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

181 lines
7.9 KiB
C#

//namespace UnityEngine.PostProcessing
//{
// public sealed class EyeAdaptationComponent : PostProcessingComponentRenderTexture<EyeAdaptationModel>
// {
// static class Uniforms
// {
// internal static readonly int _Params = Shader.PropertyToID("_Params");
// internal static readonly int _Speed = Shader.PropertyToID("_Speed");
// internal static readonly int _ScaleOffsetRes = Shader.PropertyToID("_ScaleOffsetRes");
// internal static readonly int _ExposureCompensation = Shader.PropertyToID("_ExposureCompensation");
// internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
// internal static readonly int _DebugWidth = Shader.PropertyToID("_DebugWidth");
// }
// ComputeShader m_EyeCompute;
// ComputeBuffer m_HistogramBuffer;
// readonly RenderTexture[] m_AutoExposurePool = new RenderTexture[2];
// int m_AutoExposurePingPing;
// RenderTexture m_CurrentAutoExposure;
// RenderTexture m_DebugHistogram;
// static uint[] s_EmptyHistogramBuffer;
// bool m_FirstFrame = true;
// // Don't forget to update 'EyeAdaptation.cginc' if you change these values !
// const int k_HistogramBins = 64;
// const int k_HistogramThreadX = 16;
// const int k_HistogramThreadY = 16;
// public override bool active
// {
// get
// {
// return model.enabled
// && SystemInfo.supportsComputeShaders
// && !context.interrupted;
// }
// }
// public override void OnEnable()
// {
// m_FirstFrame = true;
// }
// public override void OnDisable()
// {
// foreach (var rt in m_AutoExposurePool)
// GraphicsUtils.Destroy(rt);
// if (m_HistogramBuffer != null)
// m_HistogramBuffer.Release();
// m_HistogramBuffer = null;
// if (m_DebugHistogram != null)
// m_DebugHistogram.Release();
// m_DebugHistogram = null;
// }
// Vector4 GetHistogramScaleOffsetRes()
// {
// var settings = model.settings;
// float diff = settings.logMax - settings.logMin;
// float scale = 1f / diff;
// float offset = -settings.logMin * scale;
// return new Vector4(scale, offset, Mathf.Floor(context.width / 2f), Mathf.Floor(context.height / 2f));
// }
// public Texture Prepare(RenderTexture source, Material uberMaterial)
// {
// var settings = model.settings;
// // Setup compute
// if (m_EyeCompute == null)
// m_EyeCompute = Resources.Load<ComputeShader>("Shaders/EyeHistogram");
// var material = context.materialFactory.Get("Hidden/Post FX/Eye Adaptation");
// if (m_HistogramBuffer == null)
// m_HistogramBuffer = new ComputeBuffer(k_HistogramBins, sizeof(uint));
// if (s_EmptyHistogramBuffer == null)
// s_EmptyHistogramBuffer = new uint[k_HistogramBins];
// // Downscale the framebuffer, we don't need an absolute precision for auto exposure and it
// // helps making it more stable
// var scaleOffsetRes = GetHistogramScaleOffsetRes();
// var rt = context.renderTextureFactory.Get((int)scaleOffsetRes.z, (int)scaleOffsetRes.w, 0, source.format);
// Graphics.Blit(source, rt);
// if (m_AutoExposurePool[0] == null || !m_AutoExposurePool[0].IsCreated())
// m_AutoExposurePool[0] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat);
// if (m_AutoExposurePool[1] == null || !m_AutoExposurePool[1].IsCreated())
// m_AutoExposurePool[1] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat);
// // Clears the buffer on every frame as we use it to accumulate luminance values on each frame
// m_HistogramBuffer.SetData(s_EmptyHistogramBuffer);
// // Gets a log histogram
// int kernel = m_EyeCompute.FindKernel("KEyeHistogram");
// m_EyeCompute.SetBuffer(kernel, "_Histogram", m_HistogramBuffer);
// m_EyeCompute.SetTexture(kernel, "_Source", rt);
// m_EyeCompute.SetVector("_ScaleOffsetRes", scaleOffsetRes);
// m_EyeCompute.Dispatch(kernel, Mathf.CeilToInt(rt.width / (float)k_HistogramThreadX), Mathf.CeilToInt(rt.height / (float)k_HistogramThreadY), 1);
// // Cleanup
// context.renderTextureFactory.Release(rt);
// // Make sure filtering values are correct to avoid apocalyptic consequences
// const float minDelta = 1e-2f;
// settings.highPercent = Mathf.Clamp(settings.highPercent, 1f + minDelta, 99f);
// settings.lowPercent = Mathf.Clamp(settings.lowPercent, 1f, settings.highPercent - minDelta);
// // Compute auto exposure
// material.SetBuffer("_Histogram", m_HistogramBuffer); // No (int, buffer) overload for SetBuffer ?
// material.SetVector(Uniforms._Params, new Vector4(settings.lowPercent * 0.01f, settings.highPercent * 0.01f, settings.minLuminance, settings.maxLuminance));
// material.SetVector(Uniforms._Speed, new Vector2(settings.speedDown, settings.speedUp));
// material.SetVector(Uniforms._ScaleOffsetRes, scaleOffsetRes);
// material.SetFloat(Uniforms._ExposureCompensation, settings.exposureCompensation);
// if (m_FirstFrame || !Application.isPlaying)
// {
// // We don't want eye adaptation when not in play mode because the GameView isn't
// // animated, thus making it harder to tweak. Just use the final audo exposure value.
// m_CurrentAutoExposure = m_AutoExposurePool[0];
// Graphics.Blit(null, m_CurrentAutoExposure, material, (int)EyeAdaptationModel.EyeAdaptationType.Fixed);
// // Copy current exposure to the other pingpong target to avoid adapting from black
// Graphics.Blit(m_AutoExposurePool[0], m_AutoExposurePool[1]);
// }
// else
// {
// int pp = m_AutoExposurePingPing;
// var src = m_AutoExposurePool[++pp % 2];
// var dst = m_AutoExposurePool[++pp % 2];
// Graphics.Blit(src, dst, material, (int)settings.adaptationType);
// m_AutoExposurePingPing = ++pp % 2;
// m_CurrentAutoExposure = dst;
// }
// // Uber setup
// uberMaterial.EnableKeyword("EYE_ADAPTATION");
// uberMaterial.SetTexture(Uniforms._AutoExposure, m_CurrentAutoExposure);
// // Generate debug histogram
// if (context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.EyeAdaptation))
// {
// if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated())
// {
// m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32)
// {
// filterMode = FilterMode.Point,
// wrapMode = TextureWrapMode.Clamp
// };
// }
// material.SetFloat(Uniforms._DebugWidth, m_DebugHistogram.width);
// Graphics.Blit(null, m_DebugHistogram, material, 2);
// }
// m_FirstFrame = false;
// return m_CurrentAutoExposure;
// }
// public void OnGUI()
// {
// if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated())
// return;
// var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, m_DebugHistogram.width, m_DebugHistogram.height);
// GUI.DrawTexture(rect, m_DebugHistogram);
// }
// }
//}