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Unity.cs
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Unity.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityObject = UnityEngine.Object;
//Credit for all of the below code goes to Unity Technologies (with minor edits made by The White Guardian to make everything work in this new configuration)
namespace KSP_PostProcessing
{
#region Runtime
#region Attributes
//GetSetAttribute.cs in Runtime/Attributes
public sealed class GetSetAttribute : PropertyAttribute
{
public readonly string name;
public bool dirty;
public GetSetAttribute(string name)
{
this.name = name;
}
}
//MinAttribute.cs in Runtime/Attributes
public sealed class MinAttribute : PropertyAttribute
{
public readonly float min;
public MinAttribute(float min)
{
this.min = min;
}
}
//TrackballAttribute.cs in Runtime/Attributes
public sealed class TrackballAttribute : PropertyAttribute
{
public readonly string method;
public TrackballAttribute(string method)
{
this.method = method;
}
}
//TrackballGroupAttribute.cs in Runtime/Attributes
public sealed class TrackballGroupAttribute : PropertyAttribute
{
}
//Maybe this one isn't that necessary...
#endregion
#region Components
public sealed class AmbientOcclusionComponent : PostProcessingComponentCommandBuffer<AmbientOcclusionModel>
{
static class Uniforms
{
internal static readonly int _Intensity = Shader.PropertyToID("_Intensity");
internal static readonly int _Radius = Shader.PropertyToID("_Radius");
internal static readonly int _FogParams = Shader.PropertyToID("_FogParams");
internal static readonly int _Downsample = Shader.PropertyToID("_Downsample");
internal static readonly int _SampleCount = Shader.PropertyToID("_SampleCount");
internal static readonly int _OcclusionTexture1 = Shader.PropertyToID("_OcclusionTexture1");
internal static readonly int _OcclusionTexture2 = Shader.PropertyToID("_OcclusionTexture2");
internal static readonly int _OcclusionTexture = Shader.PropertyToID("_OcclusionTexture");
internal static readonly int _MainTex = Shader.PropertyToID("_MainTex");
internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
}
const string k_BlitShaderString = "Hidden/Post FX/Blit";
const string k_ShaderString = "Hidden/Post FX/Ambient Occlusion";
readonly RenderTargetIdentifier[] m_MRT =
{
BuiltinRenderTextureType.GBuffer0, // Albedo, Occ
BuiltinRenderTextureType.CameraTarget // Ambient
};
enum OcclusionSource
{
DepthTexture,
DepthNormalsTexture,
GBuffer
}
OcclusionSource occlusionSource
{
get
{
if (context.isGBufferAvailable && !model.settings.forceForwardCompatibility)
return OcclusionSource.GBuffer;
if (model.settings.highPrecision && (!context.isGBufferAvailable || model.settings.forceForwardCompatibility))
return OcclusionSource.DepthTexture;
return OcclusionSource.DepthNormalsTexture;
}
}
bool ambientOnlySupported
{
get { return context.isHdr && model.settings.ambientOnly && context.isGBufferAvailable && !model.settings.forceForwardCompatibility; }
}
public override bool active
{
get
{
return model.enabled
&& model.settings.intensity > 0f
&& !context.interrupted;
}
}
public override DepthTextureMode GetCameraFlags()
{
var flags = DepthTextureMode.None;
if (occlusionSource == OcclusionSource.DepthTexture)
flags |= DepthTextureMode.Depth;
if (occlusionSource != OcclusionSource.GBuffer)
flags |= DepthTextureMode.DepthNormals;
return flags;
}
public override string GetName()
{
return "Ambient Occlusion";
}
public override CameraEvent GetCameraEvent()
{
return ambientOnlySupported && !context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.AmbientOcclusion)
? CameraEvent.BeforeReflections
: CameraEvent.BeforeImageEffectsOpaque;
}
public override void PopulateCommandBuffer(CommandBuffer cb)
{
var settings = model.settings;
// Material setup
var blitMaterial = context.materialFactory.Get(k_BlitShaderString);
var material = context.materialFactory.Get(k_ShaderString);
material.shaderKeywords = null;
material.SetFloat(Uniforms._Intensity, settings.intensity);
material.SetFloat(Uniforms._Radius, settings.radius);
material.SetFloat(Uniforms._Downsample, settings.downsampling ? 0.5f : 1f);
material.SetInt(Uniforms._SampleCount, (int)settings.sampleCount);
if (!context.isGBufferAvailable && RenderSettings.fog)
{
material.SetVector(Uniforms._FogParams, new Vector3(RenderSettings.fogDensity, RenderSettings.fogStartDistance, RenderSettings.fogEndDistance));
switch (RenderSettings.fogMode)
{
case FogMode.Linear:
material.EnableKeyword("FOG_LINEAR");
break;
case FogMode.Exponential:
material.EnableKeyword("FOG_EXP");
break;
case FogMode.ExponentialSquared:
material.EnableKeyword("FOG_EXP2");
break;
}
}
else
{
material.EnableKeyword("FOG_OFF");
}
int tw = context.width;
int th = context.height;
int ts = settings.downsampling ? 2 : 1;
const RenderTextureFormat kFormat = RenderTextureFormat.ARGB32;
const RenderTextureReadWrite kRWMode = RenderTextureReadWrite.Linear;
const FilterMode kFilter = FilterMode.Bilinear;
// AO buffer
var rtMask = Uniforms._OcclusionTexture1;
cb.GetTemporaryRT(rtMask, tw / ts, th / ts, 0, kFilter, kFormat, kRWMode);
// AO estimation
cb.Blit((Texture)null, rtMask, material, (int)occlusionSource);
// Blur buffer
var rtBlur = Uniforms._OcclusionTexture2;
// Separable blur (horizontal pass)
cb.GetTemporaryRT(rtBlur, tw, th, 0, kFilter, kFormat, kRWMode);
cb.SetGlobalTexture(Uniforms._MainTex, rtMask);
cb.Blit(rtMask, rtBlur, material, occlusionSource == OcclusionSource.GBuffer ? 4 : 3);
cb.ReleaseTemporaryRT(rtMask);
// Separable blur (vertical pass)
rtMask = Uniforms._OcclusionTexture;
cb.GetTemporaryRT(rtMask, tw, th, 0, kFilter, kFormat, kRWMode);
cb.SetGlobalTexture(Uniforms._MainTex, rtBlur);
cb.Blit(rtBlur, rtMask, material, 5);
cb.ReleaseTemporaryRT(rtBlur);
if (context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.AmbientOcclusion))
{
cb.SetGlobalTexture(Uniforms._MainTex, rtMask);
cb.Blit(rtMask, BuiltinRenderTextureType.CameraTarget, material, 8);
context.Interrupt();
}
else if (ambientOnlySupported)
{
cb.SetRenderTarget(m_MRT, BuiltinRenderTextureType.CameraTarget);
cb.DrawMesh(GraphicsUtils.quad, Matrix4x4.identity, material, 0, 7);
}
else
{
var fbFormat = context.isHdr ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
int tempRT = Uniforms._TempRT;
cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Bilinear, fbFormat);
cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, blitMaterial, 0);
cb.SetGlobalTexture(Uniforms._MainTex, tempRT);
cb.Blit(tempRT, BuiltinRenderTextureType.CameraTarget, material, 6);
cb.ReleaseTemporaryRT(tempRT);
}
cb.ReleaseTemporaryRT(rtMask);
}
}
public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
{
static class Uniforms
{
internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
internal static readonly int _Curve = Shader.PropertyToID("_Curve");
internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
}
const int k_MaxPyramidBlurLevel = 16;
readonly RenderTexture[] m_BlurBuffer1 = new RenderTexture[k_MaxPyramidBlurLevel];
readonly RenderTexture[] m_BlurBuffer2 = new RenderTexture[k_MaxPyramidBlurLevel];
public override bool active
{
get
{
return model.enabled
&& model.settings.bloom.intensity > 0f
&& !context.interrupted;
}
}
public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
{
var bloom = model.settings.bloom;
var lensDirt = model.settings.lensDirt;
var material = context.materialFactory.Get("Hidden/Post FX/Bloom");
material.shaderKeywords = null;
// Apply auto exposure before the prefiltering pass
material.SetTexture(Uniforms._AutoExposure, autoExposure);
// Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on
// fillrate limited platforms
var tw = context.width / 2;
var th = context.height / 2;
// Blur buffer format
// TODO: Extend the use of RGBM to the whole chain for mobile platforms
var useRGBM = Application.isMobilePlatform;
var rtFormat = useRGBM
? RenderTextureFormat.Default
: RenderTextureFormat.DefaultHDR;
// Determine the iteration count
float logh = Mathf.Log(th, 2f) + bloom.radius - 8f;
int logh_i = (int)logh;
int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidBlurLevel);
// Uupdate the shader properties
float lthresh = bloom.thresholdLinear;
material.SetFloat(Uniforms._Threshold, lthresh);
float knee = lthresh * bloom.softKnee + 1e-5f;
var curve = new Vector3(lthresh - knee, knee * 2f, 0.25f / knee);
material.SetVector(Uniforms._Curve, curve);
material.SetFloat(Uniforms._PrefilterOffs, bloom.antiFlicker ? -0.5f : 0f);
float sampleScale = 0.5f + logh - logh_i;
material.SetFloat(Uniforms._SampleScale, sampleScale);
// TODO: Probably can disable antiFlicker if TAA is enabled - need to do some testing
if (bloom.antiFlicker)
material.EnableKeyword("ANTI_FLICKER");
// Prefilter pass
var prefiltered = context.renderTextureFactory.Get(tw, th, 0, rtFormat);
KS3PUtil.Blit(source, prefiltered, material, 0);
// Construct a mip pyramid
var last = prefiltered;
for (int level = 0; level < iterations; level++)
{
m_BlurBuffer1[level] = context.renderTextureFactory.Get(
last.width / 2, last.height / 2, 0, rtFormat
);
int pass = (level == 0) ? 1 : 2;
KS3PUtil.Blit(last, m_BlurBuffer1[level], material, pass);
last = m_BlurBuffer1[level];
}
// Upsample and combine loop
for (int level = iterations - 2; level >= 0; level--)
{
var baseTex = m_BlurBuffer1[level];
material.SetTexture(Uniforms._BaseTex, baseTex);
m_BlurBuffer2[level] = context.renderTextureFactory.Get(
baseTex.width, baseTex.height, 0, rtFormat
);
KS3PUtil.Blit(last, m_BlurBuffer2[level], material, 3);
last = m_BlurBuffer2[level];
}
var bloomTex = last;
// Release the temporary buffers
for (int i = 0; i < k_MaxPyramidBlurLevel; i++)
{
if (m_BlurBuffer1[i] != null)
context.renderTextureFactory.Release(m_BlurBuffer1[i]);
if (m_BlurBuffer2[i] != null && m_BlurBuffer2[i] != bloomTex)
context.renderTextureFactory.Release(m_BlurBuffer2[i]);
m_BlurBuffer1[i] = null;
m_BlurBuffer2[i] = null;
}
context.renderTextureFactory.Release(prefiltered);
// Push everything to the uber material
uberMaterial.SetTexture(Uniforms._BloomTex, bloomTex);
uberMaterial.SetVector(Uniforms._Bloom_Settings, new Vector2(sampleScale, bloom.intensity));
if (lensDirt.intensity > 0f && lensDirt.texture != null)
{
uberMaterial.SetTexture(Uniforms._Bloom_DirtTex, lensDirt.texture);
uberMaterial.SetFloat(Uniforms._Bloom_DirtIntensity, lensDirt.intensity);
uberMaterial.EnableKeyword("BLOOM_LENS_DIRT");
}
else
{
uberMaterial.EnableKeyword("BLOOM");
}
}
}
public sealed class BuiltinDebugViewsComponent : PostProcessingComponentCommandBuffer<BuiltinDebugViewsModel>
{
static class Uniforms
{
internal static readonly int _DepthScale = Shader.PropertyToID("_DepthScale");
internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
internal static readonly int _Opacity = Shader.PropertyToID("_Opacity");
internal static readonly int _MainTex = Shader.PropertyToID("_MainTex");
internal static readonly int _TempRT2 = Shader.PropertyToID("_TempRT2");
internal static readonly int _Amplitude = Shader.PropertyToID("_Amplitude");
internal static readonly int _Scale = Shader.PropertyToID("_Scale");
}
const string k_ShaderString = "Hidden/Post FX/Builtin Debug Views";
enum Pass
{
Depth,
Normals,
MovecOpacity,
MovecImaging,
MovecArrows
}
ArrowArray m_Arrows;
class ArrowArray
{
public Mesh mesh { get; private set; }
public int columnCount { get; private set; }
public int rowCount { get; private set; }
public void BuildMesh(int columns, int rows)
{
// Base shape
var arrow = new Vector3[6]
{
new Vector3(0f, 0f, 0f),
new Vector3(0f, 1f, 0f),
new Vector3(0f, 1f, 0f),
new Vector3(-1f, 1f, 0f),
new Vector3(0f, 1f, 0f),
new Vector3(1f, 1f, 0f)
};
// make the vertex array
int vcount = 6 * columns * rows;
var vertices = new List<Vector3>(vcount);
var uvs = new List<Vector2>(vcount);
for (int iy = 0; iy < rows; iy++)
{
for (int ix = 0; ix < columns; ix++)
{
var uv = new Vector2(
(0.5f + ix) / columns,
(0.5f + iy) / rows
);
for (int i = 0; i < 6; i++)
{
vertices.Add(arrow[i]);
uvs.Add(uv);
}
}
}
// make the index array
var indices = new int[vcount];
for (int i = 0; i < vcount; i++)
indices[i] = i;
// initialize the mesh object
mesh = new Mesh { hideFlags = HideFlags.DontSave };
mesh.SetVertices(vertices);
mesh.SetUVs(0, uvs);
mesh.SetIndices(indices, MeshTopology.Lines, 0);
mesh.UploadMeshData(true);
// update the properties
columnCount = columns;
rowCount = rows;
}
public void Release()
{
GraphicsUtils.Destroy(mesh);
mesh = null;
}
}
public override bool active
{
get
{
return model.IsModeActive(BuiltinDebugViewsModel.Mode.Depth)
|| model.IsModeActive(BuiltinDebugViewsModel.Mode.Normals)
|| model.IsModeActive(BuiltinDebugViewsModel.Mode.MotionVectors);
}
}
public override DepthTextureMode GetCameraFlags()
{
var mode = model.settings.mode;
var flags = DepthTextureMode.None;
switch (mode)
{
case BuiltinDebugViewsModel.Mode.Normals:
flags |= DepthTextureMode.DepthNormals;
break;
case BuiltinDebugViewsModel.Mode.MotionVectors:
flags |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
break;
case BuiltinDebugViewsModel.Mode.Depth:
flags |= DepthTextureMode.Depth;
break;
}
return flags;
}
public override CameraEvent GetCameraEvent()
{
return model.settings.mode == BuiltinDebugViewsModel.Mode.MotionVectors
? CameraEvent.BeforeImageEffects
: CameraEvent.BeforeImageEffectsOpaque;
}
public override string GetName()
{
return "Builtin Debug Views";
}
public override void PopulateCommandBuffer(CommandBuffer cb)
{
var settings = model.settings;
var material = context.materialFactory.Get(k_ShaderString);
material.shaderKeywords = null;
if (context.isGBufferAvailable)
material.EnableKeyword("SOURCE_GBUFFER");
switch (settings.mode)
{
case BuiltinDebugViewsModel.Mode.Depth:
DepthPass(cb);
break;
case BuiltinDebugViewsModel.Mode.Normals:
DepthNormalsPass(cb);
break;
case BuiltinDebugViewsModel.Mode.MotionVectors:
MotionVectorsPass(cb);
break;
}
context.Interrupt();
}
void DepthPass(CommandBuffer cb)
{
var material = context.materialFactory.Get(k_ShaderString);
var settings = model.settings.depth;
cb.SetGlobalFloat(Uniforms._DepthScale, 1f / settings.scale);
cb.Blit((Texture)null, BuiltinRenderTextureType.CameraTarget, material, (int)Pass.Depth);
}
void DepthNormalsPass(CommandBuffer cb)
{
var material = context.materialFactory.Get(k_ShaderString);
cb.Blit((Texture)null, BuiltinRenderTextureType.CameraTarget, material, (int)Pass.Normals);
}
void MotionVectorsPass(CommandBuffer cb)
{
#if UNITY_EDITOR
// Don't render motion vectors preview when the editor is not playing as it can in some
// cases results in ugly artifacts (i.e. when resizing the game view).
if (!Application.isPlaying)
return;
#endif
var material = context.materialFactory.Get(k_ShaderString);
var settings = model.settings.motionVectors;
// Blit the original source image
int tempRT = Uniforms._TempRT;
cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Bilinear);
cb.SetGlobalFloat(Uniforms._Opacity, settings.sourceOpacity);
cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget);
cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, material, (int)Pass.MovecOpacity);
// Motion vectors (imaging)
if (settings.motionImageOpacity > 0f && settings.motionImageAmplitude > 0f)
{
int tempRT2 = Uniforms._TempRT2;
cb.GetTemporaryRT(tempRT2, context.width, context.height, 0, FilterMode.Bilinear);
cb.SetGlobalFloat(Uniforms._Opacity, settings.motionImageOpacity);
cb.SetGlobalFloat(Uniforms._Amplitude, settings.motionImageAmplitude);
cb.SetGlobalTexture(Uniforms._MainTex, tempRT);
cb.Blit(tempRT, tempRT2, material, (int)Pass.MovecImaging);
cb.ReleaseTemporaryRT(tempRT);
tempRT = tempRT2;
}
// Motion vectors (arrows)
if (settings.motionVectorsOpacity > 0f && settings.motionVectorsAmplitude > 0f)
{
PrepareArrows();
float sy = 1f / settings.motionVectorsResolution;
float sx = sy * context.height / context.width;
cb.SetGlobalVector(Uniforms._Scale, new Vector2(sx, sy));
cb.SetGlobalFloat(Uniforms._Opacity, settings.motionVectorsOpacity);
cb.SetGlobalFloat(Uniforms._Amplitude, settings.motionVectorsAmplitude);
cb.DrawMesh(m_Arrows.mesh, Matrix4x4.identity, material, 0, (int)Pass.MovecArrows);
}
cb.SetGlobalTexture(Uniforms._MainTex, tempRT);
cb.Blit(tempRT, BuiltinRenderTextureType.CameraTarget);
cb.ReleaseTemporaryRT(tempRT);
}
void PrepareArrows()
{
int row = model.settings.motionVectors.motionVectorsResolution;
int col = row * Screen.width / Screen.height;
if (m_Arrows == null)
m_Arrows = new ArrowArray();
if (m_Arrows.columnCount != col || m_Arrows.rowCount != row)
{
m_Arrows.Release();
m_Arrows.BuildMesh(col, row);
}
}
public override void OnDisable()
{
if (m_Arrows != null)
m_Arrows.Release();
m_Arrows = null;
}
}
public sealed class ChromaticAberrationComponent : PostProcessingComponentRenderTexture<ChromaticAberrationModel>
{
static class Uniforms
{
internal static readonly int _ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount");
internal static readonly int _ChromaticAberration_Spectrum = Shader.PropertyToID("_ChromaticAberration_Spectrum");
}
Texture2D m_SpectrumLut;
public override bool active
{
get
{
return model.enabled
&& model.settings.intensity > 0f
&& !context.interrupted;
}
}
public override void OnDisable()
{
GraphicsUtils.Destroy(m_SpectrumLut);
m_SpectrumLut = null;
}
public override void Prepare(Material uberMaterial)
{
var settings = model.settings;
var spectralLut = settings.spectralTexture;
if (spectralLut == null)
{
if (m_SpectrumLut == null)
{
m_SpectrumLut = new Texture2D(3, 1, TextureFormat.RGB24, false)
{
name = "Chromatic Aberration Spectrum Lookup",
filterMode = FilterMode.Bilinear,
wrapMode = TextureWrapMode.Clamp,
anisoLevel = 0,
hideFlags = HideFlags.DontSave
};
var pixels = new Color[3];
pixels[0] = new Color(1f, 0f, 0f);
pixels[1] = new Color(0f, 1f, 0f);
pixels[2] = new Color(0f, 0f, 1f);
m_SpectrumLut.SetPixels(pixels);
m_SpectrumLut.Apply();
}
spectralLut = m_SpectrumLut;
}
uberMaterial.EnableKeyword("CHROMATIC_ABERRATION");
uberMaterial.SetFloat(Uniforms._ChromaticAberration_Amount, settings.intensity * 0.03f);
uberMaterial.SetTexture(Uniforms._ChromaticAberration_Spectrum, spectralLut);
}
}
public sealed class ColorGradingComponent : PostProcessingComponentRenderTexture<ColorGradingModel>
{
static class Uniforms
{
internal static readonly int _LutParams = Shader.PropertyToID("_LutParams");
internal static readonly int _NeutralTonemapperParams1 = Shader.PropertyToID("_NeutralTonemapperParams1");
internal static readonly int _NeutralTonemapperParams2 = Shader.PropertyToID("_NeutralTonemapperParams2");
internal static readonly int _HueShift = Shader.PropertyToID("_HueShift");
internal static readonly int _Saturation = Shader.PropertyToID("_Saturation");
internal static readonly int _Contrast = Shader.PropertyToID("_Contrast");
internal static readonly int _Balance = Shader.PropertyToID("_Balance");
internal static readonly int _Lift = Shader.PropertyToID("_Lift");
internal static readonly int _InvGamma = Shader.PropertyToID("_InvGamma");
internal static readonly int _Gain = Shader.PropertyToID("_Gain");
internal static readonly int _Slope = Shader.PropertyToID("_Slope");
internal static readonly int _Power = Shader.PropertyToID("_Power");
internal static readonly int _Offset = Shader.PropertyToID("_Offset");
internal static readonly int _ChannelMixerRed = Shader.PropertyToID("_ChannelMixerRed");
internal static readonly int _ChannelMixerGreen = Shader.PropertyToID("_ChannelMixerGreen");
internal static readonly int _ChannelMixerBlue = Shader.PropertyToID("_ChannelMixerBlue");
internal static readonly int _Curves = Shader.PropertyToID("_Curves");
internal static readonly int _LogLut = Shader.PropertyToID("_LogLut");
internal static readonly int _LogLut_Params = Shader.PropertyToID("_LogLut_Params");
internal static readonly int _ExposureEV = Shader.PropertyToID("_ExposureEV");
}
const int k_InternalLogLutSize = 32;
const int k_CurvePrecision = 128;
const float k_CurveStep = 1f / k_CurvePrecision;
Texture2D m_GradingCurves;
Color[] m_pixels = new Color[k_CurvePrecision * 2];
public override bool active
{
get
{
return model.enabled
&& !context.interrupted;
}
}
// An analytical model of chromaticity of the standard illuminant, by Judd et al.
// http://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D
// Slightly modifed to adjust it with the D65 white point (x=0.31271, y=0.32902).
float StandardIlluminantY(float x)
{
return 2.87f * x - 3f * x * x - 0.27509507f;
}
// CIE xy chromaticity to CAT02 LMS.
// http://en.wikipedia.org/wiki/LMS_color_space#CAT02
Vector3 CIExyToLMS(float x, float y)
{
float Y = 1f;
float X = Y * x / y;
float Z = Y * (1f - x - y) / y;
float L = 0.7328f * X + 0.4296f * Y - 0.1624f * Z;
float M = -0.7036f * X + 1.6975f * Y + 0.0061f * Z;
float S = 0.0030f * X + 0.0136f * Y + 0.9834f * Z;
return new Vector3(L, M, S);
}
Vector3 CalculateColorBalance(float temperature, float tint)
{
// Range ~[-1.8;1.8] ; using higher ranges is unsafe
float t1 = temperature / 55f;
float t2 = tint / 55f;
// Get the CIE xy chromaticity of the reference white point.
// Note: 0.31271 = x value on the D65 white point
float x = 0.31271f - t1 * (t1 < 0f ? 0.1f : 0.05f);
float y = StandardIlluminantY(x) + t2 * 0.05f;
// Calculate the coefficients in the LMS space.
var w1 = new Vector3(0.949237f, 1.03542f, 1.08728f); // D65 white point
var w2 = CIExyToLMS(x, y);
return new Vector3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
}
static Color NormalizeColor(Color c)
{
float sum = (c.r + c.g + c.b) / 3f;
if (Mathf.Approximately(sum, 0f))
return new Color(1f, 1f, 1f, c.a);
return new Color
{
r = c.r / sum,
g = c.g / sum,
b = c.b / sum,
a = c.a
};
}
static Vector3 ClampVector(Vector3 v, float min, float max)
{
return new Vector3(
Mathf.Clamp(v.x, min, max),
Mathf.Clamp(v.y, min, max),
Mathf.Clamp(v.z, min, max)
);
}
public static Vector3 GetLiftValue(Color lift)
{
const float kLiftScale = 0.1f;
var nLift = NormalizeColor(lift);
float avgLift = (nLift.r + nLift.g + nLift.b) / 3f;
// Getting some artifacts when going into the negatives using a very low offset (lift.a) with non ACES-tonemapping
float liftR = (nLift.r - avgLift) * kLiftScale + lift.a;
float liftG = (nLift.g - avgLift) * kLiftScale + lift.a;
float liftB = (nLift.b - avgLift) * kLiftScale + lift.a;
return ClampVector(new Vector3(liftR, liftG, liftB), -1f, 1f);
}
public static Vector3 GetGammaValue(Color gamma)
{
const float kGammaScale = 0.5f;
const float kMinGamma = 0.01f;
var nGamma = NormalizeColor(gamma);
float avgGamma = (nGamma.r + nGamma.g + nGamma.b) / 3f;
gamma.a *= gamma.a < 0f ? 0.8f : 5f;
float gammaR = Mathf.Pow(2f, (nGamma.r - avgGamma) * kGammaScale) + gamma.a;
float gammaG = Mathf.Pow(2f, (nGamma.g - avgGamma) * kGammaScale) + gamma.a;
float gammaB = Mathf.Pow(2f, (nGamma.b - avgGamma) * kGammaScale) + gamma.a;
float invGammaR = 1f / Mathf.Max(kMinGamma, gammaR);
float invGammaG = 1f / Mathf.Max(kMinGamma, gammaG);
float invGammaB = 1f / Mathf.Max(kMinGamma, gammaB);
return ClampVector(new Vector3(invGammaR, invGammaG, invGammaB), 0f, 5f);
}
public static Vector3 GetGainValue(Color gain)
{
const float kGainScale = 0.5f;
var nGain = NormalizeColor(gain);
float avgGain = (nGain.r + nGain.g + nGain.b) / 3f;
gain.a *= gain.a > 0f ? 3f : 1f;
float gainR = Mathf.Pow(2f, (nGain.r - avgGain) * kGainScale) + gain.a;
float gainG = Mathf.Pow(2f, (nGain.g - avgGain) * kGainScale) + gain.a;
float gainB = Mathf.Pow(2f, (nGain.b - avgGain) * kGainScale) + gain.a;
return ClampVector(new Vector3(gainR, gainG, gainB), 0f, 4f);
}
public static void CalculateLiftGammaGain(Color lift, Color gamma, Color gain, out Vector3 outLift, out Vector3 outGamma, out Vector3 outGain)
{
outLift = GetLiftValue(lift);
outGamma = GetGammaValue(gamma);
outGain = GetGainValue(gain);
}
public static Vector3 GetSlopeValue(Color slope)
{
const float kSlopeScale = 0.1f;
var nSlope = NormalizeColor(slope);
float avgSlope = (nSlope.r + nSlope.g + nSlope.b) / 3f;
slope.a *= 0.5f;
float slopeR = (nSlope.r - avgSlope) * kSlopeScale + slope.a + 1f;
float slopeG = (nSlope.g - avgSlope) * kSlopeScale + slope.a + 1f;
float slopeB = (nSlope.b - avgSlope) * kSlopeScale + slope.a + 1f;
return ClampVector(new Vector3(slopeR, slopeG, slopeB), 0f, 2f);
}
public static Vector3 GetPowerValue(Color power)
{
const float kPowerScale = 0.1f;
const float minPower = 0.01f;
var nPower = NormalizeColor(power);
float avgPower = (nPower.r + nPower.g + nPower.b) / 3f;
power.a *= 0.5f;
float powerR = (nPower.r - avgPower) * kPowerScale + power.a + 1f;
float powerG = (nPower.g - avgPower) * kPowerScale + power.a + 1f;
float powerB = (nPower.b - avgPower) * kPowerScale + power.a + 1f;
float invPowerR = 1f / Mathf.Max(minPower, powerR);
float invPowerG = 1f / Mathf.Max(minPower, powerG);
float invPowerB = 1f / Mathf.Max(minPower, powerB);
return ClampVector(new Vector3(invPowerR, invPowerG, invPowerB), 0.5f, 2.5f);
}
public static Vector3 GetOffsetValue(Color offset)
{
const float kOffsetScale = 0.05f;
var nOffset = NormalizeColor(offset);
float avgOffset = (nOffset.r + nOffset.g + nOffset.b) / 3f;
offset.a *= 0.5f;
float offsetR = (nOffset.r - avgOffset) * kOffsetScale + offset.a;
float offsetG = (nOffset.g - avgOffset) * kOffsetScale + offset.a;
float offsetB = (nOffset.b - avgOffset) * kOffsetScale + offset.a;
return ClampVector(new Vector3(offsetR, offsetG, offsetB), -0.8f, 0.8f);
}
public static void CalculateSlopePowerOffset(Color slope, Color power, Color offset, out Vector3 outSlope, out Vector3 outPower, out Vector3 outOffset)
{
outSlope = GetSlopeValue(slope);
outPower = GetPowerValue(power);
outOffset = GetOffsetValue(offset);
}
TextureFormat GetCurveFormat()
{
if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf))
return TextureFormat.RGBAHalf;
return TextureFormat.RGBA32;
}
Texture2D GetCurveTexture()
{
if (m_GradingCurves == null)
{
m_GradingCurves = new Texture2D(k_CurvePrecision, 2, GetCurveFormat(), false, true)
{
name = "Internal Curves Texture",
hideFlags = HideFlags.DontSave,
anisoLevel = 0,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear
};
}
var curves = model.settings.curves;
curves.hueVShue.Cache();
curves.hueVSsat.Cache();
for (int i = 0; i < k_CurvePrecision; i++)
{
float t = i * k_CurveStep;
// HSL
float x = curves.hueVShue.Evaluate(t);
float y = curves.hueVSsat.Evaluate(t);
float z = curves.satVSsat.Evaluate(t);
float w = curves.lumVSsat.Evaluate(t);
m_pixels[i] = new Color(x, y, z, w);
// YRGB
float m = curves.master.Evaluate(t);
float r = curves.red.Evaluate(t);
float g = curves.green.Evaluate(t);
float b = curves.blue.Evaluate(t);
m_pixels[i + k_CurvePrecision] = new Color(r, g, b, m);
}
m_GradingCurves.SetPixels(m_pixels);
m_GradingCurves.Apply(false, false);
return m_GradingCurves;
}
bool IsLogLutValid(RenderTexture lut)
{
return lut != null && lut.IsCreated() && lut.height == k_InternalLogLutSize;
}
RenderTextureFormat GetLutFormat()
{
if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf))
return RenderTextureFormat.ARGBHalf;
return RenderTextureFormat.ARGB32;
}
void GenerateLut()
{
var settings = model.settings;
if (!IsLogLutValid(model.bakedLut))
{
GraphicsUtils.Destroy(model.bakedLut);
model.bakedLut = new RenderTexture(k_InternalLogLutSize * k_InternalLogLutSize, k_InternalLogLutSize, 0, GetLutFormat())
{
name = "Color Grading Log LUT",
hideFlags = HideFlags.DontSave,
filterMode = FilterMode.Bilinear,
wrapMode = TextureWrapMode.Clamp,
anisoLevel = 0
};
}
var lutMaterial = context.materialFactory.Get("Hidden/Post FX/Lut Generator");
lutMaterial.SetVector(Uniforms._LutParams, new Vector4(
k_InternalLogLutSize,
0.5f / (k_InternalLogLutSize * k_InternalLogLutSize),
0.5f / k_InternalLogLutSize,
k_InternalLogLutSize / (k_InternalLogLutSize - 1f))
);
// Tonemapping
lutMaterial.shaderKeywords = null;
var tonemapping = settings.tonemapping;
switch (tonemapping.tonemapper)
{