示例#1
0
        //This function is also responsible for downsampling the depth buffer and binding it
        protected RenderTexture DepthOfFieldStep(PostProcessParameters postProcessParams, RenderTexture source)
        {
            if (postProcessParams.depthOfField == false)
            {
                return(source);
            }

            RenderTexture exclusionMask = null;

            if (postProcessParams.DoFParams.depthOfFieldMask != 0)             //If objects are masked out
            {
                exclusionMask = m_depthOfFieldClass.RenderExclusionMask(postProcessParams.width, postProcessParams.height, postProcessParams.camera,
                                                                        postProcessParams.cameraTransform, postProcessParams.DoFParams.depthOfFieldMask);
                //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(exclusionMask, false, false, false);
                RenderTexture downsampledExclusionMask = m_downsampling.DownsampleMinFilter(source.width, source.height, exclusionMask);
                RenderTexture.ReleaseTemporary(exclusionMask);
                exclusionMask = downsampledExclusionMask;
            }

            //postProcessParams.halfResSource = m_downsampling.DownsampleFireflyRemoving(source);
            postProcessParams.halfResSource = m_downsampling.DownsampleFireflyRemovingBilateral(source, postProcessParams.halfResDepth);

            source = m_depthOfFieldClass.RenderDepthOfField(postProcessParams, source, m_virtualCamera, exclusionMask);

            //Downsample scene again, this time with DoF applied
            RenderTexture.ReleaseTemporary(postProcessParams.halfResSource);
            if (exclusionMask != null)
            {
                RenderTexture.ReleaseTemporary(exclusionMask);
            }

            return(source);
        }