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143 lines
6.0 KiB
143 lines
6.0 KiB
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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