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143
Assets/ThirdParty/PostProcessing/Runtime/Components/BloomComponent.cs
vendored
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143
Assets/ThirdParty/PostProcessing/Runtime/Components/BloomComponent.cs
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namespace UnityEngine.PostProcessing
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{
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public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
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{
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static class Uniforms
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{
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internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
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internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
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internal static readonly int _Curve = Shader.PropertyToID("_Curve");
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internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
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internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
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internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
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internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
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internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
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internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
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internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
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}
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const int k_MaxPyramidBlurLevel = 16;
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readonly RenderTexture[] m_BlurBuffer1 = new RenderTexture[k_MaxPyramidBlurLevel];
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readonly RenderTexture[] m_BlurBuffer2 = new RenderTexture[k_MaxPyramidBlurLevel];
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public override bool active
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{
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get
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{
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return model.enabled
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&& model.settings.bloom.intensity > 0f
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&& !context.interrupted;
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}
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}
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public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
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{
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var bloom = model.settings.bloom;
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var lensDirt = model.settings.lensDirt;
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var material = context.materialFactory.Get("Hidden/Post FX/Bloom");
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material.shaderKeywords = null;
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// Apply auto exposure before the prefiltering pass
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material.SetTexture(Uniforms._AutoExposure, autoExposure);
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// Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on
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// fillrate limited platforms
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var tw = context.width / 2;
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var th = context.height / 2;
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// Blur buffer format
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// TODO: Extend the use of RGBM to the whole chain for mobile platforms
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var useRGBM = Application.isMobilePlatform;
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var rtFormat = useRGBM
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? RenderTextureFormat.Default
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: RenderTextureFormat.DefaultHDR;
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// Determine the iteration count
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float logh = Mathf.Log(th, 2f) + bloom.radius - 8f;
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int logh_i = (int)logh;
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int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidBlurLevel);
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// Uupdate the shader properties
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float lthresh = bloom.thresholdLinear;
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material.SetFloat(Uniforms._Threshold, lthresh);
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float knee = lthresh * bloom.softKnee + 1e-5f;
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var curve = new Vector3(lthresh - knee, knee * 2f, 0.25f / knee);
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material.SetVector(Uniforms._Curve, curve);
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material.SetFloat(Uniforms._PrefilterOffs, bloom.antiFlicker ? -0.5f : 0f);
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float sampleScale = 0.5f + logh - logh_i;
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material.SetFloat(Uniforms._SampleScale, sampleScale);
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// TODO: Probably can disable antiFlicker if TAA is enabled - need to do some testing
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if (bloom.antiFlicker)
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material.EnableKeyword("ANTI_FLICKER");
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// Prefilter pass
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var prefiltered = context.renderTextureFactory.Get(tw, th, 0, rtFormat);
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Graphics.Blit(source, prefiltered, material, 0);
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// Construct a mip pyramid
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var last = prefiltered;
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for (int level = 0; level < iterations; level++)
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{
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m_BlurBuffer1[level] = context.renderTextureFactory.Get(
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last.width / 2, last.height / 2, 0, rtFormat
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);
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int pass = (level == 0) ? 1 : 2;
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Graphics.Blit(last, m_BlurBuffer1[level], material, pass);
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last = m_BlurBuffer1[level];
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}
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// Upsample and combine loop
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for (int level = iterations - 2; level >= 0; level--)
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{
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var baseTex = m_BlurBuffer1[level];
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material.SetTexture(Uniforms._BaseTex, baseTex);
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m_BlurBuffer2[level] = context.renderTextureFactory.Get(
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baseTex.width, baseTex.height, 0, rtFormat
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);
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Graphics.Blit(last, m_BlurBuffer2[level], material, 3);
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last = m_BlurBuffer2[level];
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}
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var bloomTex = last;
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// Release the temporary buffers
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for (int i = 0; i < k_MaxPyramidBlurLevel; i++)
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{
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if (m_BlurBuffer1[i] != null)
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context.renderTextureFactory.Release(m_BlurBuffer1[i]);
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if (m_BlurBuffer2[i] != null && m_BlurBuffer2[i] != bloomTex)
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context.renderTextureFactory.Release(m_BlurBuffer2[i]);
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m_BlurBuffer1[i] = null;
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m_BlurBuffer2[i] = null;
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}
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context.renderTextureFactory.Release(prefiltered);
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// Push everything to the uber material
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uberMaterial.SetTexture(Uniforms._BloomTex, bloomTex);
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uberMaterial.SetVector(Uniforms._Bloom_Settings, new Vector2(sampleScale, bloom.intensity));
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if (lensDirt.intensity > 0f && lensDirt.texture != null)
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{
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uberMaterial.SetTexture(Uniforms._Bloom_DirtTex, lensDirt.texture);
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uberMaterial.SetFloat(Uniforms._Bloom_DirtIntensity, lensDirt.intensity);
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uberMaterial.EnableKeyword("BLOOM_LENS_DIRT");
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}
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else
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{
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uberMaterial.EnableKeyword("BLOOM");
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}
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}
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}
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}
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