145 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			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");
 | |
| //            }
 | |
| //        }
 | |
| //    }
 | |
| //}
 |