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

204 lines
7.8 KiB
C#

//using UnityEngine.Rendering;
//namespace UnityEngine.PostProcessing
//{
// public sealed class TaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
// {
// static class Uniforms
// {
// internal static int _Jitter = Shader.PropertyToID("_Jitter");
// internal static int _SharpenParameters = Shader.PropertyToID("_SharpenParameters");
// internal static int _FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters");
// internal static int _HistoryTex = Shader.PropertyToID("_HistoryTex");
// internal static int _MainTex = Shader.PropertyToID("_MainTex");
// }
// const string k_ShaderString = "Hidden/Post FX/Temporal Anti-aliasing";
// const int k_SampleCount = 8;
// readonly RenderBuffer[] m_MRT = new RenderBuffer[2];
// int m_SampleIndex;
// bool m_ResetHistory;
// RenderTexture m_HistoryTexture;
// public override bool active
// {
// get
// {
// return model.enabled
// && model.settings.method == AntialiasingModel.Method.Taa
// && SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)
// && SystemInfo.supportsMotionVectors
// && !context.interrupted;
// }
// }
// public override DepthTextureMode GetCameraFlags()
// {
// return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
// }
// public void ResetHistory()
// {
// m_ResetHistory = true;
// }
// public void SetProjectionMatrix()
// {
// var settings = model.settings.taaSettings;
// var jitter = GenerateRandomOffset();
// jitter *= settings.jitterSpread;
// context.camera.nonJitteredProjectionMatrix = context.camera.projectionMatrix;
// context.camera.projectionMatrix = context.camera.orthographic
// ? GetOrthographicProjectionMatrix(jitter)
// : GetPerspectiveProjectionMatrix(jitter);
//#if UNITY_5_5_OR_NEWER
// context.camera.useJitteredProjectionMatrixForTransparentRendering = false;
//#endif
// jitter.x /= context.width;
// jitter.y /= context.height;
// var material = context.materialFactory.Get(k_ShaderString);
// material.SetVector(Uniforms._Jitter, jitter);
// }
// public void Render(RenderTexture source, RenderTexture destination)
// {
// var material = context.materialFactory.Get(k_ShaderString);
// material.shaderKeywords = null;
// var settings = model.settings.taaSettings;
// if (m_ResetHistory || m_HistoryTexture == null || m_HistoryTexture.width != source.width || m_HistoryTexture.height != source.height)
// {
// if (m_HistoryTexture)
// RenderTexture.ReleaseTemporary(m_HistoryTexture);
// m_HistoryTexture = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);
// m_HistoryTexture.name = "TAA History";
// Graphics.Blit(source, m_HistoryTexture, material, 2);
// }
// const float kMotionAmplification = 100f * 60f;
// material.SetVector(Uniforms._SharpenParameters, new Vector4(settings.sharpen, 0f, 0f, 0f));
// material.SetVector(Uniforms._FinalBlendParameters, new Vector4(settings.stationaryBlending, settings.motionBlending, kMotionAmplification, 0f));
// material.SetTexture(Uniforms._MainTex, source);
// material.SetTexture(Uniforms._HistoryTex, m_HistoryTexture);
// var tempHistory = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);
// tempHistory.name = "TAA History";
// m_MRT[0] = destination.colorBuffer;
// m_MRT[1] = tempHistory.colorBuffer;
// Graphics.SetRenderTarget(m_MRT, source.depthBuffer);
// GraphicsUtils.Blit(material, context.camera.orthographic ? 1 : 0);
// RenderTexture.ReleaseTemporary(m_HistoryTexture);
// m_HistoryTexture = tempHistory;
// m_ResetHistory = false;
// }
// float GetHaltonValue(int index, int radix)
// {
// float result = 0f;
// float fraction = 1f / (float)radix;
// while (index > 0)
// {
// result += (float)(index % radix) * fraction;
// index /= radix;
// fraction /= (float)radix;
// }
// return result;
// }
// Vector2 GenerateRandomOffset()
// {
// var offset = new Vector2(
// GetHaltonValue(m_SampleIndex & 1023, 2),
// GetHaltonValue(m_SampleIndex & 1023, 3));
// if (++m_SampleIndex >= k_SampleCount)
// m_SampleIndex = 0;
// return offset;
// }
// // Adapted heavily from PlayDead's TAA code
// // https://github.com/playdeadgames/temporal/blob/master/Assets/Scripts/Extensions.cs
// Matrix4x4 GetPerspectiveProjectionMatrix(Vector2 offset)
// {
// float vertical = Mathf.Tan(0.5f * Mathf.Deg2Rad * context.camera.fieldOfView);
// float horizontal = vertical * context.camera.aspect;
// offset.x *= horizontal / (0.5f * context.width);
// offset.y *= vertical / (0.5f * context.height);
// float left = (offset.x - horizontal) * context.camera.nearClipPlane;
// float right = (offset.x + horizontal) * context.camera.nearClipPlane;
// float top = (offset.y + vertical) * context.camera.nearClipPlane;
// float bottom = (offset.y - vertical) * context.camera.nearClipPlane;
// var matrix = new Matrix4x4();
// matrix[0, 0] = (2f * context.camera.nearClipPlane) / (right - left);
// matrix[0, 1] = 0f;
// matrix[0, 2] = (right + left) / (right - left);
// matrix[0, 3] = 0f;
// matrix[1, 0] = 0f;
// matrix[1, 1] = (2f * context.camera.nearClipPlane) / (top - bottom);
// matrix[1, 2] = (top + bottom) / (top - bottom);
// matrix[1, 3] = 0f;
// matrix[2, 0] = 0f;
// matrix[2, 1] = 0f;
// matrix[2, 2] = -(context.camera.farClipPlane + context.camera.nearClipPlane) / (context.camera.farClipPlane - context.camera.nearClipPlane);
// matrix[2, 3] = -(2f * context.camera.farClipPlane * context.camera.nearClipPlane) / (context.camera.farClipPlane - context.camera.nearClipPlane);
// matrix[3, 0] = 0f;
// matrix[3, 1] = 0f;
// matrix[3, 2] = -1f;
// matrix[3, 3] = 0f;
// return matrix;
// }
// Matrix4x4 GetOrthographicProjectionMatrix(Vector2 offset)
// {
// float vertical = context.camera.orthographicSize;
// float horizontal = vertical * context.camera.aspect;
// offset.x *= horizontal / (0.5f * context.width);
// offset.y *= vertical / (0.5f * context.height);
// float left = offset.x - horizontal;
// float right = offset.x + horizontal;
// float top = offset.y + vertical;
// float bottom = offset.y - vertical;
// return Matrix4x4.Ortho(left, right, bottom, top, context.camera.nearClipPlane, context.camera.farClipPlane);
// }
// public override void OnDisable()
// {
// if (m_HistoryTexture != null)
// RenderTexture.ReleaseTemporary(m_HistoryTexture);
// m_HistoryTexture = null;
// m_SampleIndex = 0;
// }
// }
//}