public virtual void Init(PostProcessingContext pcontext, T pmodel) { context = pcontext; model = pmodel; }
public void ProcessImage(PostProcessingContext context, CommandBuffer cb, ref Settings settings, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material) { const float kMaxBlurRadius = 5f; // Calculate the maximum blur radius in pixels. int maxBlurPixels = (int)(kMaxBlurRadius * context.height / 100); // Calculate the TileMax size. // It should be a multiple of 8 and larger than maxBlur. int tileSize = ((maxBlurPixels - 1) / 8 + 1) * 8; // Pass 1 - Velocity/depth packing var velocityScale = settings.shutterAngle / 360f; cb.SetGlobalFloat(Uniforms._VelocityScale, velocityScale); cb.SetGlobalFloat(Uniforms._MaxBlurRadius, maxBlurPixels); cb.SetGlobalFloat(Uniforms._RcpMaxBlurRadius, 1f / maxBlurPixels); int vbuffer = Uniforms._VelocityTex; cb.GetTemporaryRT(vbuffer, context.width, context.height, 0, FilterMode.Point, m_PackedRTFormat, RenderTextureReadWrite.Linear); cb.Blit((Texture)null, vbuffer, material, (int)Pass.VelocitySetup); // Pass 2 - First TileMax filter (1/2 downsize) int tile2 = Uniforms._Tile2RT; cb.GetTemporaryRT(tile2, context.width / 2, context.height / 2, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, vbuffer); cb.Blit(vbuffer, tile2, material, (int)Pass.TileMax1); // Pass 3 - Second TileMax filter (1/2 downsize) int tile4 = Uniforms._Tile4RT; cb.GetTemporaryRT(tile4, context.width / 4, context.height / 4, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, tile2); cb.Blit(tile2, tile4, material, (int)Pass.TileMax2); cb.ReleaseTemporaryRT(tile2); // Pass 4 - Third TileMax filter (1/2 downsize) int tile8 = Uniforms._Tile8RT; cb.GetTemporaryRT(tile8, context.width / 8, context.height / 8, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, tile4); cb.Blit(tile4, tile8, material, (int)Pass.TileMax2); cb.ReleaseTemporaryRT(tile4); // Pass 5 - Fourth TileMax filter (reduce to tileSize) var tileMaxOffs = Vector2.one * (tileSize / 8f - 1f) * -0.5f; cb.SetGlobalVector(Uniforms._TileMaxOffs, tileMaxOffs); cb.SetGlobalFloat(Uniforms._TileMaxLoop, (int)(tileSize / 8f)); int tile = Uniforms._TileVRT; cb.GetTemporaryRT(tile, context.width / tileSize, context.height / tileSize, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, tile8); cb.Blit(tile8, tile, material, (int)Pass.TileMaxV); cb.ReleaseTemporaryRT(tile8); // Pass 6 - NeighborMax filter int neighborMax = Uniforms._NeighborMaxTex; int neighborMaxWidth = context.width / tileSize; int neighborMaxHeight = context.height / tileSize; cb.GetTemporaryRT(neighborMax, neighborMaxWidth, neighborMaxHeight, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, tile); cb.Blit(tile, neighborMax, material, (int)Pass.NeighborMax); cb.ReleaseTemporaryRT(tile); // Pass 7 - Reconstruction pass cb.SetGlobalFloat(Uniforms._LoopCount, Mathf.Clamp(settings.sampleCount / 2, 1, 64)); cb.SetGlobalTexture(Uniforms._MainTex, source); cb.Blit(source, destination, material, (int)Pass.Reconstruction); cb.ReleaseTemporaryRT(vbuffer); cb.ReleaseTemporaryRT(neighborMax); }