public RenderTexture RenderDepthOfField(PostProcessParameters postProcessParams, RenderTexture source, RenderTexture dest, VirtualCamera virtualCamera) { this.CreateDX11Mat(); virtualCamera.BindVirtualCameraTextures(this.m_DoFMat); if (postProcessParams.DoFParams.quality == DepthOfFieldQuality.High_DX11) { virtualCamera.BindVirtualCameraTextures(this.m_DoFMatDX11); } virtualCamera.BindVirtualCameraParams(this.m_DoFMat, postProcessParams.cameraParams, postProcessParams.DoFParams.focalDistance, (float)postProcessParams.halfWidth, postProcessParams.isFirstRender); if (postProcessParams.DoFParams.quality == DepthOfFieldQuality.High_DX11) { virtualCamera.BindVirtualCameraParams(this.m_DoFMatDX11, postProcessParams.cameraParams, postProcessParams.DoFParams.focalDistance, (float)postProcessParams.halfWidth, postProcessParams.isFirstRender); } RenderTexture depthCenterAverage = null; if (postProcessParams.DoFParams.depthFocusMode == DepthFocusMode.PointAverage) { depthCenterAverage = this.PrepatePointAverage(postProcessParams, dest); } RenderTexture renderTexture = this.CreateTiledData(postProcessParams.halfResDepth, postProcessParams.preCalcValues.tanHalfFoV, postProcessParams.cameraParams.fNumber, postProcessParams.DoFParams.focalDistance, postProcessParams.DoFParams.focalRange, postProcessParams.cameraParams.apertureDiameter, postProcessParams.cameraParams.focalLength, postProcessParams.DoFParams.maxCoCRadius, postProcessParams.cameraParams.nearPlane, postProcessParams.cameraParams.farPlane); RenderTexture renderTexture2 = this.TileNeighbourhoodDataGathering(renderTexture); RenderTexture renderTexture3 = this.PrefilterSource(postProcessParams.halfResSource); RenderTexture renderTexture4 = this.BlurTapPass(renderTexture3, renderTexture, renderTexture2, depthCenterAverage, postProcessParams.DoFParams.quality); if (postProcessParams.DoFParams.useMedianFilter) { renderTexture4 = this.MedianFilterPass(renderTexture4); } RenderTexture result = this.UpsampleDepthOfField(source, renderTexture4, renderTexture2); RenderTexture.ReleaseTemporary(renderTexture); RenderTexture.ReleaseTemporary(renderTexture2); RenderTexture.ReleaseTemporary(renderTexture3); RenderTexture.ReleaseTemporary(renderTexture4); return result; }
private void PrepareExposure(CameraParameters cameraParams, VirtualCamera virtualCamera) { if (cameraParams.cameraMode == CameraMode.Off) { m_combinationMat.SetFloat("_ManualExposure", 1.0f); } else if (cameraParams.cameraMode != CameraMode.Manual) { virtualCamera.BindVirtualCameraTextures(m_combinationMat); } else { m_combinationMat.SetFloat("_ManualExposure", virtualCamera.CalculateManualExposure(cameraParams)); } }
private void OnEnable() { this.m_camera = base.GetComponent <Camera>(); this.m_bloomClass = new Bloom(); this.m_combinationPass = new CombinationPass(); this.m_downsampling = new Downsampling(); this.m_virtualCamera = new VirtualCamera(); this.m_depthOfFieldClass = new DepthOfField(); this.m_scionDebug = new ScionDebug(); this.m_colorGrading = new ColorGrading(); this.m_isFirstRender = true; this.postProcessParams.Fill(this); if (!this.PlatformCompatibility()) { base.enabled = false; } }
protected void OnEnable() { m_camera = GetComponent <Camera>(); m_cameraTransform = m_camera.transform; m_bloomClass = new Bloom(); m_combinationPass = new CombinationPass(); m_downsampling = new Downsampling(); m_virtualCamera = new VirtualCamera(); m_depthOfFieldClass = new DepthOfField(); m_scionDebug = new ScionDebug(); m_isFirstRender = true; if (PlatformCompatibility() == false) { this.enabled = false; } InitializePostProcessParams(); }
public void Combine(RenderTexture source, RenderTexture dest, PostProcessParameters postProcessParams, VirtualCamera virtualCamera) { if (postProcessParams.bloom == true) PrepareBloomSampling(postProcessParams.bloomTexture, postProcessParams.glareParams); if (postProcessParams.lensDirt == true) PrepareLensDirtSampling(postProcessParams.lensDirtTexture, postProcessParams.lensDirtParams, postProcessParams.glareParams); if (postProcessParams.lensFlare == true) PrepareLensFlareSampling(postProcessParams.lensFlareParams, postProcessParams.lensFlareTexture, postProcessParams.cameraTransform); PrepareExposure(postProcessParams.cameraParams, virtualCamera); PrepareColorGrading(postProcessParams.colorGradingParams); UploadVariables(postProcessParams); //The reasoning behind the passIndex stuff is keyword avoidance int passIndex = 0; if (postProcessParams.tonemapping == false) passIndex += 4; if (postProcessParams.bloom == false) passIndex += 2; if (postProcessParams.lensDirt == false || postProcessParams.lensDirtTexture == null) passIndex += 1; source.filterMode = FilterMode.Bilinear; source.wrapMode = TextureWrapMode.Clamp; Graphics.Blit(source, dest, m_combinationMat, passIndex); //Graphics.Blit(postProcessParams.blurTexture, dest); //Graphics.Blit(postProcessParams.halfResSource, dest); //Graphics.Blit(source, dest); }
public void Combine(RenderTexture source, RenderTexture dest, PostProcessParameters postProcessParams, VirtualCamera virtualCamera) { if (postProcessParams.bloom == true) { PrepareBloomSampling(postProcessParams.bloomTexture, postProcessParams.glareParams); } if (postProcessParams.lensDirt == true) { PrepareLensDirtSampling(postProcessParams.lensDirtTexture, postProcessParams.lensDirtParams, postProcessParams.glareParams); } if (postProcessParams.lensFlare == true) { PrepareLensFlareSampling(postProcessParams.lensFlareParams, postProcessParams.lensFlareTexture, postProcessParams.cameraTransform); } PrepareExposure(postProcessParams.cameraParams, virtualCamera); PrepareColorGrading(postProcessParams.colorGradingParams); UploadVariables(postProcessParams); //The reasoning behind the passIndex stuff is keyword avoidance int passIndex = 0; if (postProcessParams.tonemapping == false) { passIndex += 4; } if (postProcessParams.bloom == false) { passIndex += 2; } if (postProcessParams.lensDirt == false || postProcessParams.lensDirtTexture == null) { passIndex += 1; } source.filterMode = FilterMode.Bilinear; source.wrapMode = TextureWrapMode.Clamp; Graphics.Blit(source, dest, m_combinationMat, passIndex); //Graphics.Blit(postProcessParams.blurTexture, dest); //Graphics.Blit(postProcessParams.halfResSource, dest); //Graphics.Blit(source, dest); }
private void PrepareExposure(CameraParameters cameraParams, VirtualCamera virtualCamera) { if (cameraParams.cameraMode == CameraMode.Off) { m_combinationMat.SetFloat("_ManualExposure", 1.0f); } else if (cameraParams.cameraMode != CameraMode.Manual) { virtualCamera.BindVirtualCameraTextures(m_combinationMat); } else { m_combinationMat.SetFloat("_ManualExposure", virtualCamera.CalculateManualExposure(cameraParams)); } }
public RenderTexture RenderDepthOfField(PostProcessParameters postProcessParams, RenderTexture source, RenderTexture downsampledClrDepth, VirtualCamera virtualCamera, RenderTexture exclusionMask) { if (ShaderSettings.ExposureSettings.IsActive("SC_EXPOSURE_AUTO") == true) { virtualCamera.BindVirtualCameraTextures(m_DoFMat); } virtualCamera.BindVirtualCameraParams(m_DoFMat, postProcessParams.cameraParams, postProcessParams.DoFParams.focalDistance, postProcessParams.halfWidth, postProcessParams.isFirstRender); RenderTexture depthCenterAverage = null; if (postProcessParams.DoFParams.depthFocusMode == DepthFocusMode.PointAverage) { depthCenterAverage = PrepatePointAverage(postProcessParams, downsampledClrDepth); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(depthCenterAverage, false, false, false); } RenderTexture tiledData = CreateTiledData(downsampledClrDepth, postProcessParams.preCalcValues.tanHalfFoV, postProcessParams.cameraParams.fNumber, postProcessParams.DoFParams.focalDistance, postProcessParams.DoFParams.focalRange, postProcessParams.cameraParams.apertureDiameter, postProcessParams.cameraParams.focalLength, postProcessParams.DoFParams.maxCoCRadius, postProcessParams.cameraParams.nearPlane, postProcessParams.cameraParams.farPlane); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(exclusionMask, false, false, false); RenderTexture neighbourhoodData = TileNeighbourhoodDataGathering(tiledData); RenderTexture prefilteredSource = PrefilterSource(downsampledClrDepth); RenderTexture.ReleaseTemporary(downsampledClrDepth); RenderTexture presortTexture = Presort(prefilteredSource, neighbourhoodData); if (postProcessParams.DoFParams.useTemporal == true) UploadTemporalReprojectionVariables(postProcessParams); RenderTexture tapsTexture; RenderTexture alphaTexture; BlurTapPass(prefilteredSource, tiledData, neighbourhoodData, exclusionMask, depthCenterAverage, presortTexture, postProcessParams.DoFParams.quality, out tapsTexture, out alphaTexture); const bool temporalAlpha = false; //Only do temporal super sampling in editor if its playing #if UNITY_EDITOR if (UnityEditor.EditorApplication.isPlaying == true && postProcessParams.DoFParams.useTemporal == true && previousTapsTexture != null) { if (temporalAlpha == true) TemporalPass(ref tapsTexture, ref alphaTexture, previousTapsTexture, previousAlphaTexture); else TemporalPass(ref tapsTexture, previousTapsTexture); } #else if (postProcessParams.DoFParams.useTemporal == true && previousTapsTexture != null) { if (temporalAlpha == true) TemporalPass(ref tapsTexture, ref alphaTexture, previousTapsTexture, previousAlphaTexture); else TemporalPass(ref tapsTexture, previousTapsTexture); } #endif //alphaTexture = BilateralAlphaFilter(alphaTexture, tapsTexture); //alphaTexture = MedianFilterPass(alphaTexture); if (postProcessParams.DoFParams.useMedianFilter == true) tapsTexture = MedianFilterPass(tapsTexture); if (postProcessParams.DoFParams.visualizeFocalDistance == true) VisualizeFocalDistance(tapsTexture); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(presort, true, false, false); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(alphaTexture, false, false, false); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(previousTapsTexture, false, false, false); RenderTexture compositedDoF = UpsampleDepthOfField(source, tapsTexture, alphaTexture, neighbourhoodData, exclusionMask); RenderTexture.ReleaseTemporary(tiledData); RenderTexture.ReleaseTemporary(neighbourhoodData); RenderTexture.ReleaseTemporary(prefilteredSource); RenderTexture.ReleaseTemporary(presortTexture); if (copiedDepthBuffer != null) { RenderTexture.ReleaseTemporary(copiedDepthBuffer); copiedDepthBuffer = null; } if (previousTapsTexture != null) { RenderTexture.ReleaseTemporary(previousTapsTexture); previousTapsTexture = null; } if (previousAlphaTexture != null) { RenderTexture.ReleaseTemporary(previousAlphaTexture); previousAlphaTexture = null; } if (postProcessParams.DoFParams.useTemporal == true) { previousTapsTexture = tapsTexture; previousAlphaTexture = alphaTexture; } else { RenderTexture.ReleaseTemporary(tapsTexture); RenderTexture.ReleaseTemporary(alphaTexture); } return compositedDoF; }
private void OnEnable() { this.m_camera = base.GetComponent<Camera>(); this.m_bloomClass = new Bloom(); this.m_combinationPass = new CombinationPass(); this.m_downsampling = new Downsampling(); this.m_virtualCamera = new VirtualCamera(); this.m_depthOfFieldClass = new DepthOfField(); this.m_scionDebug = new ScionDebug(); this.m_colorGrading = new ColorGrading(); this.m_isFirstRender = true; this.postProcessParams.Fill(this); if (!this.PlatformCompatibility()) { base.enabled = false; } }
public RenderTexture RenderDepthOfField(PostProcessParameters postProcessParams, RenderTexture source, RenderTexture downsampledClrDepth, VirtualCamera virtualCamera, RenderTexture exclusionMask) { if (ShaderSettings.ExposureSettings.IsActive("SC_EXPOSURE_AUTO") == true) { virtualCamera.BindVirtualCameraTextures(m_DoFMat); } virtualCamera.BindVirtualCameraParams(m_DoFMat, postProcessParams.cameraParams, postProcessParams.DoFParams.focalDistance, postProcessParams.halfWidth, postProcessParams.isFirstRender); RenderTexture depthCenterAverage = null; if (postProcessParams.DoFParams.depthFocusMode == DepthFocusMode.PointAverage) { depthCenterAverage = PrepatePointAverage(postProcessParams, downsampledClrDepth); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(depthCenterAverage, false, false, false); } RenderTexture tiledData = CreateTiledData(downsampledClrDepth, postProcessParams.preCalcValues.tanHalfFoV, postProcessParams.cameraParams.fNumber, postProcessParams.DoFParams.focalDistance, postProcessParams.DoFParams.focalRange, postProcessParams.cameraParams.apertureDiameter, postProcessParams.cameraParams.focalLength, postProcessParams.DoFParams.maxCoCRadius, postProcessParams.cameraParams.nearPlane, postProcessParams.cameraParams.farPlane); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(exclusionMask, false, false, false); RenderTexture neighbourhoodData = TileNeighbourhoodDataGathering(tiledData); RenderTexture prefilteredSource = PrefilterSource(downsampledClrDepth); RenderTexture.ReleaseTemporary(downsampledClrDepth); RenderTexture presortTexture = Presort(prefilteredSource, neighbourhoodData); if (postProcessParams.DoFParams.useTemporal == true) { UploadTemporalReprojectionVariables(postProcessParams); } RenderTexture tapsTexture; RenderTexture alphaTexture; BlurTapPass(prefilteredSource, tiledData, neighbourhoodData, exclusionMask, depthCenterAverage, presortTexture, postProcessParams.DoFParams.quality, out tapsTexture, out alphaTexture); const bool temporalAlpha = false; //Only do temporal super sampling in editor if its playing #if UNITY_EDITOR if (UnityEditor.EditorApplication.isPlaying == true && postProcessParams.DoFParams.useTemporal == true && previousTapsTexture != null) { if (temporalAlpha == true) { TemporalPass(ref tapsTexture, ref alphaTexture, previousTapsTexture, previousAlphaTexture); } else { TemporalPass(ref tapsTexture, previousTapsTexture); } } #else if (postProcessParams.DoFParams.useTemporal == true && previousTapsTexture != null) { if (temporalAlpha == true) { TemporalPass(ref tapsTexture, ref alphaTexture, previousTapsTexture, previousAlphaTexture); } else { TemporalPass(ref tapsTexture, previousTapsTexture); } } #endif //alphaTexture = BilateralAlphaFilter(alphaTexture, tapsTexture); //alphaTexture = MedianFilterPass(alphaTexture); if (postProcessParams.DoFParams.useMedianFilter == true) { tapsTexture = MedianFilterPass(tapsTexture); } if (postProcessParams.DoFParams.visualizeFocalDistance == true) { VisualizeFocalDistance(tapsTexture); } //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(presort, true, false, false); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(alphaTexture, false, false, false); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(previousTapsTexture, false, false, false); RenderTexture compositedDoF = UpsampleDepthOfField(source, tapsTexture, alphaTexture, neighbourhoodData, exclusionMask); RenderTexture.ReleaseTemporary(tiledData); RenderTexture.ReleaseTemporary(neighbourhoodData); RenderTexture.ReleaseTemporary(prefilteredSource); RenderTexture.ReleaseTemporary(presortTexture); if (copiedDepthBuffer != null) { RenderTexture.ReleaseTemporary(copiedDepthBuffer); copiedDepthBuffer = null; } if (previousTapsTexture != null) { RenderTexture.ReleaseTemporary(previousTapsTexture); previousTapsTexture = null; } if (previousAlphaTexture != null) { RenderTexture.ReleaseTemporary(previousAlphaTexture); previousAlphaTexture = null; } if (postProcessParams.DoFParams.useTemporal == true) { previousTapsTexture = tapsTexture; previousAlphaTexture = alphaTexture; } else { RenderTexture.ReleaseTemporary(tapsTexture); RenderTexture.ReleaseTemporary(alphaTexture); } return(compositedDoF); }
public RenderTexture RenderDepthOfField(PostProcessParameters postProcessParams, RenderTexture source, RenderTexture dest, VirtualCamera virtualCamera) { this.CreateDX11Mat(); virtualCamera.BindVirtualCameraTextures(this.m_DoFMat); if (postProcessParams.DoFParams.quality == DepthOfFieldQuality.High_DX11) { virtualCamera.BindVirtualCameraTextures(this.m_DoFMatDX11); } virtualCamera.BindVirtualCameraParams(this.m_DoFMat, postProcessParams.cameraParams, postProcessParams.DoFParams.focalDistance, (float)postProcessParams.halfWidth, postProcessParams.isFirstRender); if (postProcessParams.DoFParams.quality == DepthOfFieldQuality.High_DX11) { virtualCamera.BindVirtualCameraParams(this.m_DoFMatDX11, postProcessParams.cameraParams, postProcessParams.DoFParams.focalDistance, (float)postProcessParams.halfWidth, postProcessParams.isFirstRender); } RenderTexture depthCenterAverage = null; if (postProcessParams.DoFParams.depthFocusMode == DepthFocusMode.PointAverage) { depthCenterAverage = this.PrepatePointAverage(postProcessParams, dest); } RenderTexture renderTexture = this.CreateTiledData(postProcessParams.halfResDepth, postProcessParams.preCalcValues.tanHalfFoV, postProcessParams.cameraParams.fNumber, postProcessParams.DoFParams.focalDistance, postProcessParams.DoFParams.focalRange, postProcessParams.cameraParams.apertureDiameter, postProcessParams.cameraParams.focalLength, postProcessParams.DoFParams.maxCoCRadius, postProcessParams.cameraParams.nearPlane, postProcessParams.cameraParams.farPlane); RenderTexture renderTexture2 = this.TileNeighbourhoodDataGathering(renderTexture); RenderTexture renderTexture3 = this.PrefilterSource(postProcessParams.halfResSource); RenderTexture renderTexture4 = this.BlurTapPass(renderTexture3, renderTexture, renderTexture2, depthCenterAverage, postProcessParams.DoFParams.quality); if (postProcessParams.DoFParams.useMedianFilter) { renderTexture4 = this.MedianFilterPass(renderTexture4); } RenderTexture result = this.UpsampleDepthOfField(source, renderTexture4, renderTexture2); RenderTexture.ReleaseTemporary(renderTexture); RenderTexture.ReleaseTemporary(renderTexture2); RenderTexture.ReleaseTemporary(renderTexture3); RenderTexture.ReleaseTemporary(renderTexture4); return(result); }
public void Combine(RenderTexture source, RenderTexture dest, PostProcessParameters postProcessParams, VirtualCamera virtualCamera) { if (postProcessParams.bloom) { this.PrepareBloomSampling(postProcessParams.bloomTexture, postProcessParams.bloomParams); } if (postProcessParams.lensDirt) { this.PrepareLensDirtSampling(postProcessParams.lensDirtTexture, postProcessParams.lensDirtParams); } this.PrepareExposure(postProcessParams.cameraParams, virtualCamera); this.PrepareColorGrading(postProcessParams.colorGradingParams); this.UploadVariables(postProcessParams.commonPostProcess); int num = 0; if (!postProcessParams.tonemapping) { num += 3; } if (!postProcessParams.bloom) { num += 2; } else if (!postProcessParams.lensDirt) { num++; } source.filterMode = FilterMode.Bilinear; source.wrapMode = TextureWrapMode.Clamp; Graphics.Blit(source, dest, this.m_combinationMat, num); }
public RenderTexture RenderDepthOfField(PostProcessParameters postProcessParams, RenderTexture source, VirtualCamera virtualCamera, RenderTexture exclusionMask) { CreateDX11Mat(); if (ShaderSettings.ExposureSettings.IsActive("SC_EXPOSURE_AUTO") == true) { virtualCamera.BindVirtualCameraTextures(m_DoFMat); if (postProcessParams.DoFParams.quality == DepthOfFieldQuality.High_DX11) { virtualCamera.BindVirtualCameraTextures(m_DoFMatDX11); } } virtualCamera.BindVirtualCameraParams(m_DoFMat, postProcessParams.cameraParams, postProcessParams.DoFParams.focalDistance, postProcessParams.halfWidth, postProcessParams.isFirstRender); if (postProcessParams.DoFParams.quality == DepthOfFieldQuality.High_DX11) { virtualCamera.BindVirtualCameraParams(m_DoFMatDX11, postProcessParams.cameraParams, postProcessParams.DoFParams.focalDistance, postProcessParams.halfWidth, postProcessParams.isFirstRender); } RenderTexture depthCenterAverage = null; if (postProcessParams.DoFParams.depthFocusMode == DepthFocusMode.PointAverage) { depthCenterAverage = PrepatePointAverage(postProcessParams); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(depthCenterAverage, false, false, false); } RenderTexture tiledData = CreateTiledData(postProcessParams.halfResDepth, postProcessParams.preCalcValues.tanHalfFoV, postProcessParams.cameraParams.fNumber, postProcessParams.DoFParams.focalDistance, postProcessParams.DoFParams.focalRange, postProcessParams.cameraParams.apertureDiameter, postProcessParams.cameraParams.focalLength, postProcessParams.DoFParams.maxCoCRadius, postProcessParams.cameraParams.nearPlane, postProcessParams.cameraParams.farPlane); //ScionPostProcess.ActiveDebug.RegisterTextureForVisualization(exclusionMask, false, false, false); RenderTexture neighbourhoodData = TileNeighbourhoodDataGathering(tiledData); RenderTexture prefilteredSource = PrefilterSource(postProcessParams.halfResSource); RenderTexture depthOfFieldTexture = BlurTapPass(prefilteredSource, tiledData, neighbourhoodData, exclusionMask, depthCenterAverage, postProcessParams.DoFParams.quality); if (postProcessParams.DoFParams.useMedianFilter == true) { depthOfFieldTexture = MedianFilterPass(depthOfFieldTexture); } RenderTexture compositedDoF = UpsampleDepthOfField(source, depthOfFieldTexture, neighbourhoodData, exclusionMask); RenderTexture.ReleaseTemporary(tiledData); RenderTexture.ReleaseTemporary(neighbourhoodData); RenderTexture.ReleaseTemporary(prefilteredSource); RenderTexture.ReleaseTemporary(depthOfFieldTexture); return(compositedDoF); }
protected void OnEnable() { m_camera = GetComponent<Camera>(); m_cameraTransform = camera.transform; m_bloomClass = new Bloom(); m_lensFlareClass = new ScionLensFlare(); m_combinationPass = new CombinationPass(); m_downsampling = new Downsampling(); m_virtualCamera = new VirtualCamera(); m_depthOfFieldClass = new DepthOfField(); m_scionDebug = new ScionDebug(); m_isFirstRender = true; if (PlatformCompatibility() == false) this.enabled = false; #if UNITY_EDITOR UnityEditor.Undo.undoRedoPerformed -= OnUndoCallback; UnityEditor.Undo.undoRedoPerformed += OnUndoCallback; #endif }
public void Combine(RenderTexture source, RenderTexture dest, PostProcessParameters postProcessParams, VirtualCamera virtualCamera) { if (postProcessParams.bloom == true) { PrepareBloomSampling(postProcessParams.bloomTexture, postProcessParams.bloomParams); } if (postProcessParams.lensDirt == true) { PrepareLensDirtSampling(postProcessParams.lensDirtTexture, postProcessParams.lensDirtParams); } PrepareExposure(postProcessParams.cameraParams, virtualCamera); PrepareColorGrading(postProcessParams.colorGradingParams); UploadVariables(postProcessParams.commonPostProcess); int passIndex = 0; if (postProcessParams.tonemapping == false) { passIndex += 3; } if (postProcessParams.bloom == false) { passIndex += 2; } else if (postProcessParams.lensDirt == false) { passIndex += 1; } source.filterMode = FilterMode.Bilinear; source.wrapMode = TextureWrapMode.Clamp; Graphics.Blit(source, dest, m_combinationMat, passIndex); //Graphics.Blit(postProcessParams.blurTexture, dest); //Graphics.Blit(postProcessParams.halfResSource, dest); //Graphics.Blit(source, dest); }