public override void Render(PostProcessRenderContext context)
        {
            var colorFormat = RenderTextureFormat.DefaultHDR;
            var cocFormat   = SelectFormat(RenderTextureFormat.R8, RenderTextureFormat.RHalf);

            // Avoid using R8 on OSX with Metal. #896121, https://goo.gl/MgKqu6
#if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX) && !UNITY_2017_1_OR_NEWER
            if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Metal)
            {
                cocFormat = SelectFormat(RenderTextureFormat.RHalf, RenderTextureFormat.Default);
            }
#endif

            // Material setup
            float scaledFilmHeight = k_FilmHeight * (context.height / 1080f);
            var   f      = settings.focalLength.value / 1000f;
            var   s1     = Mathf.Max(settings.focusDistance.value, f);
            var   aspect = (float)context.screenWidth / (float)context.screenHeight;
            var   coeff  = f * f / (settings.aperture.value * (s1 - f) * scaledFilmHeight * 2f);
            var   maxCoC = CalculateMaxCoCRadius(context.screenHeight);

            var sheet = context.propertySheets.Get(context.resources.shaders.depthOfField);
            sheet.properties.Clear();
            sheet.properties.SetFloat(ShaderIDs.Distance, s1);
            sheet.properties.SetFloat(ShaderIDs.LensCoeff, coeff);
            sheet.properties.SetFloat(ShaderIDs.MaxCoC, maxCoC);
            sheet.properties.SetFloat(ShaderIDs.RcpMaxCoC, 1f / maxCoC);
            sheet.properties.SetFloat(ShaderIDs.RcpAspect, 1f / aspect);

            var cmd = context.command;
            cmd.BeginSample("DepthOfField");

            // CoC calculation pass
            context.GetScreenSpaceTemporaryRT(cmd, ShaderIDs.CoCTex, 0, cocFormat, RenderTextureReadWrite.Linear);
            cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, ShaderIDs.CoCTex, sheet, (int)Pass.CoCCalculation);

            // Downsampling and prefiltering pass
            context.GetScreenSpaceTemporaryRT(cmd, ShaderIDs.DepthOfFieldTex, 0, colorFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, context.width / 2, context.height / 2);
            cmd.BlitFullscreenTriangle(context.source, ShaderIDs.DepthOfFieldTex, sheet, (int)Pass.DownsampleAndPrefilter);

            // Bokeh simulation pass
            context.GetScreenSpaceTemporaryRT(cmd, ShaderIDs.DepthOfFieldTemp, 0, colorFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, context.width / 2, context.height / 2);
            cmd.BlitFullscreenTriangle(ShaderIDs.DepthOfFieldTex, ShaderIDs.DepthOfFieldTemp, sheet, (int)Pass.BokehSmallKernel + (int)settings.kernelSize.value);

            // Postfilter pass
            cmd.BlitFullscreenTriangle(ShaderIDs.DepthOfFieldTemp, ShaderIDs.DepthOfFieldTex, sheet, (int)Pass.PostFilter);
            cmd.ReleaseTemporaryRT(ShaderIDs.DepthOfFieldTemp);

            // Debug overlay pass
            if (context.IsDebugOverlayEnabled(DebugOverlay.DepthOfField))
            {
                context.PushDebugOverlay(cmd, context.source, sheet, (int)Pass.DebugOverlay);
            }

            // Combine pass
            cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)Pass.Combine);
            cmd.ReleaseTemporaryRT(ShaderIDs.DepthOfFieldTex);
            cmd.ReleaseTemporaryRT(ShaderIDs.CoCTex);

            cmd.EndSample("DepthOfField");

            m_ResetHistory = false;
        }
示例#2
0
        int RenderBuiltins(PostProcessRenderContext context, bool isFinalPass, int releaseTargetAfterUse = -1)
        {
            var uberSheet = context.propertySheets.Get(context.resources.shaders.uber);

            uberSheet.ClearKeywords();
            uberSheet.properties.Clear();
            context.uberSheet           = uberSheet;
            context.autoExposureTexture = RuntimeUtilities.whiteTexture;
            context.bloomBufferNameID   = -1;

            var cmd = context.command;

            cmd.BeginSample("BuiltinStack");

            int tempTarget       = -1;
            var finalDestination = context.destination;

            if (!isFinalPass)
            {
                // Render to an intermediate target as this won't be the final pass
                tempTarget = m_TargetPool.Get();
                context.GetScreenSpaceTemporaryRT(cmd, tempTarget, 0, context.sourceFormat);
                context.destination = tempTarget;

                // Handle FXAA's keep alpha mode
                if (antialiasingMode == Antialiasing.FastApproximateAntialiasing && !fastApproximateAntialiasing.keepAlpha)
                {
                    uberSheet.properties.SetFloat(ShaderIDs.LumaInAlpha, 1f);
                }
            }

            // Depth of field final combination pass used to be done in Uber which led to artifacts
            // when used at the same time as Bloom (because both effects used the same source, so
            // the stronger bloom was, the more DoF was eaten away in out of focus areas)
            int depthOfFieldTarget = RenderEffect <DepthOfField>(context, true);

            // Motion blur is a separate pass - could potentially be done after DoF depending on the
            // kind of results you're looking for...
            int motionBlurTarget = RenderEffect <MotionBlur>(context, true);

            // Prepare exposure histogram if needed
            if (ShouldGenerateLogHistogram(context))
            {
                m_LogHistogram.Generate(context);
            }

            // Uber effects
            RenderEffect <AutoExposure>(context);
            uberSheet.properties.SetTexture(ShaderIDs.AutoExposureTex, context.autoExposureTexture);

            RenderEffect <LensDistortion>(context);
            RenderEffect <ChromaticAberration>(context);
            RenderEffect <Bloom>(context);
            RenderEffect <Vignette>(context);
            RenderEffect <Grain>(context);

            if (!breakBeforeColorGrading)
            {
                RenderEffect <ColorGrading>(context);
            }

            if (isFinalPass)
            {
                uberSheet.EnableKeyword("FINALPASS");
                dithering.Render(context);
                ApplyFlip(context, uberSheet.properties);
            }
            else
            {
                ApplyDefaultFlip(uberSheet.properties);
            }

            cmd.BlitFullscreenTriangle(context.source, context.destination, uberSheet, 0);

            context.source      = context.destination;
            context.destination = finalDestination;

            if (releaseTargetAfterUse > -1)
            {
                cmd.ReleaseTemporaryRT(releaseTargetAfterUse);
            }
            if (motionBlurTarget > -1)
            {
                cmd.ReleaseTemporaryRT(motionBlurTarget);
            }
            if (depthOfFieldTarget > -1)
            {
                cmd.ReleaseTemporaryRT(depthOfFieldTarget);
            }
            if (context.bloomBufferNameID > -1)
            {
                cmd.ReleaseTemporaryRT(context.bloomBufferNameID);
            }

            cmd.EndSample("BuiltinStack");

            return(tempTarget);
        }
        public override void Render(PostProcessRenderContext context)
        {
            var colorFormat = RenderTextureFormat.DefaultHDR;
            var cocFormat   = SelectFormat(RenderTextureFormat.R8, RenderTextureFormat.RHalf);

            // Avoid using R8 on OSX with Metal. #896121, https://goo.gl/MgKqu6
            #if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX) && !UNITY_2017_1_OR_NEWER
            if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Metal)
            {
                cocFormat = SelectFormat(RenderTextureFormat.RHalf, RenderTextureFormat.Default);
            }
            #endif

            // Material setup
            float scaledFilmHeight = k_FilmHeight * (context.height / 1080f);
            var   f      = settings.focalLength.value / 1000f;
            var   s1     = Mathf.Max(settings.focusDistance.value, f);
            var   aspect = (float)context.screenWidth / (float)context.screenHeight;
            var   coeff  = f * f / (settings.aperture.value * (s1 - f) * scaledFilmHeight * 2f);
            var   maxCoC = CalculateMaxCoCRadius(context.screenHeight);

            var sheet = context.propertySheets.Get(context.resources.shaders.depthOfField);
            sheet.properties.Clear();
            sheet.properties.SetFloat(ShaderIDs.Distance, s1);
            sheet.properties.SetFloat(ShaderIDs.LensCoeff, coeff);
            sheet.properties.SetFloat(ShaderIDs.MaxCoC, maxCoC);
            sheet.properties.SetFloat(ShaderIDs.RcpMaxCoC, 1f / maxCoC);
            sheet.properties.SetFloat(ShaderIDs.RcpAspect, 1f / aspect);

            var cmd = context.command;
            cmd.BeginSample("DepthOfField");

//custom-begin: autofocus
            if (context.depthOfFieldAutoFocus != null)
            {
                context.depthOfFieldAutoFocus.SetUpAutoFocusParams(cmd, f, k_FilmHeight, context.camera, m_ResetHistory);
            }
//custom-end

            // CoC calculation pass
            context.GetScreenSpaceTemporaryRT(cmd, ShaderIDs.CoCTex, 0, cocFormat, RenderTextureReadWrite.Linear);
            cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, ShaderIDs.CoCTex, sheet, (int)Pass.CoCCalculation);

            // CoC temporal filter pass when TAA is enabled
            if (context.IsTemporalAntialiasingActive())
            {
                float motionBlending = context.temporalAntialiasing.motionBlending;
                float blend          = m_ResetHistory ? 0f : motionBlending; // Handles first frame blending
                var   jitter         = context.temporalAntialiasing.jitter;

                sheet.properties.SetVector(ShaderIDs.TaaParams, new Vector3(jitter.x, jitter.y, blend));

                int pp           = m_HistoryPingPong[context.xrActiveEye];
                var historyRead  = CheckHistory(context.xrActiveEye, ++pp % 2, context, cocFormat);
                var historyWrite = CheckHistory(context.xrActiveEye, ++pp % 2, context, cocFormat);
                m_HistoryPingPong[context.xrActiveEye] = ++pp % 2;

                cmd.BlitFullscreenTriangle(historyRead, historyWrite, sheet, (int)Pass.CoCTemporalFilter);
                cmd.ReleaseTemporaryRT(ShaderIDs.CoCTex);
                cmd.SetGlobalTexture(ShaderIDs.CoCTex, historyWrite);
            }

            // Downsampling and prefiltering pass
            context.GetScreenSpaceTemporaryRT(cmd, ShaderIDs.DepthOfFieldTex, 0, colorFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, context.width / 2, context.height / 2);
            cmd.BlitFullscreenTriangle(context.source, ShaderIDs.DepthOfFieldTex, sheet, (int)Pass.DownsampleAndPrefilter);

            // Bokeh simulation pass
            context.GetScreenSpaceTemporaryRT(cmd, ShaderIDs.DepthOfFieldTemp, 0, colorFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, context.width / 2, context.height / 2);
            cmd.BlitFullscreenTriangle(ShaderIDs.DepthOfFieldTex, ShaderIDs.DepthOfFieldTemp, sheet, (int)Pass.BokehSmallKernel + (int)settings.kernelSize.value);

            // Postfilter pass
            cmd.BlitFullscreenTriangle(ShaderIDs.DepthOfFieldTemp, ShaderIDs.DepthOfFieldTex, sheet, (int)Pass.PostFilter);
            cmd.ReleaseTemporaryRT(ShaderIDs.DepthOfFieldTemp);

            // Debug overlay pass
            if (context.IsDebugOverlayEnabled(DebugOverlay.DepthOfField))
            {
                context.PushDebugOverlay(cmd, context.source, sheet, (int)Pass.DebugOverlay);
            }

            // Combine pass
            cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)Pass.Combine);
            cmd.ReleaseTemporaryRT(ShaderIDs.DepthOfFieldTex);

            if (!context.IsTemporalAntialiasingActive())
            {
                cmd.ReleaseTemporaryRT(ShaderIDs.CoCTex);
            }

            cmd.EndSample("DepthOfField");

            m_ResetHistory = false;
        }
示例#4
0
        // Renders everything not opaque-only
        //
        // Current order of operation is as following:
        //     1. Pre-stack
        //     2. Built-in stack
        //     3. Post-stack
        //     4. Built-in final pass
        //
        // Final pass should be skipped when outputting to a HDR display.
        public void Render(PostProcessRenderContext context)
        {
            if (RuntimeUtilities.scriptableRenderPipelineActive)
            {
                SetupContext(context);
            }

            TextureLerper.instance.BeginFrame(context);
            var cmd = context.command;

            // Update & override layer settings first (volume blending) if the opaque only pass
            // hasn't been called this frame.
            UpdateSettingsIfNeeded(context);

            // Do a NaN killing pass if needed
            int lastTarget = -1;

            if (stopNaNPropagation && !m_NaNKilled)
            {
                lastTarget = m_TargetPool.Get();
                context.GetScreenSpaceTemporaryRT(cmd, lastTarget, 0, context.sourceFormat);
                cmd.BlitFullscreenTriangle(context.source, lastTarget, RuntimeUtilities.copySheet, 1);
                context.source = lastTarget;
                m_NaNKilled    = true;
            }

            // Do temporal anti-aliasing first
            if (context.IsTemporalAntialiasingActive())
            {
                if (!RuntimeUtilities.scriptableRenderPipelineActive)
                {
                    if (context.stereoActive)
                    {
                        // We only need to configure all of this once for stereo, during OnPreCull
                        if (context.camera.stereoActiveEye != Camera.MonoOrStereoscopicEye.Right)
                        {
                            temporalAntialiasing.ConfigureStereoJitteredProjectionMatrices(context);
                        }
                    }
                    else
                    {
                        temporalAntialiasing.ConfigureJitteredProjectionMatrix(context);
                    }
                }

                var taaTarget        = m_TargetPool.Get();
                var finalDestination = context.destination;
                context.GetScreenSpaceTemporaryRT(cmd, taaTarget, 0, context.sourceFormat);
                context.destination = taaTarget;
                temporalAntialiasing.Render(context);
                context.source      = taaTarget;
                context.destination = finalDestination;

                if (lastTarget > -1)
                {
                    cmd.ReleaseTemporaryRT(lastTarget);
                }

                lastTarget = taaTarget;
            }

            bool hasBeforeStackEffects = HasActiveEffects(PostProcessEvent.BeforeStack, context);
            bool hasAfterStackEffects  = HasActiveEffects(PostProcessEvent.AfterStack, context) && !breakBeforeColorGrading;
            bool needsFinalPass        = (hasAfterStackEffects ||
                                          (antialiasingMode == Antialiasing.FastApproximateAntialiasing) || (antialiasingMode == Antialiasing.SubpixelMorphologicalAntialiasing && subpixelMorphologicalAntialiasing.IsSupported())) &&
                                         !breakBeforeColorGrading;

            // Right before the builtin stack
            if (hasBeforeStackEffects)
            {
                lastTarget = RenderInjectionPoint(PostProcessEvent.BeforeStack, context, "BeforeStack", lastTarget);
            }

            // Builtin stack
            lastTarget = RenderBuiltins(context, !needsFinalPass, lastTarget);

            // After the builtin stack but before the final pass (before FXAA & Dithering)
            if (hasAfterStackEffects)
            {
                lastTarget = RenderInjectionPoint(PostProcessEvent.AfterStack, context, "AfterStack", lastTarget);
            }

            // And close with the final pass
            if (needsFinalPass)
            {
                RenderFinalPass(context, lastTarget);
            }

            // Render debug monitors & overlay if requested
            debugLayer.RenderSpecialOverlays(context);
            debugLayer.RenderMonitors(context);

            // End frame cleanup
            TextureLerper.instance.EndFrame();
            debugLayer.EndFrame();
            m_SettingsUpdateNeeded = true;
            m_NaNKilled            = false;
        }
示例#5
0
        void RenderList(List <SerializedBundleRef> list, PostProcessRenderContext context, string marker)
        {
            var cmd = context.command;

            cmd.BeginSample(marker);

            // First gather active effects - we need this to manage render targets more efficiently
            m_ActiveEffects.Clear();
            for (int i = 0; i < list.Count; i++)
            {
                var effect = list[i].bundle;
                if (effect.settings.IsEnabledAndSupported(context))
                {
                    if (!context.isSceneView || (context.isSceneView && effect.attribute.allowInSceneView))
                    {
                        m_ActiveEffects.Add(effect.renderer);
                    }
                }
            }

            int count = m_ActiveEffects.Count;

            // If there's only one active effect, we can simply execute it and skip the rest
            if (count == 1)
            {
                m_ActiveEffects[0].Render(context);
            }
            else
            {
                // Else create the target chain
                m_Targets.Clear();
                m_Targets.Add(context.source); // First target is always source

                int tempTarget1 = m_TargetPool.Get();
                int tempTarget2 = m_TargetPool.Get();

                for (int i = 0; i < count - 1; i++)
                {
                    m_Targets.Add(i % 2 == 0 ? tempTarget1 : tempTarget2);
                }

                m_Targets.Add(context.destination); // Last target is always destination

                // Render
                context.GetScreenSpaceTemporaryRT(cmd, tempTarget1, 0, context.sourceFormat);
                if (count > 2)
                {
                    context.GetScreenSpaceTemporaryRT(cmd, tempTarget2, 0, context.sourceFormat);
                }

                for (int i = 0; i < count; i++)
                {
                    context.source      = m_Targets[i];
                    context.destination = m_Targets[i + 1];
                    m_ActiveEffects[i].Render(context);
                }

                cmd.ReleaseTemporaryRT(tempTarget1);
                if (count > 2)
                {
                    cmd.ReleaseTemporaryRT(tempTarget2);
                }
            }

            cmd.EndSample(marker);
        }
示例#6
0
文件: Bloom.cs 项目: vault51/Graphics
        public override void Render(PostProcessRenderContext context)
        {
            var cmd = context.command;

            cmd.BeginSample("BloomPyramid");

            var sheet = context.propertySheets.Get(context.resources.shaders.bloom);

            // Apply auto exposure adjustment in the prefiltering pass
            sheet.properties.SetTexture(ShaderIDs.AutoExposureTex, context.autoExposureTexture);

            // Negative anamorphic ratio values distort vertically - positive is horizontal
            float ratio = Mathf.Clamp(settings.anamorphicRatio, -1, 1);
            float rw    = ratio < 0 ? -ratio : 0f;
            float rh    = ratio > 0 ? ratio : 0f;

            // Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on
            // fillrate limited platforms
            int  tw = Mathf.FloorToInt(context.screenWidth / (2f - rw));
            int  th = Mathf.FloorToInt(context.screenHeight / (2f - rh));
            bool singlePassDoubleWide = (context.stereoActive && (context.stereoRenderingMode == PostProcessRenderContext.StereoRenderingMode.SinglePass) && (context.camera.stereoTargetEye == StereoTargetEyeMask.Both));
            int  tw_stereo            = singlePassDoubleWide ? tw * 2 : tw;

            // Determine the iteration count
            int   s           = Mathf.Max(tw, th);
            float logs        = Mathf.Log(s, 2f) + Mathf.Min(settings.diffusion.value, 10f) - 10f;
            int   logs_i      = Mathf.FloorToInt(logs);
            int   iterations  = Mathf.Clamp(logs_i, 1, k_MaxPyramidSize);
            float sampleScale = 0.5f + logs - logs_i;

            sheet.properties.SetFloat(ShaderIDs.SampleScale, sampleScale);

            // Prefiltering parameters
            float lthresh   = Mathf.GammaToLinearSpace(settings.threshold.value);
            float knee      = lthresh * settings.softKnee.value + 1e-5f;
            var   threshold = new Vector4(lthresh, lthresh - knee, knee * 2f, 0.25f / knee);

            sheet.properties.SetVector(ShaderIDs.Threshold, threshold);
            float lclamp = Mathf.GammaToLinearSpace(settings.clamp.value);

            sheet.properties.SetVector(ShaderIDs.Params, new Vector4(lclamp, 0f, 0f, 0f));

            int qualityOffset = settings.fastMode ? 1 : 0;

            // Downsample
            var lastDown = context.source;

            for (int i = 0; i < iterations; i++)
            {
                int mipDown = m_Pyramid[i].down;
                int mipUp   = m_Pyramid[i].up;
                int pass    = i == 0
                    ? (int)Pass.Prefilter13 + qualityOffset
                    : (int)Pass.Downsample13 + qualityOffset;

                context.GetScreenSpaceTemporaryRT(cmd, mipDown, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw_stereo, th);
                context.GetScreenSpaceTemporaryRT(cmd, mipUp, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw_stereo, th);
                cmd.BlitFullscreenTriangle(lastDown, mipDown, sheet, pass);

                lastDown  = mipDown;
                tw_stereo = (singlePassDoubleWide && ((tw_stereo / 2) % 2 > 0)) ? 1 + tw_stereo / 2 : tw_stereo / 2;
                tw_stereo = Mathf.Max(tw_stereo, 1);
                th        = Mathf.Max(th / 2, 1);
            }

            // Upsample
            int lastUp = m_Pyramid[iterations - 1].down;

            for (int i = iterations - 2; i >= 0; i--)
            {
                int mipDown = m_Pyramid[i].down;
                int mipUp   = m_Pyramid[i].up;
                cmd.SetGlobalTexture(ShaderIDs.BloomTex, mipDown);
                cmd.BlitFullscreenTriangle(lastUp, mipUp, sheet, (int)Pass.UpsampleTent + qualityOffset);
                lastUp = mipUp;
            }

            var   linearColor    = settings.color.value.linear;
            float intensity      = RuntimeUtilities.Exp2(settings.intensity.value / 10f) - 1f;
            var   shaderSettings = new Vector4(sampleScale, intensity, settings.dirtIntensity.value, iterations);

            // Debug overlays
            if (context.IsDebugOverlayEnabled(DebugOverlay.BloomThreshold))
            {
                context.PushDebugOverlay(cmd, context.source, sheet, (int)Pass.DebugOverlayThreshold);
            }
            else if (context.IsDebugOverlayEnabled(DebugOverlay.BloomBuffer))
            {
                sheet.properties.SetVector(ShaderIDs.ColorIntensity, new Vector4(linearColor.r, linearColor.g, linearColor.b, intensity));
                context.PushDebugOverlay(cmd, m_Pyramid[0].up, sheet, (int)Pass.DebugOverlayTent + qualityOffset);
            }

            // Lens dirtiness
            // Keep the aspect ratio correct & center the dirt texture, we don't want it to be
            // stretched or squashed
            var dirtTexture = settings.dirtTexture.value == null
                ? RuntimeUtilities.blackTexture
                : settings.dirtTexture.value;

            var dirtRatio      = (float)dirtTexture.width / (float)dirtTexture.height;
            var screenRatio    = (float)context.screenWidth / (float)context.screenHeight;
            var dirtTileOffset = new Vector4(1f, 1f, 0f, 0f);

            if (dirtRatio > screenRatio)
            {
                dirtTileOffset.x = screenRatio / dirtRatio;
                dirtTileOffset.z = (1f - dirtTileOffset.x) * 0.5f;
            }
            else if (screenRatio > dirtRatio)
            {
                dirtTileOffset.y = dirtRatio / screenRatio;
                dirtTileOffset.w = (1f - dirtTileOffset.y) * 0.5f;
            }

            // Shader properties
            var uberSheet = context.uberSheet;

            if (settings.fastMode)
            {
                uberSheet.EnableKeyword("BLOOM_LOW");
            }
            else
            {
                uberSheet.EnableKeyword("BLOOM");
            }
            uberSheet.properties.SetVector(ShaderIDs.Bloom_DirtTileOffset, dirtTileOffset);
            uberSheet.properties.SetVector(ShaderIDs.Bloom_Settings, shaderSettings);
            uberSheet.properties.SetColor(ShaderIDs.Bloom_Color, linearColor);
            uberSheet.properties.SetTexture(ShaderIDs.Bloom_DirtTex, dirtTexture);
            cmd.SetGlobalTexture(ShaderIDs.BloomTex, lastUp);

            // Cleanup
            for (int i = 0; i < iterations; i++)
            {
                if (m_Pyramid[i].down != lastUp)
                {
                    cmd.ReleaseTemporaryRT(m_Pyramid[i].down);
                }
                if (m_Pyramid[i].up != lastUp)
                {
                    cmd.ReleaseTemporaryRT(m_Pyramid[i].up);
                }
            }

            cmd.EndSample("BloomPyramid");

            context.bloomBufferNameID = lastUp;
        }
示例#7
0
        void Render(PostProcessRenderContext context, CommandBuffer cmd, int occlusionSource)
        {
            DoLazyInitialization(context);
            m_Settings.radius.value = Mathf.Max(m_Settings.radius.value, 1e-4f);

            // Material setup
            // Always use a quater-res AO buffer unless High/Ultra quality is set.
            bool  downsampling = (int)m_Settings.quality.value < (int)AmbientOcclusionQuality.High;
            float px           = m_Settings.intensity.value;
            float py           = m_Settings.radius.value;
            float pz           = downsampling ? 0.5f : 1f;
            float pw           = m_SampleCount[(int)m_Settings.quality.value];

            var sheet = m_PropertySheet;

            sheet.ClearKeywords();
            sheet.properties.SetVector(ShaderIDs.AOParams, new Vector4(px, py, pz, pw));
            sheet.properties.SetVector(ShaderIDs.AOColor, Color.white - m_Settings.color.value);

            // In forward fog is applied at the object level in the grometry pass so we need to
            // apply it to AO as well or it'll drawn on top of the fog effect.
            // Not needed in Deferred.
            if (context.camera.actualRenderingPath == RenderingPath.Forward && RenderSettings.fog)
            {
                sheet.EnableKeyword("APPLY_FORWARD_FOG");
                sheet.properties.SetVector(
                    ShaderIDs.FogParams,
                    new Vector3(RenderSettings.fogDensity, RenderSettings.fogStartDistance, RenderSettings.fogEndDistance)
                    );
            }

            // Texture setup
            int ts = downsampling ? 2 : 1;
            const RenderTextureFormat    kFormat = RenderTextureFormat.ARGB32;
            const RenderTextureReadWrite kRWMode = RenderTextureReadWrite.Linear;
            const FilterMode             kFilter = FilterMode.Bilinear;

            // AO buffer
            var rtMask       = ShaderIDs.OcclusionTexture1;
            int scaledWidth  = context.width / ts;
            int scaledHeight = context.height / ts;

            context.GetScreenSpaceTemporaryRT(cmd, rtMask, 0, kFormat, kRWMode, kFilter, scaledWidth, scaledHeight);

            // AO estimation
            cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, rtMask, sheet, (int)Pass.OcclusionEstimationForward + occlusionSource);

            // Blur buffer
            var rtBlur = ShaderIDs.OcclusionTexture2;

            context.GetScreenSpaceTemporaryRT(cmd, rtBlur, 0, kFormat, kRWMode, kFilter);

            // Separable blur (horizontal pass)
            cmd.BlitFullscreenTriangle(rtMask, rtBlur, sheet, (int)Pass.HorizontalBlurForward + occlusionSource);
            cmd.ReleaseTemporaryRT(rtMask);

            // Separable blur (vertical pass)
            cmd.BlitFullscreenTriangle(rtBlur, m_Result, sheet, (int)Pass.VerticalBlur);
            cmd.ReleaseTemporaryRT(rtBlur);

            if (context.IsDebugOverlayEnabled(DebugOverlay.AmbientOcclusion))
            {
                context.PushDebugOverlay(cmd, m_Result, sheet, (int)Pass.DebugOverlay);
            }
        }
示例#8
0
        public override void Render(PostProcessRenderContext context)
        {
            // The coc is stored in alpha so we need a 4 channels target. Note that using ARGB32
            // will result in a very weak near-blur.
            var colorFormat = context.camera.allowHDR ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
            var cocFormat   = SelectFormat(RenderTextureFormat.R8, RenderTextureFormat.RHalf);

            // Material setup
            float scaledFilmHeight = k_FilmHeight * (context.height / 1080f);
            var   f      = settings.focalLength.value / 1000f;
            var   s1     = Mathf.Max(settings.focusDistance.value, f);
            var   aspect = (float)context.screenWidth / (float)context.screenHeight;
            var   coeff  = f * f / (settings.aperture.value * (s1 - f) * scaledFilmHeight * 2f);
            var   maxCoC = CalculateMaxCoCRadius(context.screenHeight);

            var sheet = context.propertySheets.Get(context.resources.shaders.depthOfField);

            sheet.properties.Clear();
            sheet.properties.SetFloat(ShaderIDs.Distance, s1);
            sheet.properties.SetFloat(ShaderIDs.LensCoeff, coeff);
            sheet.properties.SetFloat(ShaderIDs.MaxCoC, maxCoC);
            sheet.properties.SetFloat(ShaderIDs.RcpMaxCoC, 1f / maxCoC);
            sheet.properties.SetFloat(ShaderIDs.RcpAspect, 1f / aspect);

            var cmd = context.command;

            cmd.BeginSample("DepthOfField");

            // CoC calculation pass
            context.GetScreenSpaceTemporaryRT(cmd, ShaderIDs.CoCTex, 0, cocFormat, RenderTextureReadWrite.Linear);
            cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, ShaderIDs.CoCTex, sheet, (int)Pass.CoCCalculation);

            // CoC temporal filter pass when TAA is enabled
            if (context.IsTemporalAntialiasingActive())
            {
                float motionBlending = context.temporalAntialiasing.motionBlending;
                float blend          = m_ResetHistory ? 0f : motionBlending; // Handles first frame blending
                var   jitter         = context.temporalAntialiasing.jitter;

                sheet.properties.SetVector(ShaderIDs.TaaParams, new Vector3(jitter.x, jitter.y, blend));

                int pp           = m_HistoryPingPong[context.xrActiveEye];
                var historyRead  = CheckHistory(context.xrActiveEye, ++pp % 2, context, cocFormat);
                var historyWrite = CheckHistory(context.xrActiveEye, ++pp % 2, context, cocFormat);
                m_HistoryPingPong[context.xrActiveEye] = ++pp % 2;

                cmd.BlitFullscreenTriangle(historyRead, historyWrite, sheet, (int)Pass.CoCTemporalFilter);
                cmd.ReleaseTemporaryRT(ShaderIDs.CoCTex);
                cmd.SetGlobalTexture(ShaderIDs.CoCTex, historyWrite);
            }

            // Downsampling and prefiltering pass
            context.GetScreenSpaceTemporaryRT(cmd, ShaderIDs.DepthOfFieldTex, 0, colorFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, context.width / 2, context.height / 2);
            cmd.BlitFullscreenTriangle(context.source, ShaderIDs.DepthOfFieldTex, sheet, (int)Pass.DownsampleAndPrefilter);

            // Bokeh simulation pass
            context.GetScreenSpaceTemporaryRT(cmd, ShaderIDs.DepthOfFieldTemp, 0, colorFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, context.width / 2, context.height / 2);
            cmd.BlitFullscreenTriangle(ShaderIDs.DepthOfFieldTex, ShaderIDs.DepthOfFieldTemp, sheet, (int)Pass.BokehSmallKernel + (int)settings.kernelSize.value);

            // Postfilter pass
            cmd.BlitFullscreenTriangle(ShaderIDs.DepthOfFieldTemp, ShaderIDs.DepthOfFieldTex, sheet, (int)Pass.PostFilter);
            cmd.ReleaseTemporaryRT(ShaderIDs.DepthOfFieldTemp);

            // Debug overlay pass
            if (context.IsDebugOverlayEnabled(DebugOverlay.DepthOfField))
            {
                context.PushDebugOverlay(cmd, context.source, sheet, (int)Pass.DebugOverlay);
            }

            // Combine pass
            cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)Pass.Combine);
            cmd.ReleaseTemporaryRT(ShaderIDs.DepthOfFieldTex);

            if (!context.IsTemporalAntialiasingActive())
            {
                cmd.ReleaseTemporaryRT(ShaderIDs.CoCTex);
            }

            cmd.EndSample("DepthOfField");

            m_ResetHistory = false;
        }
示例#9
0
        // This pass will have to be disabled for HDR screen output as it's an LDR pass
        private void RenderFinalPass(PostProcessRenderContext context, int releaseTargetAfterUse = -1)
        {
            var cmd = context.command;

            cmd.BeginSample("FinalPass");

            if (breakBeforeColorGrading)
            {
                var sheet = context.propertySheets.Get(context.resources.shaders.discardAlpha);
                cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
            }
            else
            {
                var uberSheet = context.propertySheets.Get(context.resources.shaders.finalPass);
                uberSheet.ClearKeywords();
                uberSheet.properties.Clear();
                context.uberSheet = uberSheet;
                var tempTarget = -1;

                if (antialiasingMode == Antialiasing.FastApproximateAntialiasing)
                {
                    uberSheet.EnableKeyword(fastApproximateAntialiasing.fastMode
                        ? "FXAA_LOW"
                        : "FXAA"
                                            );

                    if (fastApproximateAntialiasing.keepAlpha)
                    {
                        uberSheet.EnableKeyword("FXAA_KEEP_ALPHA");
                    }
                }
                else if (antialiasingMode == Antialiasing.SubpixelMorphologicalAntialiasing &&
                         subpixelMorphologicalAntialiasing.IsSupported())
                {
                    tempTarget = m_TargetPool.Get();
                    var finalDestination = context.destination;
                    context.GetScreenSpaceTemporaryRT(context.command, tempTarget, 24, context.sourceFormat);
                    context.destination = tempTarget;
                    subpixelMorphologicalAntialiasing.Render(context);
                    context.source      = tempTarget;
                    context.destination = finalDestination;
                }

                dithering.Render(context);

                cmd.BlitFullscreenTriangle(context.source, context.destination, uberSheet,
                                           context.flip && !context.isSceneView ? 1 : 0);

                if (tempTarget > -1)
                {
                    cmd.ReleaseTemporaryRT(tempTarget);
                }
            }

            if (releaseTargetAfterUse > -1)
            {
                cmd.ReleaseTemporaryRT(releaseTargetAfterUse);
            }

            cmd.EndSample("FinalPass");
        }
示例#10
0
        // This pass will have to be disabled for HDR screen output as it's an LDR pass
        void RenderFinalPass(PostProcessRenderContext context, int releaseTargetAfterUse = -1, int eye = -1)
        {
            var cmd = context.command;

            cmd.BeginSample("FinalPass");

            if (breakBeforeColorGrading)
            {
                var sheet = context.propertySheets.Get(context.resources.shaders.discardAlpha);
                if (context.stereoActive && context.stereoRenderingMode == PostProcessRenderContext.StereoRenderingMode.SinglePassInstanced)
                {
                    sheet.EnableKeyword("STEREO_INSTANCING_ENABLED");
                }

                if (context.stereoActive && context.stereoRenderingMode == PostProcessRenderContext.StereoRenderingMode.SinglePassInstanced)
                {
                    sheet.properties.SetInt(ShaderIDs.DepthSlice, eye);
                    cmd.BlitFullscreenTriangleToTexArray(context.source, context.destination, sheet, 0, false, eye);
                }
                else
                {
                    cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
                }
            }
            else
            {
                var uberSheet = context.propertySheets.Get(context.resources.shaders.finalPass);
                uberSheet.ClearKeywords();
                uberSheet.properties.Clear();
                context.uberSheet = uberSheet;
                int tempTarget = -1;

                if (context.stereoActive && context.stereoRenderingMode == PostProcessRenderContext.StereoRenderingMode.SinglePassInstanced)
                {
                    uberSheet.EnableKeyword("STEREO_INSTANCING_ENABLED");
                }

                if (antialiasingMode == Antialiasing.FastApproximateAntialiasing)
                {
                    uberSheet.EnableKeyword(fastApproximateAntialiasing.fastMode
                        ? "FXAA_LOW"
                        : "FXAA"
                                            );

                    if (fastApproximateAntialiasing.keepAlpha)
                    {
                        uberSheet.EnableKeyword("FXAA_KEEP_ALPHA");
                    }
                }
                else if (antialiasingMode == Antialiasing.SubpixelMorphologicalAntialiasing && subpixelMorphologicalAntialiasing.IsSupported())
                {
                    tempTarget = m_TargetPool.Get();
                    var finalDestination = context.destination;
                    context.GetScreenSpaceTemporaryRT(context.command, tempTarget, 0, context.sourceFormat);
                    context.destination = tempTarget;
                    subpixelMorphologicalAntialiasing.Render(context);
                    context.source      = tempTarget;
                    context.destination = finalDestination;
                }

                dithering.Render(context);

                ApplyFlip(context, uberSheet.properties);
                if (context.stereoActive && context.stereoRenderingMode == PostProcessRenderContext.StereoRenderingMode.SinglePassInstanced)
                {
                    uberSheet.properties.SetInt(ShaderIDs.DepthSlice, eye);
                    cmd.BlitFullscreenTriangleToTexArray(context.source, context.destination, uberSheet, 0, false, eye);
                }
                else
                {
                    cmd.BlitFullscreenTriangle(context.source, context.destination, uberSheet, 0);
                }

                if (tempTarget > -1)
                {
                    cmd.ReleaseTemporaryRT(tempTarget);
                }
            }

            if (releaseTargetAfterUse > -1)
            {
                cmd.ReleaseTemporaryRT(releaseTargetAfterUse);
            }

            cmd.EndSample("FinalPass");
        }