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257 lines
12 KiB
C#

#if ENVIRO_HDRP
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using System;
namespace UnityEngine.Rendering.HighDefinition
{
[Serializable, VolumeComponentMenu("Post-processing/Enviro/Distance Blur")]
public class EnviroHDRPDistanceBlur : CustomPostProcessVolumeComponent, IPostProcessComponent
{
public bool IsActive() => EnviroSky.instance != null;
public override CustomPostProcessInjectionPoint injectionPoint => (CustomPostProcessInjectionPoint)0;
#region General Var
private Camera myCam;
private Material blitTrough;
#endregion
////////////////////////
#region Blur Var
/////////////////// Blur //////////////////////
private Material postProcessMat;
private const int kMaxIterations = 16;
private RenderTexture[] _blurBuffer1 = new RenderTexture[kMaxIterations];
private RenderTexture[] _blurBuffer2 = new RenderTexture[kMaxIterations];
// private float _threshold = 0f;
public float thresholdGamma
{
get { return Mathf.Max(0f, 0); }
// set { _threshold = value; }
}
public float thresholdLinear
{
get { return Mathf.GammaToLinearSpace(thresholdGamma); }
// set { _threshold = Mathf.LinearToGammaSpace(value); }
}
#endregion
////////////////////////
private void CleanupMaterials()
{
if (postProcessMat != null)
CoreUtils.Destroy(postProcessMat);
if (blitTrough != null)
CoreUtils.Destroy(blitTrough);
}
private void CreateMaterialsAndTextures()
{
if (postProcessMat != null)
postProcessMat = new Material(Shader.Find("Hidden/EnviroDistanceBlurHDRP"));
if(blitTrough == null)
blitTrough = new Material(Shader.Find("Hidden/Enviro/BlitTroughHDRP"));
}
private void SetMatrixes ()
{
if (myCam.stereoEnabled)
{
// Both stereo eye inverse view matrices
Matrix4x4 left_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Left).inverse;
Matrix4x4 right_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Right).inverse;
// Both stereo eye inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
Matrix4x4 left_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
Matrix4x4 right_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
Matrix4x4 left_view_from_screen = GL.GetGPUProjectionMatrix(left_screen_from_view, true).inverse;
Matrix4x4 right_view_from_screen = GL.GetGPUProjectionMatrix(right_screen_from_view, true).inverse;
// Negate [1,1] to reflect Unity's CBuffer state
if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
{
left_view_from_screen[1, 1] *= -1;
right_view_from_screen[1, 1] *= -1;
}
Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
Shader.SetGlobalMatrix("_RightWorldFromView", right_world_from_view);
Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
Shader.SetGlobalMatrix("_RightViewFromScreen", right_view_from_screen);
}
else
{
// Main eye inverse view matrix
Matrix4x4 left_world_from_view = myCam.cameraToWorldMatrix;
// Inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
Matrix4x4 screen_from_view = myCam.projectionMatrix;
Matrix4x4 left_view_from_screen = GL.GetGPUProjectionMatrix(screen_from_view, true).inverse;
// Negate [1,1] to reflect Unity's CBuffer state
if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
left_view_from_screen[1, 1] *= -1;
// Store matrices
Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
}
}
public override void Setup()
{
CreateMaterialsAndTextures();
}
public override void Cleanup()
{
CleanupMaterials();
}
public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
{
myCam = camera.camera;
if (EnviroSky.instance == null || myCam == null || camera.camera.cameraType == CameraType.SceneView || camera.camera.cameraType == CameraType.Preview || camera.camera.cameraType == CameraType.Reflection || EnviroSky.instance.RenderEnviroOnThisCam(camera.camera) == false)
{
blitTrough.SetTexture("_InputTexture", source);
CoreUtils.DrawFullScreen(cmd, blitTrough);
return;
}
if (EnviroSkyMgr.instance.useDistanceBlur)
{
SetMatrixes();
RenderDistanceBlur(source, destination, cmd);
}
else
{
blitTrough.SetTexture("_InputTexture", source);
CoreUtils.DrawFullScreen(cmd, blitTrough);
}
}
private void RenderDistanceBlur(RTHandle source, RTHandle destination, CommandBuffer cmd)
{
var useRGBM = myCam.allowHDR;
// source texture size
var tw = source.rt.width;
var th = source.rt.height;
// halve the texture size for the low quality mode
if (!EnviroSky.instance.distanceBlurSettings.highQuality)
{
tw /= 2;
th /= 2;
}
if (postProcessMat == null)
postProcessMat = new Material(Shader.Find("Hidden/EnviroDistanceBlurHDRP"));
postProcessMat.SetTexture("_DistTex", EnviroSky.instance.ressources.distributionTexture);
postProcessMat.SetFloat("_Distance", EnviroSky.instance.blurDistance);
postProcessMat.SetFloat("_Radius", EnviroSky.instance.distanceBlurSettings.radius);
// blur buffer format
var rtFormat = useRGBM ?
RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
// determine the iteration count
var logh = Mathf.Log(th, 2) + EnviroSky.instance.distanceBlurSettings.radius - 8;
var logh_i = (int)logh;
var iterations = Mathf.Clamp(logh_i, 1, kMaxIterations);
// update the shader properties
var lthresh = thresholdLinear;
postProcessMat.SetFloat("_Threshold", lthresh);
var knee = lthresh * 0.5f + 1e-5f;
var curve = new Vector3(lthresh - knee, knee * 2, 0.25f / knee);
postProcessMat.SetVector("_Curve", curve);
var pfo = !EnviroSky.instance.distanceBlurSettings.highQuality && EnviroSky.instance.distanceBlurSettings.antiFlicker;
postProcessMat.SetFloat("_PrefilterOffs", pfo ? -0.5f : 0.0f);
postProcessMat.SetFloat("_SampleScale", 0.5f + logh - logh_i);
postProcessMat.SetFloat("_Intensity", EnviroSky.instance.blurIntensity);
postProcessMat.SetFloat("_SkyBlurring", EnviroSky.instance.blurSkyIntensity);
// prefilter pass
var prefiltered = RenderTexture.GetTemporary(destination.rt.descriptor);
var pass = EnviroSky.instance.distanceBlurSettings.antiFlicker ? 1 : 0;
postProcessMat.SetTexture("_MainTex", source);
postProcessMat.SetVector("_ScaledSize", source.rtHandleProperties.rtHandleScale);
cmd.Blit(source, prefiltered, postProcessMat, pass);
// construct a mip pyramid
var last = prefiltered;
for (var level = 0; level < iterations; level++)
{
RenderTextureDescriptor lastd = last.descriptor;
lastd.width = (int)(lastd.width * 0.5);
lastd.height = (int)(lastd.height * 0.5);
_blurBuffer1[level] = RenderTexture.GetTemporary(lastd);
pass = (level == 0) ? (EnviroSky.instance.distanceBlurSettings.antiFlicker ? 3 : 2) : 4;
postProcessMat.SetTexture("_MainTex", last);
postProcessMat.SetVector("_MainTex_TexelSize", new Vector4(1f / last.width, 1f / last.height, last.width, last.height));
cmd.Blit(last, _blurBuffer1[level], postProcessMat, pass);
last = _blurBuffer1[level];
}
// upsample and combine loop
for (var level = iterations - 2; level >= 0; level--)
{
var basetex = _blurBuffer1[level];
postProcessMat.SetTexture("_BaseTex", basetex);
postProcessMat.SetVector("_BaseTex_TexelSize", new Vector4(1f / basetex.width, 1f / basetex.height, basetex.width, basetex.height));
_blurBuffer2[level] = RenderTexture.GetTemporary(basetex.descriptor);
pass = EnviroSky.instance.distanceBlurSettings.highQuality ? 6 : 5;
postProcessMat.SetTexture("_MainTex", last);
postProcessMat.SetVector("_MainTex_TexelSize", new Vector4(1f / last.width, 1f / last.height, last.width, last.height));
postProcessMat.SetVector("_TexelSize", new Vector4(last.width, last.height, 1f / last.width, 1f / last.height));
cmd.Blit(last, _blurBuffer2[level], postProcessMat, pass);
last = _blurBuffer2[level];
}
// finish process
pass = EnviroSky.instance.distanceBlurSettings.highQuality ? 8 : 7;
postProcessMat.SetTexture("_BaseTex", source);
postProcessMat.SetTexture("_MainTex", last);
postProcessMat.SetVector("_MainTex_TexelSize", new Vector4(1 / last.width, 1 / last.height, last.width, last.height));
postProcessMat.SetVector("_TexelSize", new Vector4(last.width, last.height, 1f / last.width, 1f / last.height));
cmd.SetRenderTarget(destination);
CoreUtils.DrawFullScreen(cmd, postProcessMat,null,pass);
//cmd.SetGlobalTexture("_BaseTex", source);
//cmd.SetGlobalTexture("_MainTex", last);
//cmd.SetGlobalVector("_MainTex_TexelSize", new Vector4(1 / last.width, 1 / last.height, last.width, last.height));
//cmd.SetGlobalVector("_TexelSize", new Vector4(last.width, last.height, 1f / last.width, 1f / last.height));
//cmd.SetRenderTarget(destination);
//cmd.Blit(last,destination,postProcessMat,pass);
// HDUtils.DrawFullScreen(cmd,postProcessMat,destination,null,pass);
// release the temporary buffers
for (var i = 0; i < kMaxIterations; i++)
{
if (_blurBuffer1[i] != null)
RenderTexture.ReleaseTemporary(_blurBuffer1[i]);
if (_blurBuffer2[i] != null)
RenderTexture.ReleaseTemporary(_blurBuffer2[i]);
_blurBuffer1[i] = null;
_blurBuffer2[i] = null;
}
RenderTexture.ReleaseTemporary(prefiltered);
}
}
}
#endif