Пример #1
0
    private void CommandBuffer_Rebuild(AmplifyOcclusionBase.TargetDesc target)
    {
        bool        flag        = this.PerPixelNormals == AmplifyOcclusionBase.PerPixelNormalSource.GBuffer || this.PerPixelNormals == AmplifyOcclusionBase.PerPixelNormalSource.GBufferOctaEncoded;
        CameraEvent cameraEvent = (!flag) ? CameraEvent.BeforeImageEffectsOpaque : CameraEvent.AfterLighting;

        if (this.ApplyMethod == AmplifyOcclusionBase.ApplicationMethod.Debug)
        {
            CommandBuffer cb = this.CommandBuffer_AllocateRegister(cameraEvent);
            this.CommandBuffer_FillComputeOcclusion(cb, target);
            this.CommandBuffer_FillApplyDebug(cb, target);
        }
        else
        {
            bool logTarget = !this.m_camera.allowHDR && flag;
            cameraEvent = ((this.ApplyMethod != AmplifyOcclusionBase.ApplicationMethod.Deferred) ? cameraEvent : CameraEvent.BeforeReflections);
            CommandBuffer cb = this.CommandBuffer_AllocateRegister(cameraEvent);
            this.CommandBuffer_FillComputeOcclusion(cb, target);
            if (this.ApplyMethod == AmplifyOcclusionBase.ApplicationMethod.PostEffect)
            {
                this.CommandBuffer_FillApplyPostEffect(cb, target, logTarget);
            }
            else if (this.ApplyMethod == AmplifyOcclusionBase.ApplicationMethod.Deferred)
            {
                this.CommandBuffer_FillApplyDeferred(cb, target, logTarget);
            }
        }
    }
Пример #2
0
 private void CommandBuffer_FillApplyDebug(CommandBuffer cb, AmplifyOcclusionBase.TargetDesc target)
 {
     cb.SetGlobalTexture("_AO_OcclusionTexture", this.m_occlusionRT);
     this.SetBlitTarget(cb, BuiltinRenderTextureType.CameraTarget, target.fullWidth, target.fullHeight);
     this.PerformBlit(cb, this.m_occlusionMat, 36);
     cb.SetRenderTarget(null);
 }
Пример #3
0
 private void CommandBuffer_FillApplyDeferred(CommandBuffer cb, AmplifyOcclusionBase.TargetDesc target, bool logTarget)
 {
     cb.SetGlobalTexture("_AO_OcclusionTexture", this.m_occlusionRT);
     this.m_applyDeferredTargets[0] = BuiltinRenderTextureType.GBuffer0;
     this.m_applyDeferredTargets[1] = ((!logTarget) ? BuiltinRenderTextureType.CameraTarget : BuiltinRenderTextureType.GBuffer3);
     if (!logTarget)
     {
         this.SetBlitTarget(cb, this.m_applyDeferredTargets, target.fullWidth, target.fullHeight);
         this.PerformBlit(cb, this.m_occlusionMat, 37);
     }
     else
     {
         int num  = this.SafeAllocateTemporaryRT(cb, "_AO_GBufferAlbedo", target.fullWidth, target.fullHeight, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, FilterMode.Point);
         int num2 = this.SafeAllocateTemporaryRT(cb, "_AO_GBufferEmission", target.fullWidth, target.fullHeight, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, FilterMode.Point);
         cb.Blit(this.m_applyDeferredTargets[0], num);
         cb.Blit(this.m_applyDeferredTargets[1], num2);
         cb.SetGlobalTexture("_AO_GBufferAlbedo", num);
         cb.SetGlobalTexture("_AO_GBufferEmission", num2);
         this.SetBlitTarget(cb, this.m_applyDeferredTargets, target.fullWidth, target.fullHeight);
         this.PerformBlit(cb, this.m_occlusionMat, 38);
         this.SafeReleaseTemporaryRT(cb, num);
         this.SafeReleaseTemporaryRT(cb, num2);
     }
     cb.SetRenderTarget(null);
 }
Пример #4
0
    private void UpdateGlobalShaderConstants(AmplifyOcclusionBase.TargetDesc target)
    {
        float   num     = this.m_camera.fieldOfView * 0.0174532924f;
        Vector2 vector  = new Vector2(1f / Mathf.Tan(num * 0.5f) * ((float)target.height / (float)target.width), 1f / Mathf.Tan(num * 0.5f));
        Vector2 vector2 = new Vector2(1f / vector.x, 1f / vector.y);
        float   num2;

        if (this.m_camera.orthographic)
        {
            num2 = (float)target.height / this.m_camera.orthographicSize;
        }
        else
        {
            num2 = (float)target.height / (Mathf.Tan(num * 0.5f) * 2f);
        }
        float num3 = Mathf.Clamp(this.Bias, 0f, 1f);

        this.FadeStart  = Mathf.Max(0f, this.FadeStart);
        this.FadeLength = Mathf.Max(0.01f, this.FadeLength);
        float y = (!this.FadeEnabled) ? 0f : (1f / this.FadeLength);

        Shader.SetGlobalMatrix("_AO_CameraProj", GL.GetGPUProjectionMatrix(Matrix4x4.Ortho(0f, 1f, 0f, 1f, -1f, 100f), false));
        Shader.SetGlobalMatrix("_AO_CameraView", this.m_camera.worldToCameraMatrix);
        Shader.SetGlobalVector("_AO_UVToView", new Vector4(2f * vector2.x, -2f * vector2.y, -1f * vector2.x, 1f * vector2.y));
        Shader.SetGlobalFloat("_AO_HalfProjScale", 0.5f * num2);
        Shader.SetGlobalFloat("_AO_Radius", this.Radius);
        Shader.SetGlobalFloat("_AO_PowExponent", this.PowerExponent);
        Shader.SetGlobalFloat("_AO_Bias", num3);
        Shader.SetGlobalFloat("_AO_Multiplier", 1f / (1f - num3));
        Shader.SetGlobalFloat("_AO_BlurSharpness", this.BlurSharpness);
        Shader.SetGlobalColor("_AO_Levels", new Color(this.Tint.r, this.Tint.g, this.Tint.b, this.Intensity));
        Shader.SetGlobalVector("_AO_FadeParams", new Vector2(this.FadeStart, y));
        Shader.SetGlobalVector("_AO_FadeValues", new Vector3(this.FadeToIntensity, this.FadeToRadius, this.FadeToPowerExponent));
    }
Пример #5
0
 private void CommandBuffer_FillApplyPostEffect(CommandBuffer cb, AmplifyOcclusionBase.TargetDesc target, bool logTarget)
 {
     cb.SetGlobalTexture("_AO_OcclusionTexture", this.m_occlusionRT);
     if (!logTarget)
     {
         this.SetBlitTarget(cb, BuiltinRenderTextureType.CameraTarget, target.fullWidth, target.fullHeight);
         this.PerformBlit(cb, this.m_occlusionMat, 39);
     }
     else
     {
         int num = this.SafeAllocateTemporaryRT(cb, "_AO_GBufferEmission", target.fullWidth, target.fullHeight, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, FilterMode.Point);
         cb.Blit(BuiltinRenderTextureType.GBuffer3, num);
         cb.SetGlobalTexture("_AO_GBufferEmission", num);
         this.SetBlitTarget(cb, BuiltinRenderTextureType.GBuffer3, target.fullWidth, target.fullHeight);
         this.PerformBlit(cb, this.m_occlusionMat, 40);
         this.SafeReleaseTemporaryRT(cb, num);
     }
     cb.SetRenderTarget(null);
 }
Пример #6
0
    private void CommandBuffer_FillComputeOcclusion(CommandBuffer cb, AmplifyOcclusionBase.TargetDesc target)
    {
        this.CheckMaterial();
        this.CheckRandomData();
        cb.SetGlobalVector("_AO_Buffer_PadScale", new Vector4(target.padRatioWidth, target.padRatioHeight, 1f / target.padRatioWidth, 1f / target.padRatioHeight));
        cb.SetGlobalVector("_AO_Buffer_TexelSize", new Vector4(1f / (float)target.width, 1f / (float)target.height, (float)target.width, (float)target.height));
        cb.SetGlobalVector("_AO_QuarterBuffer_TexelSize", new Vector4(1f / (float)target.quarterWidth, 1f / (float)target.quarterHeight, (float)target.quarterWidth, (float)target.quarterHeight));
        cb.SetGlobalFloat("_AO_MaxRadiusPixels", (float)Mathf.Min(target.width, target.height));
        if (this.m_occlusionRT == null || this.m_occlusionRT.width != target.width || this.m_occlusionRT.height != target.height || !this.m_occlusionRT.IsCreated())
        {
            this.SafeReleaseRT(ref this.m_occlusionRT);
            this.m_occlusionRT = this.SafeAllocateRT("_AO_OcclusionTexture", target.width, target.height, this.m_occlusionRTFormat, RenderTextureReadWrite.Linear);
        }
        int num = -1;

        if (this.Downsample)
        {
            num = this.SafeAllocateTemporaryRT(cb, "_AO_SmallOcclusionTexture", target.width / 2, target.height / 2, this.m_occlusionRTFormat, RenderTextureReadWrite.Linear, FilterMode.Bilinear);
        }
        if (this.CacheAware && !this.Downsample)
        {
            int num2 = this.SafeAllocateTemporaryRT(cb, "_AO_OcclusionAtlas", target.width, target.height, this.m_occlusionRTFormat, RenderTextureReadWrite.Linear, FilterMode.Point);
            for (int i = 0; i < 16; i++)
            {
                this.m_depthLayerRT[i]     = this.SafeAllocateTemporaryRT(cb, this.m_layerDepthNames[i], target.quarterWidth, target.quarterHeight, this.m_depthRTFormat, RenderTextureReadWrite.Linear, FilterMode.Point);
                this.m_normalLayerRT[i]    = this.SafeAllocateTemporaryRT(cb, this.m_layerNormalNames[i], target.quarterWidth, target.quarterHeight, this.m_normalRTFormat, RenderTextureReadWrite.Linear, FilterMode.Point);
                this.m_occlusionLayerRT[i] = this.SafeAllocateTemporaryRT(cb, this.m_layerOcclusionNames[i], target.quarterWidth, target.quarterHeight, this.m_occlusionRTFormat, RenderTextureReadWrite.Linear, FilterMode.Point);
            }
            for (int j = 0; j < 16; j += this.m_mrtCount)
            {
                for (int k = 0; k < this.m_mrtCount; k++)
                {
                    int num3 = k + j;
                    int num4 = num3 & 3;
                    int num5 = num3 >> 2;
                    cb.SetGlobalVector(this.m_layerOffsetNames[k], new Vector2((float)num4 + 0.5f, (float)num5 + 0.5f));
                    this.m_depthTargets[k]  = this.m_depthLayerRT[num3];
                    this.m_normalTargets[k] = this.m_normalLayerRT[num3];
                }
                this.SetBlitTarget(cb, this.m_depthTargets, target.quarterWidth, target.quarterHeight);
                this.PerformBlit(cb, this.m_occlusionMat, this.m_deinterleaveDepthPass);
                this.SetBlitTarget(cb, this.m_normalTargets, target.quarterWidth, target.quarterHeight);
                this.PerformBlit(cb, this.m_occlusionMat, (int)(this.m_deinterleaveNormalPass + this.PerPixelNormals));
            }
            for (int l = 0; l < 16; l++)
            {
                cb.SetGlobalVector("_AO_LayerOffset", new Vector2((float)(l & 3) + 0.5f, (float)(l >> 2) + 0.5f));
                cb.SetGlobalVector("_AO_LayerRandom", this.m_randomData[l]);
                cb.SetGlobalTexture("_AO_NormalTexture", this.m_normalLayerRT[l]);
                cb.SetGlobalTexture("_AO_DepthTexture", this.m_depthLayerRT[l]);
                this.SetBlitTarget(cb, this.m_occlusionLayerRT[l], target.quarterWidth, target.quarterHeight);
                this.PerformBlit(cb, this.m_occlusionMat, (int)(15 + this.SampleCount));
            }
            this.SetBlitTarget(cb, num2, target.width, target.height);
            for (int m = 0; m < 16; m++)
            {
                int x = (m & 3) * target.quarterWidth;
                int y = (m >> 2) * target.quarterHeight;
                this.PerformBlit(cb, this.m_occlusionLayerRT[m], target.quarterWidth, target.quarterHeight, this.m_copyMat, 0, x, y);
            }
            cb.SetGlobalTexture("_AO_OcclusionAtlas", num2);
            this.SetBlitTarget(cb, this.m_occlusionRT, target.width, target.height);
            this.PerformBlit(cb, this.m_occlusionMat, 19);
            for (int n = 0; n < 16; n++)
            {
                this.SafeReleaseTemporaryRT(cb, this.m_occlusionLayerRT[n]);
                this.SafeReleaseTemporaryRT(cb, this.m_normalLayerRT[n]);
                this.SafeReleaseTemporaryRT(cb, this.m_depthLayerRT[n]);
            }
            this.SafeReleaseTemporaryRT(cb, num2);
        }
        else
        {
            int pass = (int)(20 + this.SampleCount * (AmplifyOcclusionBase.SampleCountLevel) 4 + (int)this.PerPixelNormals);
            if (this.Downsample)
            {
                cb.Blit(null, new RenderTargetIdentifier(num), this.m_occlusionMat, pass);
                this.SetBlitTarget(cb, this.m_occlusionRT, target.width, target.height);
                this.PerformBlit(cb, num, target.width / 2, target.height / 2, this.m_occlusionMat, 41);
            }
            else
            {
                cb.Blit(null, this.m_occlusionRT, this.m_occlusionMat, pass);
            }
        }
        if (this.BlurEnabled)
        {
            int num6 = this.SafeAllocateTemporaryRT(cb, "_AO_TEMP", target.width, target.height, this.m_occlusionRTFormat, RenderTextureReadWrite.Linear, FilterMode.Point);
            for (int num7 = 0; num7 < this.BlurPasses; num7++)
            {
                this.SetBlitTarget(cb, num6, target.width, target.height);
                this.PerformBlit(cb, this.m_occlusionRT, target.width, target.height, this.m_blurMat, (this.BlurRadius - 1) * 2);
                this.SetBlitTarget(cb, this.m_occlusionRT, target.width, target.height);
                this.PerformBlit(cb, num6, target.width, target.height, this.m_blurMat, 1 + (this.BlurRadius - 1) * 2);
            }
            this.SafeReleaseTemporaryRT(cb, num6);
        }
        if (this.Downsample && num >= 0)
        {
            this.SafeReleaseTemporaryRT(cb, num);
        }
        cb.SetRenderTarget(null);
    }