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444 lines
19 KiB
444 lines
19 KiB
using UnityEngine.Rendering; |
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namespace UnityEngine.PostProcessing |
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{ |
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using Settings = MotionBlurModel.Settings; |
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public sealed class MotionBlurComponent : PostProcessingComponentCommandBuffer<MotionBlurModel> |
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{ |
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static class Uniforms |
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{ |
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internal static readonly int _VelocityScale = Shader.PropertyToID("_VelocityScale"); |
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internal static readonly int _MaxBlurRadius = Shader.PropertyToID("_MaxBlurRadius"); |
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internal static readonly int _RcpMaxBlurRadius = Shader.PropertyToID("_RcpMaxBlurRadius"); |
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internal static readonly int _VelocityTex = Shader.PropertyToID("_VelocityTex"); |
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internal static readonly int _MainTex = Shader.PropertyToID("_MainTex"); |
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internal static readonly int _Tile2RT = Shader.PropertyToID("_Tile2RT"); |
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internal static readonly int _Tile4RT = Shader.PropertyToID("_Tile4RT"); |
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internal static readonly int _Tile8RT = Shader.PropertyToID("_Tile8RT"); |
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internal static readonly int _TileMaxOffs = Shader.PropertyToID("_TileMaxOffs"); |
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internal static readonly int _TileMaxLoop = Shader.PropertyToID("_TileMaxLoop"); |
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internal static readonly int _TileVRT = Shader.PropertyToID("_TileVRT"); |
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internal static readonly int _NeighborMaxTex = Shader.PropertyToID("_NeighborMaxTex"); |
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internal static readonly int _LoopCount = Shader.PropertyToID("_LoopCount"); |
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internal static readonly int _TempRT = Shader.PropertyToID("_TempRT"); |
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internal static readonly int _History1LumaTex = Shader.PropertyToID("_History1LumaTex"); |
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internal static readonly int _History2LumaTex = Shader.PropertyToID("_History2LumaTex"); |
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internal static readonly int _History3LumaTex = Shader.PropertyToID("_History3LumaTex"); |
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internal static readonly int _History4LumaTex = Shader.PropertyToID("_History4LumaTex"); |
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internal static readonly int _History1ChromaTex = Shader.PropertyToID("_History1ChromaTex"); |
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internal static readonly int _History2ChromaTex = Shader.PropertyToID("_History2ChromaTex"); |
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internal static readonly int _History3ChromaTex = Shader.PropertyToID("_History3ChromaTex"); |
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internal static readonly int _History4ChromaTex = Shader.PropertyToID("_History4ChromaTex"); |
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internal static readonly int _History1Weight = Shader.PropertyToID("_History1Weight"); |
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internal static readonly int _History2Weight = Shader.PropertyToID("_History2Weight"); |
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internal static readonly int _History3Weight = Shader.PropertyToID("_History3Weight"); |
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internal static readonly int _History4Weight = Shader.PropertyToID("_History4Weight"); |
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} |
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enum Pass |
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{ |
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VelocitySetup, |
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TileMax1, |
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TileMax2, |
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TileMaxV, |
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NeighborMax, |
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Reconstruction, |
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FrameCompression, |
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FrameBlendingChroma, |
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FrameBlendingRaw |
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} |
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public class ReconstructionFilter |
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{ |
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// Texture format for storing 2D vectors. |
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RenderTextureFormat m_VectorRTFormat = RenderTextureFormat.RGHalf; |
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// Texture format for storing packed velocity/depth. |
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RenderTextureFormat m_PackedRTFormat = RenderTextureFormat.ARGB2101010; |
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public ReconstructionFilter() |
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{ |
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CheckTextureFormatSupport(); |
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} |
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void CheckTextureFormatSupport() |
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{ |
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// If 2:10:10:10 isn't supported, use ARGB32 instead. |
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if (!SystemInfo.SupportsRenderTextureFormat(m_PackedRTFormat)) |
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m_PackedRTFormat = RenderTextureFormat.ARGB32; |
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} |
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public bool IsSupported() |
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{ |
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return SystemInfo.supportsMotionVectors; |
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} |
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public void ProcessImage(PostProcessingContext context, CommandBuffer cb, ref Settings settings, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material) |
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{ |
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const float kMaxBlurRadius = 5f; |
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// Calculate the maximum blur radius in pixels. |
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int maxBlurPixels = (int)(kMaxBlurRadius * context.height / 100); |
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// Calculate the TileMax size. |
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// It should be a multiple of 8 and larger than maxBlur. |
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int tileSize = ((maxBlurPixels - 1) / 8 + 1) * 8; |
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// Pass 1 - Velocity/depth packing |
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var velocityScale = settings.shutterAngle / 360f; |
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cb.SetGlobalFloat(Uniforms._VelocityScale, velocityScale); |
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cb.SetGlobalFloat(Uniforms._MaxBlurRadius, maxBlurPixels); |
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cb.SetGlobalFloat(Uniforms._RcpMaxBlurRadius, 1f / maxBlurPixels); |
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int vbuffer = Uniforms._VelocityTex; |
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cb.GetTemporaryRT(vbuffer, context.width, context.height, 0, FilterMode.Point, m_PackedRTFormat, RenderTextureReadWrite.Linear); |
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cb.Blit((Texture)null, vbuffer, material, (int)Pass.VelocitySetup); |
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// Pass 2 - First TileMax filter (1/2 downsize) |
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int tile2 = Uniforms._Tile2RT; |
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cb.GetTemporaryRT(tile2, context.width / 2, context.height / 2, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); |
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cb.SetGlobalTexture(Uniforms._MainTex, vbuffer); |
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cb.Blit(vbuffer, tile2, material, (int)Pass.TileMax1); |
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// Pass 3 - Second TileMax filter (1/2 downsize) |
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int tile4 = Uniforms._Tile4RT; |
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cb.GetTemporaryRT(tile4, context.width / 4, context.height / 4, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); |
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cb.SetGlobalTexture(Uniforms._MainTex, tile2); |
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cb.Blit(tile2, tile4, material, (int)Pass.TileMax2); |
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cb.ReleaseTemporaryRT(tile2); |
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// Pass 4 - Third TileMax filter (1/2 downsize) |
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int tile8 = Uniforms._Tile8RT; |
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cb.GetTemporaryRT(tile8, context.width / 8, context.height / 8, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); |
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cb.SetGlobalTexture(Uniforms._MainTex, tile4); |
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cb.Blit(tile4, tile8, material, (int)Pass.TileMax2); |
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cb.ReleaseTemporaryRT(tile4); |
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// Pass 5 - Fourth TileMax filter (reduce to tileSize) |
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var tileMaxOffs = Vector2.one * (tileSize / 8f - 1f) * -0.5f; |
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cb.SetGlobalVector(Uniforms._TileMaxOffs, tileMaxOffs); |
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cb.SetGlobalFloat(Uniforms._TileMaxLoop, (int)(tileSize / 8f)); |
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int tile = Uniforms._TileVRT; |
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cb.GetTemporaryRT(tile, context.width / tileSize, context.height / tileSize, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); |
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cb.SetGlobalTexture(Uniforms._MainTex, tile8); |
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cb.Blit(tile8, tile, material, (int)Pass.TileMaxV); |
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cb.ReleaseTemporaryRT(tile8); |
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// Pass 6 - NeighborMax filter |
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int neighborMax = Uniforms._NeighborMaxTex; |
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int neighborMaxWidth = context.width / tileSize; |
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int neighborMaxHeight = context.height / tileSize; |
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cb.GetTemporaryRT(neighborMax, neighborMaxWidth, neighborMaxHeight, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); |
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cb.SetGlobalTexture(Uniforms._MainTex, tile); |
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cb.Blit(tile, neighborMax, material, (int)Pass.NeighborMax); |
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cb.ReleaseTemporaryRT(tile); |
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// Pass 7 - Reconstruction pass |
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cb.SetGlobalFloat(Uniforms._LoopCount, Mathf.Clamp(settings.sampleCount / 2, 1, 64)); |
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cb.SetGlobalTexture(Uniforms._MainTex, source); |
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cb.Blit(source, destination, material, (int)Pass.Reconstruction); |
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cb.ReleaseTemporaryRT(vbuffer); |
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cb.ReleaseTemporaryRT(neighborMax); |
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} |
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} |
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public class FrameBlendingFilter |
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{ |
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struct Frame |
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{ |
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public RenderTexture lumaTexture; |
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public RenderTexture chromaTexture; |
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float m_Time; |
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RenderTargetIdentifier[] m_MRT; |
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public float CalculateWeight(float strength, float currentTime) |
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{ |
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if (Mathf.Approximately(m_Time, 0f)) |
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return 0f; |
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var coeff = Mathf.Lerp(80f, 16f, strength); |
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return Mathf.Exp((m_Time - currentTime) * coeff); |
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} |
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public void Release() |
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{ |
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if (lumaTexture != null) |
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RenderTexture.ReleaseTemporary(lumaTexture); |
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if (chromaTexture != null) |
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RenderTexture.ReleaseTemporary(chromaTexture); |
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lumaTexture = null; |
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chromaTexture = null; |
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} |
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public void MakeRecord(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, Material material) |
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{ |
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Release(); |
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lumaTexture = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); |
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chromaTexture = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); |
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lumaTexture.filterMode = FilterMode.Point; |
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chromaTexture.filterMode = FilterMode.Point; |
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if (m_MRT == null) |
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m_MRT = new RenderTargetIdentifier[2]; |
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m_MRT[0] = lumaTexture; |
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m_MRT[1] = chromaTexture; |
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cb.SetGlobalTexture(Uniforms._MainTex, source); |
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cb.SetRenderTarget(m_MRT, lumaTexture); |
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cb.DrawMesh(GraphicsUtils.quad, Matrix4x4.identity, material, 0, (int)Pass.FrameCompression); |
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m_Time = Time.time; |
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} |
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public void MakeRecordRaw(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, RenderTextureFormat format) |
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{ |
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Release(); |
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lumaTexture = RenderTexture.GetTemporary(width, height, 0, format); |
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lumaTexture.filterMode = FilterMode.Point; |
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cb.SetGlobalTexture(Uniforms._MainTex, source); |
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cb.Blit(source, lumaTexture); |
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m_Time = Time.time; |
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} |
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} |
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bool m_UseCompression; |
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RenderTextureFormat m_RawTextureFormat; |
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Frame[] m_FrameList; |
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int m_LastFrameCount; |
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public FrameBlendingFilter() |
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{ |
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m_UseCompression = CheckSupportCompression(); |
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m_RawTextureFormat = GetPreferredRenderTextureFormat(); |
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m_FrameList = new Frame[4]; |
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} |
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public void Dispose() |
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{ |
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foreach (var frame in m_FrameList) |
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frame.Release(); |
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} |
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public void PushFrame(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, Material material) |
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{ |
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// Push only when actual update (do nothing while pausing) |
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var frameCount = Time.frameCount; |
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if (frameCount == m_LastFrameCount) return; |
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// Update the frame record. |
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var index = frameCount % m_FrameList.Length; |
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if (m_UseCompression) |
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m_FrameList[index].MakeRecord(cb, source, width, height, material); |
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else |
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m_FrameList[index].MakeRecordRaw(cb, source, width, height, m_RawTextureFormat); |
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m_LastFrameCount = frameCount; |
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} |
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public void BlendFrames(CommandBuffer cb, float strength, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material) |
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{ |
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var t = Time.time; |
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var f1 = GetFrameRelative(-1); |
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var f2 = GetFrameRelative(-2); |
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var f3 = GetFrameRelative(-3); |
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var f4 = GetFrameRelative(-4); |
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cb.SetGlobalTexture(Uniforms._History1LumaTex, f1.lumaTexture); |
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cb.SetGlobalTexture(Uniforms._History2LumaTex, f2.lumaTexture); |
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cb.SetGlobalTexture(Uniforms._History3LumaTex, f3.lumaTexture); |
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cb.SetGlobalTexture(Uniforms._History4LumaTex, f4.lumaTexture); |
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cb.SetGlobalTexture(Uniforms._History1ChromaTex, f1.chromaTexture); |
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cb.SetGlobalTexture(Uniforms._History2ChromaTex, f2.chromaTexture); |
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cb.SetGlobalTexture(Uniforms._History3ChromaTex, f3.chromaTexture); |
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cb.SetGlobalTexture(Uniforms._History4ChromaTex, f4.chromaTexture); |
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cb.SetGlobalFloat(Uniforms._History1Weight, f1.CalculateWeight(strength, t)); |
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cb.SetGlobalFloat(Uniforms._History2Weight, f2.CalculateWeight(strength, t)); |
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cb.SetGlobalFloat(Uniforms._History3Weight, f3.CalculateWeight(strength, t)); |
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cb.SetGlobalFloat(Uniforms._History4Weight, f4.CalculateWeight(strength, t)); |
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cb.SetGlobalTexture(Uniforms._MainTex, source); |
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cb.Blit(source, destination, material, m_UseCompression ? (int)Pass.FrameBlendingChroma : (int)Pass.FrameBlendingRaw); |
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} |
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// Check if the platform has the capability of compression. |
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static bool CheckSupportCompression() |
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{ |
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return |
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SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8) && |
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SystemInfo.supportedRenderTargetCount > 1; |
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} |
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// Determine which 16-bit render texture format is available. |
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static RenderTextureFormat GetPreferredRenderTextureFormat() |
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{ |
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RenderTextureFormat[] formats = |
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{ |
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RenderTextureFormat.RGB565, |
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RenderTextureFormat.ARGB1555, |
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RenderTextureFormat.ARGB4444 |
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}; |
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foreach (var f in formats) |
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if (SystemInfo.SupportsRenderTextureFormat(f)) return f; |
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return RenderTextureFormat.Default; |
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} |
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// Retrieve a frame record with relative indexing. |
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// Use a negative index to refer to previous frames. |
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Frame GetFrameRelative(int offset) |
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{ |
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var index = (Time.frameCount + m_FrameList.Length + offset) % m_FrameList.Length; |
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return m_FrameList[index]; |
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} |
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} |
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ReconstructionFilter m_ReconstructionFilter; |
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public ReconstructionFilter reconstructionFilter |
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{ |
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get |
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{ |
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if (m_ReconstructionFilter == null) |
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m_ReconstructionFilter = new ReconstructionFilter(); |
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return m_ReconstructionFilter; |
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} |
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} |
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FrameBlendingFilter m_FrameBlendingFilter; |
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public FrameBlendingFilter frameBlendingFilter |
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{ |
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get |
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{ |
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if (m_FrameBlendingFilter == null) |
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m_FrameBlendingFilter = new FrameBlendingFilter(); |
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return m_FrameBlendingFilter; |
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} |
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} |
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bool m_FirstFrame = true; |
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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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var settings = model.settings; |
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return model.enabled |
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&& ((settings.shutterAngle > 0f && reconstructionFilter.IsSupported()) || settings.frameBlending > 0f) |
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&& SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2 // No movecs on GLES2 platforms |
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&& !context.interrupted; |
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} |
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} |
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public override string GetName() |
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{ |
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return "Motion Blur"; |
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} |
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public void ResetHistory() |
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{ |
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if (m_FrameBlendingFilter != null) |
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m_FrameBlendingFilter.Dispose(); |
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m_FrameBlendingFilter = null; |
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} |
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public override DepthTextureMode GetCameraFlags() |
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{ |
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return DepthTextureMode.Depth | DepthTextureMode.MotionVectors; |
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} |
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public override CameraEvent GetCameraEvent() |
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{ |
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return CameraEvent.BeforeImageEffects; |
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} |
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public override void OnEnable() |
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{ |
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m_FirstFrame = true; |
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} |
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public override void PopulateCommandBuffer(CommandBuffer cb) |
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{ |
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#if UNITY_EDITOR |
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// Don't render motion blur preview when the editor is not playing as it can in some |
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// cases results in ugly artifacts (i.e. when resizing the game view). |
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if (!Application.isPlaying) |
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return; |
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#endif |
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// Skip rendering in the first frame as motion vectors won't be abvailable until the |
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// next one |
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if (m_FirstFrame) |
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{ |
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m_FirstFrame = false; |
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return; |
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} |
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var material = context.materialFactory.Get("Hidden/Post FX/Motion Blur"); |
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var blitMaterial = context.materialFactory.Get("Hidden/Post FX/Blit"); |
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var settings = model.settings; |
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var fbFormat = context.isHdr |
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? RenderTextureFormat.DefaultHDR |
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: RenderTextureFormat.Default; |
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int tempRT = Uniforms._TempRT; |
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cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Point, fbFormat); |
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if (settings.shutterAngle > 0f && settings.frameBlending > 0f) |
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{ |
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// Motion blur + frame blending |
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reconstructionFilter.ProcessImage(context, cb, ref settings, BuiltinRenderTextureType.CameraTarget, tempRT, material); |
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frameBlendingFilter.BlendFrames(cb, settings.frameBlending, tempRT, BuiltinRenderTextureType.CameraTarget, material); |
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frameBlendingFilter.PushFrame(cb, tempRT, context.width, context.height, material); |
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} |
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else if (settings.shutterAngle > 0f) |
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{ |
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// No frame blending |
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cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget); |
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cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, blitMaterial, 0); |
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reconstructionFilter.ProcessImage(context, cb, ref settings, tempRT, BuiltinRenderTextureType.CameraTarget, material); |
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} |
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else if (settings.frameBlending > 0f) |
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{ |
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// Frame blending only |
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cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget); |
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cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, blitMaterial, 0); |
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frameBlendingFilter.BlendFrames(cb, settings.frameBlending, tempRT, BuiltinRenderTextureType.CameraTarget, material); |
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frameBlendingFilter.PushFrame(cb, tempRT, context.width, context.height, material); |
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} |
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// Cleaning up |
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cb.ReleaseTemporaryRT(tempRT); |
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} |
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public override void OnDisable() |
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{ |
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if (m_FrameBlendingFilter != null) |
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m_FrameBlendingFilter.Dispose(); |
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} |
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} |
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}
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