NewN_UAVPlane/Assets/art/haidao/PostProcessing/Runtime/Components/BloomComponent.cs

145 lines
6.3 KiB
C#

//namespace UnityEngine.PostProcessing
//{
// 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 if needed
// if (autoExposure != null)
// {
// material.EnableKeyword("EYE_ADAPTATION");
// 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);
// Graphics.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;
// Graphics.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
// );
// Graphics.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.EnableKeyword("BLOOM");
// 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");
// }
// }
// }
//}