示例#1
0
        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#2
0
        // 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;
        }
示例#4
0
        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;
        }
示例#5
0
        // 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));
        }
示例#6
0
        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");
        }
示例#7
0
        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");
        }