Пример #1
0
        public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
        {
            Debug.Assert(m_Material != null);

            AdditionalCompositorData layerData = null;

            camera.camera.gameObject.TryGetComponent <AdditionalCompositorData>(out layerData);
            if (layerData == null || layerData.layerFilters == null)
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
                return;
            }

            int index = layerData.layerFilters.FindIndex(x => x.filterType == CompositionFilter.FilterType.ALPHA_MASK);

            if (index < 0)
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
                return;
            }

            var filter = layerData.layerFilters[index];

            m_Material.SetTexture(ShaderIDs.k_InputTexture, source);
            m_Material.SetTexture(ShaderIDs.k_AlphaTexture, filter.alphaMask);

            HDUtils.DrawFullScreen(cmd, m_Material, destination);
        }
Пример #2
0
        public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
        {
            Debug.Assert(m_Material != null);

            AdditionalCompositorData layerData = null;

            camera.camera.gameObject.TryGetComponent <AdditionalCompositorData>(out layerData);

            if (activate.value == false || layerData == null || layerData.layerFilters == null)
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
                return;
            }

            int index = layerData.layerFilters.FindIndex(x => x.filterType == CompositionFilter.FilterType.CHROMA_KEYING);

            if (index < 0)
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
                return;
            }

            var     filter = layerData.layerFilters[index];
            Vector4 keyParams;

            keyParams.x = filter.keyThreshold;
            keyParams.y = filter.keyTolerance;
            keyParams.z = filter.spillRemoval;
            keyParams.w = 1.0f;

            m_Material.SetVector(ShaderIDs.k_KeyColor, filter.maskColor);
            m_Material.SetVector(ShaderIDs.k_KeyParams, keyParams);
            m_Material.SetTexture(ShaderIDs.k_InputTexture, source);
            HDUtils.DrawFullScreen(cmd, m_Material, destination);
        }
Пример #3
0
    void GenerateGaussianMips(CommandBuffer cmd, HDCamera hdCam)
    {
        GetCustomBuffers(out var customColorBuffer, out var _);

        // Downsample
        using (new ProfilingSample(cmd, "Downsample", CustomSampler.Create("Downsample")))
        {
            // This Blit will automatically downsample the color because our target buffer have been allocated in half resolution
            HDUtils.BlitCameraTexture(cmd, customColorBuffer, downSampleBuffer, 0, true);
        }

        // Horizontal Blur
        using (new ProfilingSample(cmd, "H Blur", CustomSampler.Create("H Blur")))
        {
            var hBlurProperties = new MaterialPropertyBlock();
            hBlurProperties.SetFloat(ShaderID._Radius, radius / 4.0f);                               // The blur is 4 pixel wide in the shader
            hBlurProperties.SetTexture(ShaderID._Source, downSampleBuffer);                          // The blur is 4 pixel wide in the shader
            SetViewPortSize(cmd, hBlurProperties, blurBuffer);
            HDUtils.DrawFullScreen(cmd, blurMaterial, blurBuffer, hBlurProperties, shaderPassId: 0); // Do not forget the shaderPassId: ! or it won't work
        }

        // Copy back the result in the color buffer while doing a vertical blur
        using (new ProfilingSample(cmd, "V Blur + Copy back", CustomSampler.Create("V Blur + Copy back")))
        {
            var vBlurProperties = new MaterialPropertyBlock();
            // When we use a mask, we do the vertical blur into the downsampling buffer instead of the camera buffer
            // We need that because we're going to write to the color buffer and read from this blured buffer which we can't do
            // if they are in the same buffer
            vBlurProperties.SetFloat(ShaderID._Radius, radius / 4.0f); // The blur is 4 pixel wide in the shader
            vBlurProperties.SetTexture(ShaderID._Source, blurBuffer);
            SetViewPortSize(cmd, vBlurProperties, customColorBuffer);
            HDUtils.DrawFullScreen(cmd, blurMaterial, customColorBuffer, vBlurProperties, shaderPassId: 1); // Do not forget the shaderPassId: ! or it won't work
        }
    }
Пример #4
0
        protected override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination, Rain data)
        {
            if (Mathf.Approximately(EnvironmentEffectsManager.Rain, 0f))
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
                return;
            }

            if (EnvironmentEffectsManager.Rain < .35)
            {
                cmd.EnableShaderKeyword("LOW");
                cmd.DisableShaderKeyword("MED");
                cmd.DisableShaderKeyword("HGH");
            }
            else if (EnvironmentEffectsManager.Rain >= .35 && EnvironmentEffectsManager.Rain < .7)
            {
                cmd.EnableShaderKeyword("MED");
                cmd.DisableShaderKeyword("LOW");
                cmd.DisableShaderKeyword("HGH");
            }
            else
            {
                cmd.EnableShaderKeyword("HGH");
                cmd.DisableShaderKeyword("LOW");
                cmd.DisableShaderKeyword("MED");
            }

            cmd.SetGlobalFloat("_Intensity", EnvironmentEffectsManager.Rain);
            cmd.SetGlobalTexture("_InputTexture", source);
            cmd.SetGlobalFloat("_Size", data.size);
            HDUtils.DrawFullScreen(cmd, material, destination);
        }
Пример #5
0
        // Denoiser variant for non history array
        public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera,
                                  RTHandle noisySignal, RTHandle historySignal,
                                  RTHandle outputSignal,
                                  bool singleChannel = true, float historyValidity = 1.0f)
        {
            // If we do not have a depth and normal history buffers, we can skip right away
            var historyDepthBuffer  = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
            var historyNormalBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Normal);

            if (historyDepthBuffer == null || historyNormalBuffer == null)
            {
                HDUtils.BlitCameraTexture(cmd, noisySignal, historySignal);
                HDUtils.BlitCameraTexture(cmd, noisySignal, outputSignal);
                return;
            }

            // Fetch texture dimensions
            int texWidth  = hdCamera.actualWidth;
            int texHeight = hdCamera.actualHeight;

            // Evaluate the dispatch parameters
            int areaTileSize = 8;
            int numTilesX    = (texWidth + (areaTileSize - 1)) / areaTileSize;
            int numTilesY    = (texHeight + (areaTileSize - 1)) / areaTileSize;

            // Request the intermediate buffer we need
            RTHandle validationBuffer = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.R0);

            // First of all we need to validate the history to know where we can or cannot use the history signal
            int m_KernelFilter = m_TemporalFilterCS.FindKernel("ValidateHistory");
            var historyScale   = new Vector2(hdCamera.actualWidth / (float)historySignal.rt.width, hdCamera.actualHeight / (float)historySignal.rt.height);

            cmd.SetComputeVectorParam(m_TemporalFilterCS, HDShaderIDs._RTHandleScaleHistory, historyScale);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryNormalBufferTexture, historyNormalBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBufferRW, validationBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._VelocityBuffer, TextureXR.GetBlackTexture());
            cmd.SetComputeFloatParam(m_TemporalFilterCS, HDShaderIDs._HistoryValidity, historyValidity);
            cmd.SetComputeFloatParam(m_TemporalFilterCS, HDShaderIDs._PixelSpreadAngleTangent, HDRenderPipeline.GetPixelSpreadTangent(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));
            cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Now that we have validated our history, let's accumulate
            m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? "TemporalAccumulationSingle" : "TemporalAccumulationColor");
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, noisySignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, historySignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputSignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBuffer, validationBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._VelocityBuffer, TextureXR.GetBlackTexture());
            cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Make sure to copy the new-accumulated signal in our history buffer
            m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? "CopyHistorySingle" : "CopyHistoryColor");
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, outputSignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, historySignal);
            cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);
        }
Пример #6
0
        protected override void Render(PostProcessPassContext ctx, RTHandle source, RTHandle destination, GreyScale data)
        {
            if (Mathf.Approximately(data.intensity, 0f))
            {
                HDUtils.BlitCameraTexture(ctx.cmd, source, destination);
                return;
            }

            ctx.cmd.SetGlobalFloat("_Intensity", data.intensity);
            ctx.cmd.SetGlobalTexture("_InputTexture", source);
            HDUtils.DrawFullScreen(ctx.cmd, material, destination);
        }
Пример #7
0
        public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera,
                                  RTHandle noisySignal, RTHandle historySignal,
                                  RTHandle outputSignal,
                                  bool singleChannel = true, int slotIndex = -1)
        {
            // If we do not have a depth and normal history buffers, we can skip right away
            var historyDepthBuffer  = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
            var historyNormalBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Normal);

            if (historyDepthBuffer == null || historyNormalBuffer == null)
            {
                HDUtils.BlitCameraTexture(cmd, noisySignal, historySignal);
                HDUtils.BlitCameraTexture(cmd, noisySignal, outputSignal);
                return;
            }

            // Fetch texture dimensions
            int texWidth  = hdCamera.actualWidth;
            int texHeight = hdCamera.actualHeight;

            // Evaluate the dispatch parameters
            int areaTileSize = 8;
            int numTilesX    = (texWidth + (areaTileSize - 1)) / areaTileSize;
            int numTilesY    = (texHeight + (areaTileSize - 1)) / areaTileSize;

            // First of all we need to validate the history to know where we can or cannot use the history signal
            int m_KernelFilter = m_TemporalFilterCS.FindKernel("ValidateHistory");
            var historyScale   = new Vector2(hdCamera.actualWidth / (float)historySignal.rt.width, hdCamera.actualHeight / (float)historySignal.rt.height);

            cmd.SetComputeVectorParam(m_TemporalFilterCS, HDShaderIDs._RTHandleScaleHistory, historyScale);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryNormalBufferTexture, historyNormalBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBufferRW, m_ValidationBuffer);
            cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, 1);

            // Now that we have validated our history, let's accumulate
            m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? (slotIndex == -1 ? "TemporalAccumulationSingle" : "TemporalAccumulationSingleArray") : "TemporalAccumulationColor");
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, noisySignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, historySignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputSignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBuffer, m_ValidationBuffer);
            cmd.SetComputeIntParam(m_TemporalFilterCS, HDShaderIDs._DenoisingHistorySlot, slotIndex);
            cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, 1);

            m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? (slotIndex == -1 ? "CopyHistorySingle" : "CopyHistorySingleArray") : "CopyHistoryColor");
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, outputSignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, historySignal);
            cmd.SetComputeIntParam(m_TemporalFilterCS, HDShaderIDs._DenoisingHistorySlot, slotIndex);
            cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, 1);
        }
Пример #8
0
        protected override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination, GreyScale data)
        {
            if (Mathf.Approximately(data.intensity, 0f))
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
                return;
            }

            cmd.SetGlobalFloat("_Intensity", data.intensity);
            cmd.SetGlobalTexture("_InputTexture", source);
            HDUtils.DrawFullScreen(cmd, material, destination);
        }
Пример #9
0
        protected override void Render(PostProcessPassContext ctx, RTHandle source, RTHandle destination, VideoArtifacts data)
        {
            var cmd = ctx.cmd;

            if (Mathf.Approximately(data.intensity, 0f))
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
                return;
            }

            // Update the time parameters.
            var time  = Time.time;
            var delta = time - prevTime;

            prevTime = time;

            // Block parameters
            var block  = data.intensity;
            var block3 = block * block * block;

            // Shuffle block parameters every 1/30 seconds.
            blockTime += delta * 60;
            if (blockTime > 1)
            {
                if (Random.value < 0.09f)
                {
                    blockSeed1 += 251;
                }
                if (Random.value < 0.29f)
                {
                    blockSeed2 += 373;
                }
                if (Random.value < 0.25f)
                {
                    blockStride = Random.Range(1, 32);
                }
                blockTime = 0;
            }

            // Invoke the shader.
            cmd.SetGlobalInt(ShaderIDs.Seed, (int)(time * 10000));
            cmd.SetGlobalFloat(ShaderIDs.BlockStrength, block3);
            cmd.SetGlobalInt(ShaderIDs.BlockStride, blockStride);
            cmd.SetGlobalInt(ShaderIDs.BlockSeed1, blockSeed1);
            cmd.SetGlobalInt(ShaderIDs.BlockSeed2, blockSeed2);
            cmd.SetGlobalTexture(ShaderIDs.InputTexture, source);
            cmd.SetGlobalInt(ShaderIDs.BlockSize, data.blockSize);
            HDUtils.DrawFullScreen(cmd, material, destination);
        }
Пример #10
0
    void GenerateGaussianMips(CommandBuffer cmd, HDCamera hdCam)
    {
        RTHandle source;

        // Retrieve the target buffer of the blur from the UI:
        if (targetColorBuffer == TargetBuffer.Camera)
        {
            GetCameraBuffers(out source, out _);
        }
        else
        {
            GetCustomBuffers(out source, out _);
        }

        // Save the non blurred color into a copy if the mask is enabled:
        if (useMask)
        {
            cmd.CopyTexture(source, colorCopy);
        }

        // Downsample
        using (new ProfilingSample(cmd, "Downsample", CustomSampler.Create("Downsample")))
        {
            // This Blit will automatically downsample the color because our target buffer have been allocated in half resolution
            HDUtils.BlitCameraTexture(cmd, source, downSampleBuffer, 0);
        }

        // Horizontal Blur
        using (new ProfilingSample(cmd, "H Blur", CustomSampler.Create("H Blur")))
        {
            var hBlurProperties = new MaterialPropertyBlock();
            hBlurProperties.SetFloat(ShaderID._Radius, radius / 4.0f);                               // The blur is 4 pixel wide in the shader
            hBlurProperties.SetTexture(ShaderID._Source, downSampleBuffer);                          // The blur is 4 pixel wide in the shader
            SetViewPortSize(cmd, hBlurProperties, blurBuffer);
            HDUtils.DrawFullScreen(cmd, blurMaterial, blurBuffer, hBlurProperties, shaderPassId: 0); // Do not forget the shaderPassId: ! or it won't work
        }

        // Copy back the result in the color buffer while doing a vertical blur
        using (new ProfilingSample(cmd, "V Blur + Copy back", CustomSampler.Create("V Blur + Copy back")))
        {
            var vBlurProperties = new MaterialPropertyBlock();
            // When we use a mask, we do the vertical blur into the downsampling buffer instead of the camera buffer
            // We need that because we're going to write to the color buffer and read from this blured buffer which we can't do
            // if they are in the same buffer
            vBlurProperties.SetFloat(ShaderID._Radius, radius / 4.0f); // The blur is 4 pixel wide in the shader
            vBlurProperties.SetTexture(ShaderID._Source, blurBuffer);
            var targetBuffer = (useMask) ? downSampleBuffer : source;
            SetViewPortSize(cmd, vBlurProperties, targetBuffer);
            HDUtils.DrawFullScreen(cmd, blurMaterial, targetBuffer, vBlurProperties, shaderPassId: 1); // Do not forget the shaderPassId: ! or it won't work
        }

        if (useMask)
        {
            // Merge the non blur copy and the blurred version using the mask buffers
            using (new ProfilingSample(cmd, "Compose Mask Blur", CustomSampler.Create("Compose Mask Blur")))
            {
                var compositingProperties = new MaterialPropertyBlock();

                compositingProperties.SetFloat(ShaderID._Radius, radius / 4.0f); // The blur is 4 pixel wide in the shader
                compositingProperties.SetTexture(ShaderID._Source, downSampleBuffer);
                compositingProperties.SetTexture(ShaderID._ColorBufferCopy, colorCopy);
                compositingProperties.SetTexture(ShaderID._Mask, maskBuffer);
                compositingProperties.SetTexture(ShaderID._MaskDepth, maskDepthBuffer);
                compositingProperties.SetFloat(ShaderID._InvertMask, invertMask ? 1 : 0);
                SetViewPortSize(cmd, compositingProperties, source);
                HDUtils.DrawFullScreen(cmd, blurMaterial, source, compositingProperties, shaderPassId: 2); // Do not forget the shaderPassId: ! or it won't work
            }
        }
    }
Пример #11
0
        public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
        {
            if (m_Material == null)
            {
                return;
            }

#if UNITY_EDITOR
            if (!EditorApplication.isPlaying && RenderMode.GameViewRenderMode == RenderMode.Mode.Off)
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
                return;
            }
#endif

            bool draw = false;

            foreach (var lineEffect in camera.camera.GetComponents <PencilLineEffect>())
            {
                if (lineEffect.PencilRenderer != null && lineEffect.PencilRenderer.Texture != null && lineEffect.isPostProsessingEnabled)
                {
                    // エフェクトの重ね掛け対応
                    if (draw)
                    {
                        HDUtils.BlitCameraTexture(cmd, destination, source);
                    }

                    // テクスチャ更新設定
                    if (lineEffect.isRendering == true)
                    {
#if UNITY_2018_3_OR_NEWER
                        var callback = NativeFunctions.GetTextureUpdateCallbackV2();
#else
                        var callback = NativeFunctions.GetTextureUpdateCallback();
#endif
                        if (callback == IntPtr.Zero)
                        {
                            continue;
                        }

                        // ハンドルを取得し、ネイティブで確保したバッファが意図せず解放されないようにする
                        // ハンドルはTextureUpdateCallback()のEndで自動的に解除される
                        var textureUpdateHandle = lineEffect.PencilRenderer.RequestTextureUpdate(0);
                        if (textureUpdateHandle == 0xFFFFFFFF)
                        {
                            // PencilLinePostProcessRenderer.Render()の呼び出しがlineEffect.OnPreRender()よりも早いケースが稀にあり、
                            // PostProcessing_RenderingEventモードのときに適切なライン描画が行われない場合がある
                            continue;
                        }
#if UNITY_2018_3_OR_NEWER
                        cmd.IssuePluginCustomTextureUpdateV2(callback, lineEffect.PencilRenderer.Texture, textureUpdateHandle);
#else
                        cmd.IssuePluginCustomTextureUpdate(callback, lineEffect.PencilRenderer.Texture, textureUpdateHandle);
#endif
                        // レンダーエレメント画像出力用のテクスチャ更新
                        for (int renderElementIndex = 0; true; renderElementIndex++)
                        {
                            var renderElementTexture       = lineEffect.PencilRenderer.GetRenderElementTexture(renderElementIndex);
                            var renderElementTargetTexture = lineEffect.PencilRenderer.GetRenderElementTargetTexture(renderElementIndex);
                            if (renderElementTexture == null || renderElementTargetTexture == null)
                            {
                                break;
                            }

                            textureUpdateHandle = lineEffect.PencilRenderer.RequestTextureUpdate(1 + renderElementIndex);
                            if (textureUpdateHandle == 0xFFFFFFFF)
                            {
                                break;
                            }

#if UNITY_2018_3_OR_NEWER
                            cmd.IssuePluginCustomTextureUpdateV2(callback, renderElementTexture, textureUpdateHandle);
#else
                            cmd.IssuePluginCustomTextureUpdate(callback, renderElementTexture, textureUpdateHandle);
#endif
                            cmd.Blit(renderElementTexture, renderElementTargetTexture);
                        }
                    }

                    // 描画設定
                    cmd.SetGlobalTexture("_MainTex", source);
                    cmd.SetGlobalTexture("_LineTex", lineEffect.PencilRenderer.Texture);
                    cmd.SetGlobalFloat("_Alpha", alpha.value);
                    HDUtils.DrawFullScreen(cmd, m_Material, destination);

                    //
                    draw = true;
                }
            }

            // 何も描画するものがなかった場合、RenderTargetを転写しておく
            if (!draw)
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
            }
        }
Пример #12
0
        protected override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination, SunFlare data)
        {
            var cam         = camera.camera;
            var sunForward  = sunTransform.forward;
            var sunWorldPos = cam.transform.position - sunForward * 1000f;
            var sunViewPos  = cam.WorldToViewportPoint(sunWorldPos);

            var intensity  = Mathf.Clamp01(Vector3.Dot(cam.transform.forward, -sunForward));
            var sunVisible = sunViewPos.z > 0 && sunViewPos.x >= -0.1f && sunViewPos.x < 1.1f &&
                             sunViewPos.y >= -0.1f && sunViewPos.y < 1.1f;

            if (!sunVisible)
            {
                if (Physics.Raycast(cam.transform.position, -sunForward, 1000f, LayerMask))
                {
                    intensity = 0f;
                }
            }

            if (intensity > 0f)
            {
                GetCameraBuffers(out _, out var depthBuffer);
                var depthTexRes      = depthBuffer.referenceSize;
                var actualCameraSize = new Vector2Int(camera.actualWidth, camera.actualHeight);
                var occlTexRes       = new Vector2Int(OcclusionRes, OcclusionRes);

                var scaleRatio  = new Vector2((float)actualCameraSize.x / depthTexRes.x, (float)actualCameraSize.y / depthTexRes.y);
                var aspectRatio = (float)actualCameraSize.y / actualCameraSize.x;
                var scaledSun   = new Vector4(sunViewPos.x * scaleRatio.x, sunViewPos.y * scaleRatio.y,
                                              0.1f * aspectRatio * scaleRatio.x, 0.1f * scaleRatio.y);

                cmd.SetComputeVectorParam(computeShader, DepthTextureRes,
                                          new Vector4(depthTexRes.x, depthTexRes.y, 1f / depthTexRes.x, 1f / depthTexRes.y));
                cmd.SetComputeVectorParam(computeShader, OcclusionTextureRes,
                                          new Vector4(occlTexRes.x, occlTexRes.y, 1f / occlTexRes.x, 1f / occlTexRes.y));
                cmd.SetComputeVectorParam(computeShader, SunViewPos, scaledSun);

                var kernel = textureOcclusionKernel;
                cmd.SetComputeTextureParam(computeShader, kernel, DepthTexture, depthBuffer);
                cmd.SetComputeTextureParam(computeShader, kernel, OcclusionTextureOut, occlusionTextureA);
                cmd.DispatchCompute(computeShader, kernel, OcclusionRes / 8, OcclusionRes / 8, 1);

                kernel = blurTextureOcclusionKernel;
                cmd.SetComputeTextureParam(computeShader, kernel, OcclusionTextureIn, occlusionTextureA);
                cmd.SetComputeTextureParam(computeShader, kernel, OcclusionTextureOut, occlusionTextureB);
                cmd.DispatchCompute(computeShader, kernel, OcclusionRes / 8, OcclusionRes / 8, 1);

                kernel = reduceTextureOcclusionKernel;
                cmd.SetComputeTextureParam(computeShader, kernel, OcclusionTextureIn, occlusionTextureB);
                cmd.SetComputeTextureParam(computeShader, kernel, OcclusionTextureOut, occlusionTextureA);
                cmd.DispatchCompute(computeShader, kernel, 1, 1, 1);

                kernel = angleOcclusionKernel;
                cmd.SetComputeTextureParam(computeShader, kernel, OcclusionTextureIn, occlusionTextureB);
                cmd.SetComputeBufferParam(computeShader, kernel, AngleOcclusion, angleOcclusion);
                cmd.DispatchCompute(computeShader, kernel, AngleSamples / 64, 1, 1);

                cmd.SetGlobalVector(SunViewPos, sunViewPos);
                cmd.SetGlobalVector(SunSettings,
                                    new Vector4(data.sunIntensity, data.haloIntensity, data.ghostingIntensity, intensity));
                cmd.SetGlobalTexture(InputTexture, source);
                cmd.SetGlobalTexture(OcclusionTextureIn, occlusionTextureA);
                cmd.SetGlobalTexture(OcclusionTextureOut, occlusionTextureB);
                cmd.SetGlobalBuffer(AngleOcclusion, angleOcclusion);
                HDUtils.DrawFullScreen(cmd, material, destination);
            }
            else
            {
                HDUtils.BlitCameraTexture(cmd, source, destination);
            }
        }
Пример #13
0
        public void Denoise(CommandBuffer cmd, HDCamera hdCamera,
                            RTHandle noisyBuffer, RTHandle outputBuffer,
                            bool halfResolution = false, float historyValidity = 1.0f)
        {
            // Grab the global illumination volume component
            var giSettings = hdCamera.volumeStack.GetComponent <UnityEngine.Rendering.HighDefinition.GlobalIllumination>();

            var historyDepthBuffer  = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
            var historyDepthBuffer1 = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1);

            // If the depth textures are not available, we can't denoise
            if (historyDepthBuffer == null || historyDepthBuffer1 == null)
            {
                HDUtils.BlitCameraTexture(cmd, noisyBuffer, outputBuffer);
                return;
            }

            // Compute the dispatch parameters based on if we are half res or not
            int     tileSize = 8;
            int     numTilesX, numTilesY;
            Vector4 halfScreenSize;

            EvaluateDispatchParameters(hdCamera, halfResolution, tileSize, out numTilesX, out numTilesY, out halfScreenSize);

            // Pick the right kernel to use
            int m_KernelFilter = halfResolution ? m_SpatialFilterHalfKernel : m_SpatialFilterKernel;

            // Bind the input scalars
            var info = m_SharedRTManager.GetDepthBufferMipChainInfo();

            firstMipOffset.Set(HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].y));
            cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset);
            cmd.SetComputeIntParam(m_SSGIDenoiserCS, HDShaderIDs._IndirectDiffuseSpatialFilter, giSettings.filterRadius);
            // Inject half screen size if required
            if (halfResolution)
            {
                cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._HalfScreenSize, halfScreenSize);
            }

            // Bind the input buffers
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture());
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, noisyBuffer);

            // Bind the output buffer
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, outputBuffer);

            // Do the spatial pass
            cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Grab the history buffer
            RTHandle indirectDiffuseHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF);

            if (indirectDiffuseHistory == null)
            {
                indirectDiffuseHistory = hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);
                // clear it to black if this is the first pass to avoid nans
                CoreUtils.SetRenderTarget(cmd, indirectDiffuseHistory, m_SharedRTManager.GetDepthStencilBuffer(), ClearFlag.Color, clearColor: Color.black);
            }

            // Pick the right kernel to use
            m_KernelFilter = halfResolution ? m_TemporalFilterHalfKernel : m_TemporalFilterKernel;

            // Bind the input buffers
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture());
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeFloatParam(m_SSGIDenoiserCS, HDShaderIDs._HistoryValidity, historyValidity);
            if (halfResolution)
            {
                cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer1);
                cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset);
            }
            else
            {
                cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer);
            }
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, indirectDiffuseHistory);
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, outputBuffer);

            // Bind the output buffer
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, noisyBuffer);

            // Do the temporal pass
            cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Copy the new version into the history buffer
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._InputNoisyBuffer, noisyBuffer);
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._OutputFilteredBuffer, indirectDiffuseHistory);
            cmd.DispatchCompute(m_SSGIDenoiserCS, m_CopyHistory, numTilesX, numTilesY, hdCamera.viewCount);
        }