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; }
// HDR color pipeline is rendered to a 3D lut; it requires Texture3D & compute shaders // support - Desktop / Consoles / Some high-end mobiles // TODO: Use ShaderIDs for compute once the compatible APIs go in void RenderHDRPipeline3D(PostProcessRenderContext context) { // Unfortunately because AnimationCurve doesn't implement GetHashCode and we don't have // any reliable way to figure out if a curve data is different from another one we can't // skip regenerating the Lut if nothing has changed. So it has to be done on every // frame... // It's not a very expensive operation anyway (we're talking about filling a 33x33x33 // Lut on the GPU) but every little thing helps, especially on mobile. { CheckInternalLogLut(); // Lut setup var compute = context.resources.computeShaders.lut3DBaker; int kernel = 0; switch (settings.tonemapper.value) { case Tonemapper.None: kernel = compute.FindKernel("KGenLut3D_NoTonemap"); break; case Tonemapper.Neutral: kernel = compute.FindKernel("KGenLut3D_NeutralTonemap"); break; case Tonemapper.ACES: kernel = compute.FindKernel("KGenLut3D_AcesTonemap"); break; case Tonemapper.Custom: kernel = compute.FindKernel("KGenLut3D_CustomTonemap"); break; } int groupSizeXY = Mathf.CeilToInt(k_Lut3DSize / 8f); int groupSizeZ = Mathf.CeilToInt(k_Lut3DSize / (RuntimeUtilities.isAndroidOpenGL ? 2f : 8f)); var cmd = context.command; cmd.SetComputeTextureParam(compute, kernel, "_Output", m_InternalLogLut); cmd.SetComputeVectorParam(compute, "_Size", new Vector4(k_Lut3DSize, 1f / (k_Lut3DSize - 1f), 0f, 0f)); var colorBalance = ColorUtilities.ComputeColorBalance(settings.temperature.value, settings.tint.value); cmd.SetComputeVectorParam(compute, "_ColorBalance", colorBalance); cmd.SetComputeVectorParam(compute, "_ColorFilter", settings.colorFilter.value); float hue = settings.hueShift.value / 360f; // Remap to [-0.5;0.5] float sat = settings.saturation.value / 100f + 1f; // Remap to [0;2] float con = settings.contrast.value / 100f + 1f; // Remap to [0;2] cmd.SetComputeVectorParam(compute, "_HueSatCon", new Vector4(hue, sat, con, 0f)); var channelMixerR = new Vector4(settings.mixerRedOutRedIn, settings.mixerRedOutGreenIn, settings.mixerRedOutBlueIn, 0f); var channelMixerG = new Vector4(settings.mixerGreenOutRedIn, settings.mixerGreenOutGreenIn, settings.mixerGreenOutBlueIn, 0f); var channelMixerB = new Vector4(settings.mixerBlueOutRedIn, settings.mixerBlueOutGreenIn, settings.mixerBlueOutBlueIn, 0f); cmd.SetComputeVectorParam(compute, "_ChannelMixerRed", channelMixerR / 100f); // Remap to [-2;2] cmd.SetComputeVectorParam(compute, "_ChannelMixerGreen", channelMixerG / 100f); cmd.SetComputeVectorParam(compute, "_ChannelMixerBlue", channelMixerB / 100f); var lift = ColorUtilities.ColorToLift(settings.lift.value * 0.2f); var gain = ColorUtilities.ColorToGain(settings.gain.value * 0.8f); var invgamma = ColorUtilities.ColorToInverseGamma(settings.gamma.value * 0.8f); cmd.SetComputeVectorParam(compute, "_Lift", new Vector4(lift.x, lift.y, lift.z, 0f)); cmd.SetComputeVectorParam(compute, "_InvGamma", new Vector4(invgamma.x, invgamma.y, invgamma.z, 0f)); cmd.SetComputeVectorParam(compute, "_Gain", new Vector4(gain.x, gain.y, gain.z, 0f)); cmd.SetComputeTextureParam(compute, kernel, "_Curves", GetCurveTexture(true)); if (settings.tonemapper.value == Tonemapper.Custom) { m_HableCurve.Init( settings.toneCurveToeStrength.value, settings.toneCurveToeLength.value, settings.toneCurveShoulderStrength.value, settings.toneCurveShoulderLength.value, settings.toneCurveShoulderAngle.value, settings.toneCurveGamma.value ); cmd.SetComputeVectorParam(compute, "_CustomToneCurve", m_HableCurve.uniforms.curve); cmd.SetComputeVectorParam(compute, "_ToeSegmentA", m_HableCurve.uniforms.toeSegmentA); cmd.SetComputeVectorParam(compute, "_ToeSegmentB", m_HableCurve.uniforms.toeSegmentB); cmd.SetComputeVectorParam(compute, "_MidSegmentA", m_HableCurve.uniforms.midSegmentA); cmd.SetComputeVectorParam(compute, "_MidSegmentB", m_HableCurve.uniforms.midSegmentB); cmd.SetComputeVectorParam(compute, "_ShoSegmentA", m_HableCurve.uniforms.shoSegmentA); cmd.SetComputeVectorParam(compute, "_ShoSegmentB", m_HableCurve.uniforms.shoSegmentB); } // Generate the lut context.command.BeginSample("HdrColorGradingLut3D"); cmd.DispatchCompute(compute, kernel, groupSizeXY, groupSizeXY, groupSizeZ); context.command.EndSample("HdrColorGradingLut3D"); } var lut = m_InternalLogLut; var uberSheet = context.uberSheet; uberSheet.EnableKeyword("COLOR_GRADING_HDR_3D"); uberSheet.properties.SetTexture(ShaderIDs.Lut3D, lut); uberSheet.properties.SetVector(ShaderIDs.Lut3D_Params, new Vector2(1f / lut.width, lut.width - 1f)); uberSheet.properties.SetFloat(ShaderIDs.PostExposure, RuntimeUtilities.Exp2(settings.postExposure.value)); context.logLut = lut; }
public override void Render(PostProcessRenderContext context) { var cmd = context.command; cmd.BeginSample("AutoExposureLookup"); // Prepare autoExpo texture pool CheckTexture(context.xrActiveEye, 0); CheckTexture(context.xrActiveEye, 1); // Make sure filtering values are correct to avoid apocalyptic consequences float lowPercent = settings.filtering.value.x; float highPercent = settings.filtering.value.y; const float kMinDelta = 1e-2f; highPercent = Mathf.Clamp(highPercent, 1f + kMinDelta, 99f); lowPercent = Mathf.Clamp(lowPercent, 1f, highPercent - kMinDelta); // Clamp min/max adaptation values as well float minLum = settings.minLuminance.value; float maxLum = settings.maxLuminance.value; settings.minLuminance.value = Mathf.Min(minLum, maxLum); settings.maxLuminance.value = Mathf.Max(minLum, maxLum); // Compute average luminance & auto exposure bool isStatic = m_ResetHistory || !Application.isPlaying; string adaptation = null; if (isStatic) { adaptation = "KAutoExposureAvgLuminance_fixed"; } else if (settings.eyeAdaptation.value == EyeAdaptation.Progressive) { adaptation = "KAutoExposureAvgLuminance_progressive"; } var compute = context.resources.computeShaders.autoExposure; int kernel = compute.FindKernel(adaptation); cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", context.logHistogram.data); cmd.SetComputeVectorParam(compute, "_Params1", new Vector4(lowPercent * 0.01f, highPercent * 0.01f, RuntimeUtilities.Exp2(settings.minLuminance.value), RuntimeUtilities.Exp2(settings.maxLuminance.value))); cmd.SetComputeVectorParam(compute, "_Params2", new Vector4(settings.speedDown.value, settings.speedUp.value, settings.keyValue.value, Time.deltaTime)); cmd.SetComputeVectorParam(compute, "_ScaleOffsetRes", context.logHistogram.GetHistogramScaleOffsetRes(context)); if (isStatic) { // We don't want eye adaptation when not in play mode because the GameView isn't // animated, thus making it harder to tweak. Just use the final audo exposure value. m_CurrentAutoExposure = m_AutoExposurePool[context.xrActiveEye][0]; cmd.SetComputeTextureParam(compute, kernel, "_Destination", m_CurrentAutoExposure); cmd.DispatchCompute(compute, kernel, 1, 1, 1); // Copy current exposure to the other pingpong target to avoid adapting from black RuntimeUtilities.CopyTexture(cmd, m_AutoExposurePool[context.xrActiveEye][0], m_AutoExposurePool[context.xrActiveEye][1]); m_ResetHistory = false; } else { int pp = m_AutoExposurePingPong[context.xrActiveEye]; var src = m_AutoExposurePool[context.xrActiveEye][++pp % 2]; var dst = m_AutoExposurePool[context.xrActiveEye][++pp % 2]; cmd.SetComputeTextureParam(compute, kernel, "_Source", src); cmd.SetComputeTextureParam(compute, kernel, "_Destination", dst); cmd.DispatchCompute(compute, kernel, 1, 1, 1); m_AutoExposurePingPong[context.xrActiveEye] = ++pp % 2; m_CurrentAutoExposure = dst; } cmd.EndSample("AutoExposureLookup"); context.autoExposureTexture = m_CurrentAutoExposure; context.autoExposure = settings; }
public override void Render(PostProcessRenderContext context) { var cmd = context.command; cmd.BeginSample("AutoExposureLookup"); var sheet = context.propertySheets.Get(context.resources.shaders.autoExposure); sheet.ClearKeywords(); // Prepare autoExpo texture pool CheckTexture(0); CheckTexture(1); // Make sure filtering values are correct to avoid apocalyptic consequences float lowPercent = settings.filtering.value.x; float highPercent = settings.filtering.value.y; const float kMinDelta = 1e-2f; highPercent = Mathf.Clamp(highPercent, 1f + kMinDelta, 99f); lowPercent = Mathf.Clamp(lowPercent, 1f, highPercent - kMinDelta); // Compute auto exposure sheet.properties.SetBuffer(ShaderIDs.HistogramBuffer, context.logHistogram.data); sheet.properties.SetVector(ShaderIDs.Params, new Vector4(lowPercent * 0.01f, highPercent * 0.01f, RuntimeUtilities.Exp2(settings.minLuminance.value), RuntimeUtilities.Exp2(settings.maxLuminance.value))); sheet.properties.SetVector(ShaderIDs.Speed, new Vector2(settings.speedDown.value, settings.speedUp.value)); sheet.properties.SetVector(ShaderIDs.ScaleOffsetRes, context.logHistogram.GetHistogramScaleOffsetRes(context)); sheet.properties.SetFloat(ShaderIDs.ExposureCompensation, settings.keyValue.value); if (m_FirstFrame || !Application.isPlaying) { // We don't want eye adaptation when not in play mode because the GameView isn't // animated, thus making it harder to tweak. Just use the final audo exposure value. m_CurrentAutoExposure = m_AutoExposurePool[0]; cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, m_CurrentAutoExposure, sheet, (int)EyeAdaptation.Fixed); // Copy current exposure to the other pingpong target to avoid adapting from black RuntimeUtilities.CopyTexture(cmd, m_AutoExposurePool[0], m_AutoExposurePool[1]); } else { int pp = m_AutoExposurePingPong; var src = m_AutoExposurePool[++pp % 2]; var dst = m_AutoExposurePool[++pp % 2]; cmd.BlitFullscreenTriangle(src, dst, sheet, (int)settings.eyeAdaptation.value); m_AutoExposurePingPong = ++pp % 2; m_CurrentAutoExposure = dst; } cmd.EndSample("AutoExposureLookup"); context.autoExposureTexture = m_CurrentAutoExposure; context.autoExposure = settings; m_FirstFrame = false; }
// HDR color pipeline is rendered to a 2D strip lut (works on HDR platforms without compute // and 3D texture support). Precision is sliiiiiiightly lower than when using a 3D texture // LUT (33^3 -> 32^3) but most of the time it's imperceptible. void RenderHDRPipeline2D(PostProcessRenderContext context) { // For the same reasons as in RenderHDRPipeline3D, regen LUT on evey frame { CheckInternalStripLut(); // Lut setup var lutSheet = context.propertySheets.Get(context.resources.shaders.lut2DBaker); lutSheet.ClearKeywords(); lutSheet.properties.SetVector(ShaderIDs.Lut2D_Params, new Vector4(k_Lut2DSize, 0.5f / (k_Lut2DSize * k_Lut2DSize), 0.5f / k_Lut2DSize, k_Lut2DSize / (k_Lut2DSize - 1f))); var colorBalance = ColorUtilities.ComputeColorBalance(settings.temperature.value, settings.tint.value); lutSheet.properties.SetVector(ShaderIDs.ColorBalance, colorBalance); lutSheet.properties.SetVector(ShaderIDs.ColorFilter, settings.colorFilter.value); float hue = settings.hueShift.value / 360f; // Remap to [-0.5;0.5] float sat = settings.saturation.value / 100f + 1f; // Remap to [0;2] float con = settings.contrast.value / 100f + 1f; // Remap to [0;2] lutSheet.properties.SetVector(ShaderIDs.HueSatCon, new Vector3(hue, sat, con)); var channelMixerR = new Vector3(settings.mixerRedOutRedIn, settings.mixerRedOutGreenIn, settings.mixerRedOutBlueIn); var channelMixerG = new Vector3(settings.mixerGreenOutRedIn, settings.mixerGreenOutGreenIn, settings.mixerGreenOutBlueIn); var channelMixerB = new Vector3(settings.mixerBlueOutRedIn, settings.mixerBlueOutGreenIn, settings.mixerBlueOutBlueIn); lutSheet.properties.SetVector(ShaderIDs.ChannelMixerRed, channelMixerR / 100f); // Remap to [-2;2] lutSheet.properties.SetVector(ShaderIDs.ChannelMixerGreen, channelMixerG / 100f); lutSheet.properties.SetVector(ShaderIDs.ChannelMixerBlue, channelMixerB / 100f); var lift = ColorUtilities.ColorToLift(settings.lift.value * 0.2f); var gain = ColorUtilities.ColorToGain(settings.gain.value * 0.8f); var invgamma = ColorUtilities.ColorToInverseGamma(settings.gamma.value * 0.8f); lutSheet.properties.SetVector(ShaderIDs.Lift, lift); lutSheet.properties.SetVector(ShaderIDs.InvGamma, invgamma); lutSheet.properties.SetVector(ShaderIDs.Gain, gain); lutSheet.properties.SetTexture(ShaderIDs.Curves, GetCurveTexture(false)); var tonemapper = settings.tonemapper.value; if (tonemapper == Tonemapper.Custom) { lutSheet.EnableKeyword("TONEMAPPING_CUSTOM"); m_HableCurve.Init( settings.toneCurveToeStrength.value, settings.toneCurveToeLength.value, settings.toneCurveShoulderStrength.value, settings.toneCurveShoulderLength.value, settings.toneCurveShoulderAngle.value, settings.toneCurveGamma.value ); lutSheet.properties.SetVector(ShaderIDs.CustomToneCurve, m_HableCurve.uniforms.curve); lutSheet.properties.SetVector(ShaderIDs.ToeSegmentA, m_HableCurve.uniforms.toeSegmentA); lutSheet.properties.SetVector(ShaderIDs.ToeSegmentB, m_HableCurve.uniforms.toeSegmentB); lutSheet.properties.SetVector(ShaderIDs.MidSegmentA, m_HableCurve.uniforms.midSegmentA); lutSheet.properties.SetVector(ShaderIDs.MidSegmentB, m_HableCurve.uniforms.midSegmentB); lutSheet.properties.SetVector(ShaderIDs.ShoSegmentA, m_HableCurve.uniforms.shoSegmentA); lutSheet.properties.SetVector(ShaderIDs.ShoSegmentB, m_HableCurve.uniforms.shoSegmentB); } else if (tonemapper == Tonemapper.ACES) { lutSheet.EnableKeyword("TONEMAPPING_ACES"); } else if (tonemapper == Tonemapper.Neutral) { lutSheet.EnableKeyword("TONEMAPPING_NEUTRAL"); } // Generate the lut context.command.BeginSample("HdrColorGradingLut2D"); context.command.BlitFullscreenTriangle(BuiltinRenderTextureType.None, m_InternalLdrLut, lutSheet, (int)Pass.LutGenHDR2D); context.command.EndSample("HdrColorGradingLut2D"); } var lut = m_InternalLdrLut; var uberSheet = context.uberSheet; uberSheet.EnableKeyword("COLOR_GRADING_HDR_2D"); uberSheet.properties.SetVector(ShaderIDs.Lut2D_Params, new Vector3(1f / lut.width, 1f / lut.height, lut.height - 1f)); uberSheet.properties.SetTexture(ShaderIDs.Lut2D, lut); uberSheet.properties.SetFloat(ShaderIDs.PostExposure, RuntimeUtilities.Exp2(settings.postExposure.value)); }
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.width / (2f - rw)); int th = Mathf.FloorToInt(context.height / (2f - rh)); // 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); int qualityOffset = settings.mobileOptimized ? 1 : 0; // Downsample var last = 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; cmd.GetTemporaryRT(mipDown, tw, th, 0, FilterMode.Bilinear, context.sourceFormat); cmd.GetTemporaryRT(mipUp, tw, th, 0, FilterMode.Bilinear, context.sourceFormat); cmd.BlitFullscreenTriangle(last, mipDown, sheet, pass); last = mipDown; tw = Mathf.Max(tw / 2, 1); th = Mathf.Max(th / 2, 1); } // Upsample last = 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(last, mipUp, sheet, (int)Pass.UpsampleTent + qualityOffset); last = mipUp; } var shaderSettings = new Vector4( sampleScale, RuntimeUtilities.Exp2(settings.intensity.value / 10f) - 1f, settings.lensIntensity.value, iterations ); // Lens dirtiness // Keep the aspect ratio correct & center the dirt texture, we don't want it to be // stretched or squashed var dirtTexture = settings.lensTexture.value == null ? RuntimeUtilities.blackTexture : settings.lensTexture.value; var dirtRatio = (float)dirtTexture.width / (float)dirtTexture.height; var screenRatio = (float)context.width / (float)context.height; 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; uberSheet.EnableKeyword("BLOOM"); uberSheet.properties.SetVector(ShaderIDs.Bloom_DirtTileOffset, dirtTileOffset); uberSheet.properties.SetVector(ShaderIDs.Bloom_Settings, shaderSettings); uberSheet.properties.SetColor(ShaderIDs.Bloom_Color, settings.color.value.linear); uberSheet.properties.SetTexture(ShaderIDs.Bloom_DirtTex, dirtTexture); cmd.SetGlobalTexture(ShaderIDs.BloomTex, m_Pyramid[0].up); // Cleanup for (int i = 0; i < iterations; i++) { cmd.ReleaseTemporaryRT(m_Pyramid[i].down); cmd.ReleaseTemporaryRT(m_Pyramid[i].up); } cmd.EndSample("BloomPyramid"); }
internal override void Render(PostProcessRenderContext context) { CheckOutput(width, height); LogHistogram logHistogram = context.logHistogram; PropertySheet propertySheet = context.propertySheets.Get(context.resources.shaders.lightMeter); propertySheet.ClearKeywords(); propertySheet.properties.SetBuffer(ShaderIDs.HistogramBuffer, logHistogram.data); Vector4 histogramScaleOffsetRes = logHistogram.GetHistogramScaleOffsetRes(context); histogramScaleOffsetRes.z = 1f / (float)width; histogramScaleOffsetRes.w = 1f / (float)height; propertySheet.properties.SetVector(ShaderIDs.ScaleOffsetRes, histogramScaleOffsetRes); if (context.logLut != null && showCurves) { propertySheet.EnableKeyword("COLOR_GRADING_HDR"); propertySheet.properties.SetTexture(ShaderIDs.Lut3D, context.logLut); } AutoExposure autoExposure = context.autoExposure; if (autoExposure != null) { float x = autoExposure.filtering.value.x; float y = autoExposure.filtering.value.y; y = Mathf.Clamp(y, 1.01f, 99f); x = Mathf.Clamp(x, 1f, y - 0.01f); Vector4 value = new Vector4(x * 0.01f, y * 0.01f, RuntimeUtilities.Exp2(autoExposure.minLuminance.value), RuntimeUtilities.Exp2(autoExposure.maxLuminance.value)); propertySheet.EnableKeyword("AUTO_EXPOSURE"); propertySheet.properties.SetVector(ShaderIDs.Params, value); } CommandBuffer command = context.command; command.BeginSample("LightMeter"); command.BlitFullscreenTriangle(BuiltinRenderTextureType.None, base.output, propertySheet, 0); command.EndSample("LightMeter"); }