public void OnPreRender(ref Camera camera) { TaaUtilities.EnsureDepthTexture(camera); if (this.useUnityVelocityBuffer) { camera.depthTextureMode |= DepthTextureMode.Depth; camera.depthTextureMode |= DepthTextureMode.MotionVectors; } }
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]); } }
public void Clear() { TaaUtilities.EnsureArray(ref this._param_initialized, 2); this._param_initialized[0] = false; this._param_initialized[1] = false; }
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; }