer(Uniforms._HistogramBuffer, context.logHistogram.data); sheet.properties.SetVector(Uniforms._Params, new Vector4(lowPercent * 0.01f, highPercent * 0.01f, RuntimeUtilities.Exp2(settings.minLuminance.value), RuntimeUtilities.Exp2(settings.maxLuminance.value))); sheet.properties.SetVector(Uniforms._Speed, new Vector2(settings.speedDown.value, settings.speedUp.value)); sheet.properties.SetVector(Uniforms._ScaleOffsetRes, context.logHistogram.GetHistogramScaleOffsetRes(context)); sheet.properties.SetFloat(Uniforms._ExposureCompensation, settings.keyValue.value); if (m_FirstFrame || !Application.isPlaying) { // We don't want eye adaptation when not in play mode because the GameView isn't // animated, thus making it harder to tweak. Just use the final audo exposure value. m_CurrentAutoExposure = m_AutoExposurePool[0]; cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, m_CurrentAutoExposure, sheet, (int)EyeAdaptation.Fixed); // Copy current exposure to the other pingpong target to avoid adapting from black RuntimeUtilities.CopyTexture(cmd, m_AutoExposurePool[0], m_AutoExposurePool[1]); } else { int pp = m_AutoExposurePingPong; var src = m_AutoExposurePool[++pp % 2]; var dst = m_AutoExposurePool[++pp % 2]; cmd.BlitFullscreenTriangle(src, dst, sheet, (int)settings.eyeAdaptation.value); m_AutoExposurePingPong = ++pp % 2; m_CurrentAutoExposure = dst; } cmd.EndSample("AutoExposureLookup"); context.autoExposureTexture = m_CurrentAutoExposure; context.autoExposure = settings; m_FirstFrame = false; }
public override void Render(PostProcessRenderContext context) { // Setup compute if (m_EyeCompute == null) { m_EyeCompute = Resources.Load <ComputeShader>("Shaders/Builtins/ExposureHistogram"); } var cmd = context.command; cmd.BeginSample("AutoExposureLookup"); var sheet = context.propertySheets.Get("Hidden/PostProcessing/AutoExposure"); sheet.ClearKeywords(); if (m_HistogramBuffer == null) { m_HistogramBuffer = new ComputeBuffer(k_HistogramBins, sizeof(uint)); } // Downscale the framebuffer, we don't need an absolute precision for auto exposure and it // helps making it more stable var scaleOffsetRes = GetHistogramScaleOffsetRes(context); cmd.GetTemporaryRT(Uniforms._AutoExposureCopyTex, (int)scaleOffsetRes.z, (int)scaleOffsetRes.w, 0, FilterMode.Bilinear, context.sourceFormat); cmd.BlitFullscreenTriangle(context.source, Uniforms._AutoExposureCopyTex); // Prepare autoExpo texture pool CheckTexture(0); CheckTexture(1); // Clear the buffer on every frame as we use it to accumulate luminance values on each frame m_HistogramBuffer.SetData(s_EmptyHistogramBuffer); // Get a log histogram int kernel = m_EyeCompute.FindKernel("KEyeHistogram"); cmd.SetComputeBufferParam(m_EyeCompute, kernel, "_HistogramBuffer", m_HistogramBuffer); cmd.SetComputeTextureParam(m_EyeCompute, kernel, "_Source", Uniforms._AutoExposureCopyTex); cmd.SetComputeVectorParam(m_EyeCompute, "_ScaleOffsetRes", scaleOffsetRes); cmd.DispatchCompute(m_EyeCompute, kernel, Mathf.CeilToInt(scaleOffsetRes.z / (float)k_HistogramThreadX), Mathf.CeilToInt(scaleOffsetRes.w / (float)k_HistogramThreadY), 1); // Cleanup cmd.ReleaseTemporaryRT(Uniforms._AutoExposureCopyTex); // Make sure filtering values are correct to avoid apocalyptic consequences float lowPercent = settings.filtering.value.x; float highPercent = settings.filtering.value.y; const float kMinDelta = 1e-2f; highPercent = Mathf.Clamp(highPercent, 1f + kMinDelta, 99f); lowPercent = Mathf.Clamp(lowPercent, 1f, highPercent - kMinDelta); // Compute auto exposure sheet.properties.SetBuffer(Uniforms._HistogramBuffer, m_HistogramBuffer); sheet.properties.SetVector(Uniforms._Params, new Vector4(lowPercent * 0.01f, highPercent * 0.01f, RuntimeUtilities.Exp2(settings.minLuminance.value), RuntimeUtilities.Exp2(settings.maxLuminance.value))); sheet.properties.SetVector(Uniforms._Speed, new Vector2(settings.speedDown.value, settings.speedUp.value)); sheet.properties.SetVector(Uniforms._ScaleOffsetRes, scaleOffsetRes); sheet.properties.SetFloat(Uniforms._ExposureCompensation, settings.keyValue.value); if (settings.dynamicKeyValue) { sheet.EnableKeyword("AUTO_KEY_VALUE"); } if (m_FirstFrame || !Application.isPlaying) { // We don't want eye adaptation when not in play mode because the GameView isn't // animated, thus making it harder to tweak. Just use the final audo exposure value. m_CurrentAutoExposure = m_AutoExposurePool[0]; cmd.BlitFullscreenTriangle((Texture)null, m_CurrentAutoExposure, sheet, (int)EyeAdaptation.Fixed); // Copy current exposure to the other pingpong target to avoid adapting from black RuntimeUtilities.CopyTexture(cmd, m_AutoExposurePool[0], m_AutoExposurePool[1]); } else { int pp = m_AutoExposurePingPong; var src = m_AutoExposurePool[++pp % 2]; var dst = m_AutoExposurePool[++pp % 2]; cmd.BlitFullscreenTriangle(src, dst, sheet, (int)settings.eyeAdaptation.value); m_AutoExposurePingPong = ++pp % 2; m_CurrentAutoExposure = dst; } cmd.EndSample("AutoExposureLookup"); context.autoExposureTexture = m_CurrentAutoExposure; m_FirstFrame = false; }
public override void Release() { RuntimeUtilities.Destroy(m_GrainLookupRT); m_GrainLookupRT = null; m_SampleIndex = 0; }
public override void Release() { RuntimeUtilities.Destroy(m_InternalSpectralLut); m_InternalSpectralLut = null; }
// HDR color pipeline is rendered to a 3D lut; it requires Texture3D & compute shaders // support - Desktop / Consoles / Some high-end mobiles void RenderHDRPipeline(PostProcessRenderContext context) { // Unfortunately because AnimationCurve doesn't implement GetHashCode and we don't have // any reliable way to figure out if a curve data is different from another one we can't // skip regenerating the Lut if nothing has changed. So it has to be done on every // frame... // It's not a very expensive operation anyway (we're talking about filling a 33x33x33 // Lut on the GPU) but every little thing helps, especially on mobile. { CheckInternalLogLut(); // Lut setup var compute = context.resources.computeShaders.lut3DBaker; int kernel = 0; switch (settings.tonemapper.value) { case Tonemapper.None: kernel = compute.FindKernel("KGenLut3D_NoTonemap"); break; case Tonemapper.Neutral: kernel = compute.FindKernel("KGenLut3D_NeutralTonemap"); break; case Tonemapper.ACES: kernel = compute.FindKernel("KGenLut3D_AcesTonemap"); break; case Tonemapper.Custom: kernel = compute.FindKernel("KGenLut3D_CustomTonemap"); break; } int groupSize = Mathf.CeilToInt(k_Lut3DSize / 8f); var cmd = context.command; cmd.SetComputeTextureParam(compute, kernel, "_Output", m_InternalLogLut); cmd.SetComputeVectorParam(compute, "_Size", new Vector4(k_Lut3DSize, 1f / (k_Lut3DSize - 1f), 0f, 0f)); var colorBalance = ColorUtilities.ComputeColorBalance(settings.temperature.value, settings.tint.value); cmd.SetComputeVectorParam(compute, "_ColorBalance", colorBalance); cmd.SetComputeVectorParam(compute, "_ColorFilter", settings.colorFilter.value); float hue = settings.hueShift.value / 360f; // Remap to [-0.5;0.5] float sat = settings.saturation.value / 100f + 1f; // Remap to [0;2] float con = settings.contrast.value / 100f + 1f; // Remap to [0;2] cmd.SetComputeVectorParam(compute, "_HueSatCon", new Vector4(hue, sat, con, 0f)); var channelMixerR = new Vector4(settings.mixerRedOutRedIn, settings.mixerRedOutGreenIn, settings.mixerRedOutBlueIn, 0f); var channelMixerG = new Vector4(settings.mixerGreenOutRedIn, settings.mixerGreenOutGreenIn, settings.mixerGreenOutBlueIn, 0f); var channelMixerB = new Vector4(settings.mixerBlueOutRedIn, settings.mixerBlueOutGreenIn, settings.mixerBlueOutBlueIn, 0f); cmd.SetComputeVectorParam(compute, "_ChannelMixerRed", channelMixerR / 100f); // Remap to [-2;2] cmd.SetComputeVectorParam(compute, "_ChannelMixerGreen", channelMixerG / 100f); cmd.SetComputeVectorParam(compute, "_ChannelMixerBlue", channelMixerB / 100f); var lift = ColorUtilities.ColorToLift(settings.lift.value * 0.2f); var gain = ColorUtilities.ColorToGain(settings.gain.value * 0.8f); var invgamma = ColorUtilities.ColorToInverseGamma(settings.gamma.value * 0.8f); cmd.SetComputeVectorParam(compute, "_Lift", new Vector4(lift.x, lift.y, lift.z, 0f)); cmd.SetComputeVectorParam(compute, "_InvGamma", new Vector4(invgamma.x, invgamma.y, invgamma.z, 0f)); cmd.SetComputeVectorParam(compute, "_Gain", new Vector4(gain.x, gain.y, gain.z, 0f)); cmd.SetComputeTextureParam(compute, kernel, "_Curves", GetCurveTexture(true)); if (settings.tonemapper.value == Tonemapper.Custom) { m_HableCurve.Init( settings.toneCurveToeStrength.value, settings.toneCurveToeLength.value, settings.toneCurveShoulderStrength.value, settings.toneCurveShoulderLength.value, settings.toneCurveShoulderAngle.value, settings.toneCurveGamma.value ); var curve = new Vector4(m_HableCurve.inverseWhitePoint, m_HableCurve.x0, m_HableCurve.x1, 0f); cmd.SetComputeVectorParam(compute, "_CustomToneCurve", curve); var toe = m_HableCurve.segments[0]; var mid = m_HableCurve.segments[1]; var sho = m_HableCurve.segments[2]; var toeSegmentA = new Vector4(toe.offsetX, toe.offsetY, toe.scaleX, toe.scaleY); var toeSegmentB = new Vector4(toe.lnA, toe.B, 0f, 0f); var midSegmentA = new Vector4(mid.offsetX, mid.offsetY, mid.scaleX, mid.scaleY); var midSegmentB = new Vector4(mid.lnA, mid.B, 0f, 0f); var shoSegmentA = new Vector4(sho.offsetX, sho.offsetY, sho.scaleX, sho.scaleY); var shoSegmentB = new Vector4(sho.lnA, sho.B, 0f, 0f); cmd.SetComputeVectorParam(compute, "_ToeSegmentA", toeSegmentA); cmd.SetComputeVectorParam(compute, "_ToeSegmentB", toeSegmentB); cmd.SetComputeVectorParam(compute, "_MidSegmentA", midSegmentA); cmd.SetComputeVectorParam(compute, "_MidSegmentB", midSegmentB); cmd.SetComputeVectorParam(compute, "_ShoSegmentA", shoSegmentA); cmd.SetComputeVectorParam(compute, "_ShoSegmentB", shoSegmentB); } // Generate the lut context.command.BeginSample("HdrColorGradingLut"); cmd.DispatchCompute(compute, kernel, groupSize, groupSize, groupSize); context.command.EndSample("HdrColorGradingLut"); } var lut = m_InternalLogLut; var uberSheet = context.uberSheet; uberSheet.EnableKeyword("COLOR_GRADING_HDR"); uberSheet.properties.SetTexture(Uniforms._Lut3D, lut); uberSheet.properties.SetVector(Uniforms._Lut3D_Params, new Vector2(1f / lut.width, lut.width - 1f)); uberSheet.properties.SetFloat(Uniforms._PostExposure, RuntimeUtilities.Exp2(settings.postExposure.value)); context.logLut = lut; }
public override void Render(PostProcessRenderContext context) { var cmd = context.command; cmd.BeginSample("BloomPyramid"); var sheet = context.propertySheets.Get(context.resources.shaders.bloom); // Apply auto exposure adjustment in the prefiltering pass sheet.properties.SetTexture(Uniforms._AutoExposureTex, context.autoExposureTexture); // Determine the iteration count float logh = Mathf.Log(context.height, 2f) + settings.diffusion.value - 10f; int logh_i = Mathf.FloorToInt(logh); int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidSize); float sampleScale = 0.5f + logh - logh_i; sheet.properties.SetFloat(Uniforms._SampleScale, sampleScale); // Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on // fillrate limited platforms int tw = context.width / 2; int th = context.height / 2; // Prefiltering parameters float lthresh = Mathf.GammaToLinearSpace(settings.threshold.value); float knee = lthresh * settings.softKnee.value + 1e-5f; var threshold = new Vector4(lthresh, lthresh - knee, knee * 2f, 0.25f / knee); sheet.properties.SetVector(Uniforms._Threshold, threshold); int qualityOffset = settings.mobileOptimized ? 1 : 0; // Downsample var last = context.source; for (int i = 0; i < iterations; i++) { int mipDown = m_Pyramid[i].down; int mipUp = m_Pyramid[i].up; int pass = i == 0 ? (int)Pass.Prefilter13 + qualityOffset : (int)Pass.Downsample13 + qualityOffset; cmd.GetTemporaryRT(mipDown, tw, th, 0, FilterMode.Bilinear, context.sourceFormat); cmd.GetTemporaryRT(mipUp, tw, th, 0, FilterMode.Bilinear, context.sourceFormat); cmd.BlitFullscreenTriangle(last, mipDown, sheet, pass); last = mipDown; tw /= 2; th /= 2; } // Upsample last = m_Pyramid[iterations - 1].down; for (int i = iterations - 2; i >= 0; i--) { int mipDown = m_Pyramid[i].down; int mipUp = m_Pyramid[i].up; cmd.SetGlobalTexture(Uniforms._BloomTex, mipDown); cmd.BlitFullscreenTriangle(last, mipUp, sheet, (int)Pass.UpsampleTent + qualityOffset); last = mipUp; } var shaderSettings = new Vector4( sampleScale, RuntimeUtilities.Exp2(settings.intensity.value / 10f) - 1f, settings.lensIntensity.value, iterations ); var dirtTexture = settings.lensTexture.value == null ? RuntimeUtilities.blackTexture : settings.lensTexture.value; var uberSheet = context.uberSheet; uberSheet.EnableKeyword("BLOOM"); uberSheet.properties.SetVector(Uniforms._Bloom_Settings, shaderSettings); uberSheet.properties.SetColor(Uniforms._Bloom_Color, settings.color.value.linear); uberSheet.properties.SetTexture(Uniforms._Bloom_DirtTex, dirtTexture); cmd.SetGlobalTexture(Uniforms._BloomTex, m_Pyramid[0].up); // Cleanup for (int i = 0; i < iterations; i++) { cmd.ReleaseTemporaryRT(m_Pyramid[i].down); cmd.ReleaseTemporaryRT(m_Pyramid[i].up); } cmd.EndSample("BloomPyramid"); }
void OnLightMeterGUI(PostProcessRenderContext context) { if (m_TickLabelStyle == null) { m_TickLabelStyle = new GUIStyle("Label") { fontStyle = FontStyle.Bold, fontSize = 10, alignment = TextAnchor.MiddleCenter }; } var histogram = context.logHistogram; int kMargin = 8; int x = kMargin; int w = (int)(context.width * (3 / 5f) - kMargin * 2); int h = context.height / 4; int y = context.height - h - kMargin - 30; var rect = new Rect(x, y, w, h); if (Event.current.type == EventType.Repaint) { CheckTexture(ref m_LightMeterRT, (int)rect.width, (int)rect.height); var material = context.propertySheets.Get(context.resources.shaders.lightMeter).material; material.shaderKeywords = null; material.SetBuffer(Uniforms._HistogramBuffer, histogram.data); var scaleOffsetRes = histogram.GetHistogramScaleOffsetRes(context); scaleOffsetRes.z = 1f / rect.width; scaleOffsetRes.w = 1f / rect.height; material.SetVector(Uniforms._ScaleOffsetRes, scaleOffsetRes); if (context.logLut != null) { material.EnableKeyword("COLOR_GRADING_HDR"); material.SetTexture(Uniforms._Lut3D, context.logLut); } if (context.autoExposure != null) { var settings = context.autoExposure; // Make sure filtering values are correct to avoid apocalyptic consequences float lowPercent = settings.filtering.value.x; float highPercent = settings.filtering.value.y; const float kMinDelta = 1e-2f; highPercent = Mathf.Clamp(highPercent, 1f + kMinDelta, 99f); lowPercent = Mathf.Clamp(lowPercent, 1f, highPercent - kMinDelta); material.EnableKeyword("AUTO_EXPOSURE"); material.SetVector(Uniforms._Params, new Vector4(lowPercent * 0.01f, highPercent * 0.01f, RuntimeUtilities.Exp2(settings.minLuminance.value), RuntimeUtilities.Exp2(settings.maxLuminance.value))); } RuntimeUtilities.BlitFullscreenTriangle(null, m_LightMeterRT, material, 0); GUI.DrawTexture(rect, m_LightMeterRT); } // Labels rect.y += rect.height; rect.height = 30; int maxSize = Mathf.FloorToInt(rect.width / (LogHistogram.rangeMax - LogHistogram.rangeMin + 2)); GUI.DrawTexture(rect, RuntimeUtilities.blackTexture); GUILayout.BeginArea(rect); { GUILayout.BeginHorizontal(); { GUILayout.Space(4); for (int i = LogHistogram.rangeMin; i < LogHistogram.rangeMax; i++) { GUILayout.Label(i + "\n" + RuntimeUtilities.Exp2(i).ToString("0.###"), m_TickLabelStyle, GUILayout.Width(maxSize)); GUILayout.FlexibleSpace(); } GUILayout.Label(LogHistogram.rangeMax + "\n" + RuntimeUtilities.Exp2(LogHistogram.rangeMax).ToString("0.###"), m_TickLabelStyle, GUILayout.Width(maxSize)); GUILayout.Space(4); } GUILayout.EndHorizontal(); } GUILayout.EndArea(); }
internal void Release() { RuntimeUtilities.Destroy(m_LightMeterRT); m_LightMeterRT = null; }