示例#1
0
        public void OnPreRender(ref Camera camera)
        {
            TaaUtilities.EnsureDepthTexture(camera);

            if (this.useUnityVelocityBuffer)
            {
                camera.depthTextureMode |= DepthTextureMode.Depth;
                camera.depthTextureMode |= DepthTextureMode.MotionVectors;
            }
        }
示例#2
0
        public void OnApplicationQuit()
        {
            if (this._velocity_buffer != null)
            {
                TaaUtilities.ReleaseRenderTarget(ref this._velocity_buffer[0]);
                TaaUtilities.ReleaseRenderTarget(ref this._velocity_buffer[1]);
            }

            if (this._velocity_neighbor_max != null)
            {
                TaaUtilities.ReleaseRenderTarget(ref this._velocity_neighbor_max[0]);
                TaaUtilities.ReleaseRenderTarget(ref this._velocity_neighbor_max[1]);
            }
        }
示例#3
0
 public void Clear()
 {
     TaaUtilities.EnsureArray(ref this._param_initialized, 2);
     this._param_initialized[0] = false;
     this._param_initialized[1] = false;
 }
示例#4
0
        public void OnPostRender(ref Camera camera, ref FrustumJitter frustum_jitter)
        {
            TaaUtilities.EnsureArray(ref this._velocity_buffer, 2);
            TaaUtilities.EnsureArray(ref this._velocity_neighbor_max, 2);

            TaaUtilities.EnsureArray(ref this._param_initialized, 2, initial_value: false);
            TaaUtilities.EnsureArray(ref this._param_projection_extents, 2);
            TaaUtilities.EnsureArray(ref this._param_curr_v, 2);
            TaaUtilities.EnsureArray(ref this._param_curr_vp, 2);
            TaaUtilities.EnsureArray(ref this._param_prev_vp, 2);
            TaaUtilities.EnsureArray(ref this._param_prev_vp_no_flip, 2);

            TaaUtilities.EnsureMaterial(ref this._velocity_material, this._velocity_shader);
            if (this._velocity_material == null)
            {
                return;
            }

            this.TimeScale = this._time_scale_next_frame;
            this._time_scale_next_frame = Time.timeScale == 0.0f ? this._time_scale_next_frame : Time.timeScale;

      #if SUPPORT_STEREO
            var eye_index = camera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Right ? 1 : 0;
      #else
            int eyeIndex = 0;
      #endif
            var buffer_w = camera.pixelWidth;
            var buffer_h = camera.pixelHeight;

            if (TaaUtilities.EnsureRenderTarget(ref this._velocity_buffer[eye_index],
                                                buffer_w,
                                                buffer_h,
                                                _velocity_format,
                                                FilterMode.Point,
                                                depth_bits: 16))
            {
                this.Clear();
            }

            TaaUtilities.EnsureKeyword(this._velocity_material, "CAMERA_PERSPECTIVE", !camera.orthographic);
            TaaUtilities.EnsureKeyword(this._velocity_material, "CAMERA_ORTHOGRAPHIC", camera.orthographic);

            TaaUtilities.EnsureKeyword(this._velocity_material,
                                       "TILESIZE_10",
                                       this.neighborMaxSupport == NeighborMaxSupport.Tile_size10_);
            TaaUtilities.EnsureKeyword(this._velocity_material,
                                       "TILESIZE_20",
                                       this.neighborMaxSupport == NeighborMaxSupport.Tile_size20_);
            TaaUtilities.EnsureKeyword(this._velocity_material,
                                       "TILESIZE_40",
                                       this.neighborMaxSupport == NeighborMaxSupport.Tile_size40_);

            TaaUtilities.EnsureKeyword(this._velocity_material,
                                       "USE_UNITY_VELOCITY_BUFFER",
                                       this.useUnityVelocityBuffer);

      #if SUPPORT_STEREO
            if (camera.stereoEnabled)
            {
                for (var i = 0; i != 2; i++)
                {
                    var eye = (Camera.StereoscopicEye)i;

                    var curr_v         = camera.GetStereoViewMatrix(eye);
                    var curr_p         = GL.GetGPUProjectionMatrix(camera.GetStereoProjectionMatrix(eye), true);
                    var curr_p_no_flip = GL.GetGPUProjectionMatrix(camera.GetStereoProjectionMatrix(eye), false);
                    var prev_v         = this._param_initialized[i] ? this._param_curr_v[i] : curr_v;

                    this._param_initialized[i]        = true;
                    this._param_projection_extents[i] = camera.GetProjectionExtents(eye);
                    this._param_curr_v[i]             = curr_v;
                    this._param_curr_vp[i]            = curr_p * curr_v;
                    this._param_prev_vp[i]            = curr_p * prev_v;
                    this._param_prev_vp_no_flip[i]    = curr_p_no_flip * prev_v;
                }
            }
            else
          #endif
            {
                var curr_v         = camera.worldToCameraMatrix;
                var curr_p         = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
                var curr_p_no_flip = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
                var prev_v         = this._param_initialized[0] ? this._param_curr_v[0] : curr_v;

                this._param_initialized[0]        = true;
                this._param_projection_extents[0] = frustum_jitter != null
                                                ? camera.GetProjectionExtents(frustum_jitter._ActiveSample.x,
                                                                              frustum_jitter._ActiveSample.y)
                                                : camera.GetProjectionExtents();

                this._param_curr_v[0]          = curr_v;
                this._param_curr_vp[0]         = curr_p * curr_v;
                this._param_prev_vp[0]         = curr_p * prev_v;
                this._param_prev_vp_no_flip[0] = curr_p_no_flip * prev_v;
            }

            var active_rt = RenderTexture.active;
            RenderTexture.active = this._velocity_buffer[eye_index];

            GL.Clear(true, true, Color.black);

            const int k_prepass          = 0;
            const int k_vertices         = 1;
            const int k_vertices_skinned = 2;
            const int k_tile_max         = 3;
            const int k_neighbor_max     = 4;

            // 0: prepass
      #if SUPPORT_STEREO
            this._velocity_material.SetVectorArray(_projection_extents, this._param_projection_extents);
            this._velocity_material.SetMatrixArray(_curr_v, this._param_curr_v);
            this._velocity_material.SetMatrixArray(_curr_vp, this._param_curr_vp);
            this._velocity_material.SetMatrixArray(_prev_vp, this._param_prev_vp);
            this._velocity_material.SetMatrixArray(_prev_vp_no_flip, this._param_prev_vp_no_flip);
      #else
            velocityMaterial.SetVector(ProjectionExtents, paramProjectionExtents[0]);
            velocityMaterial.SetMatrix(CurrV, paramCurrV[0]);
            velocityMaterial.SetMatrix(CurrVp, paramCurrVP[0]);
            velocityMaterial.SetMatrix(PrevVp, paramPrevVP[0]);
            velocityMaterial.SetMatrix(PrevVpNoFlip, paramPrevVP_NoFlip[0]);
      #endif

            this._velocity_material.SetPass(k_prepass);
            TaaUtilities.DrawFullscreenQuad();

            // 1 + 2: vertices + vertices skinned
            var obs = VelocityBufferTag._ActiveObjects;
      #if UNITY_EDITOR && PD_TAA_FORK_DEBUG
            this.numResident  = obs.Count;
            this.numRendered  = 0;
            this.numDrawCalls = 0;
      #endif
            for (int i = 0, n = obs.Count; i != n; i++)
            {
                var ob = obs[i];
                if (ob != null && ob.Rendering && ob._Mesh != null)
                {
                    this._velocity_material.SetMatrix(_curr_m, ob._LocalToWorldCurr);
                    this._velocity_material.SetMatrix(_prev_m, ob._LocalToWorldPrev);
                    this._velocity_material.SetPass(ob._MeshSmrActive ? k_vertices_skinned : k_vertices);

                    for (var j = 0; j != ob._Mesh.subMeshCount; j++)
                    {
                        Graphics.DrawMeshNow(ob._Mesh, Matrix4x4.identity, j);
            #if UNITY_EDITOR && PD_TAA_FORK_DEBUG
                        this.numDrawCalls++;
            #endif
                    }
          #if UNITY_EDITOR && PD_TAA_FORK_DEBUG
                    this.numRendered++;
          #endif
                }
            }

            // 3 + 4: tilemax + neighbormax
            if (this.neighborMaxGen)
            {
                var tile_size = 1;

                switch (this.neighborMaxSupport)
                {
                case NeighborMaxSupport.Tile_size10_:
                    tile_size = 10;
                    break;

                case NeighborMaxSupport.Tile_size20_:
                    tile_size = 20;
                    break;

                case NeighborMaxSupport.Tile_size40_:
                    tile_size = 40;
                    break;
                }

                var neighbor_max_w = buffer_w / tile_size;
                var neighbor_max_h = buffer_h / tile_size;

                TaaUtilities.EnsureRenderTarget(ref this._velocity_neighbor_max[eye_index],
                                                neighbor_max_w,
                                                neighbor_max_h,
                                                _velocity_format,
                                                FilterMode.Bilinear);

                // tilemax
                var tile_max = RenderTexture.GetTemporary(neighbor_max_w,
                                                          neighbor_max_h,
                                                          0,
                                                          _velocity_format);
                RenderTexture.active = tile_max;
                {
                    this._velocity_material.SetTexture(_velocity_tex, this._velocity_buffer[eye_index]);
                    this._velocity_material.SetVector(_velocity_tex_texel_size,
                                                      new Vector4(1.0f / buffer_w,
                                                                  1.0f / buffer_h,
                                                                  0.0f,
                                                                  0.0f));
                    this._velocity_material.SetPass(k_tile_max);
                    TaaUtilities.DrawFullscreenQuad();
                }

                // neighbormax
                RenderTexture.active = this._velocity_neighbor_max[eye_index];
                {
                    this._velocity_material.SetTexture(_velocity_tex, tile_max);
                    this._velocity_material.SetVector(_velocity_tex_texel_size,
                                                      new Vector4(1.0f / neighbor_max_w,
                                                                  1.0f / neighbor_max_h,
                                                                  0.0f,
                                                                  0.0f));
                    this._velocity_material.SetPass(k_neighbor_max);
                    TaaUtilities.DrawFullscreenQuad();
                }

                RenderTexture.ReleaseTemporary(tile_max);
            }
            else
            {
                TaaUtilities.ReleaseRenderTarget(ref this._velocity_neighbor_max[0]);
                TaaUtilities.ReleaseRenderTarget(ref this._velocity_neighbor_max[1]);
            }

            RenderTexture.active = active_rt;

            this._active_eye_index = eye_index;
        }