#if ENVIRO_LWRP && ENVIRO_HD
namespace UnityEngine.Rendering.LWRP
{
internal class EnviroDistanceBlurPass : UnityEngine.Rendering.Universal.ScriptableRenderPass
{
private Camera myCam;
public Material blitMaterial = null;
private Material blitThrough;
private UnityEngine.Rendering.Universal.ScriptableRenderer renderer { get; set; }
private UnityEngine.Rendering.Universal.RenderTargetHandle destination { get; set; }
#region Blur Var
/////////////////// Blur //////////////////////
private const int kMaxIterations = 16;
private RenderTexture[] _blurBuffer1 = new RenderTexture[kMaxIterations];
private RenderTexture[] _blurBuffer2 = new RenderTexture[kMaxIterations];
private Texture2D distributionTexture;
public float thresholdGamma
{
get { return Mathf.Max(0f, 0); }
}
public float thresholdLinear
{
get { return Mathf.GammaToLinearSpace(thresholdGamma); }
}
#endregion
public void CustomBlit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Material mat)
{
cmd.SetGlobalTexture("_MainTex", source);
cmd.SetRenderTarget(target, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(UnityEngine.Rendering.Universal.RenderingUtils.fullscreenMesh, Matrix4x4.identity, mat);
}
public void CustomBlit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Material mat, int pass)
{
cmd.SetGlobalTexture("_MainTex", source);
cmd.SetRenderTarget(target, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(UnityEngine.Rendering.Universal.RenderingUtils.fullscreenMesh, Matrix4x4.identity, mat,0,pass);
}
public void CustomBlit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target)
{
if(blitThrough == null)
blitThrough = new Material(Shader.Find("Hidden/EnviroBlitThrough"));
cmd.SetGlobalTexture("_MainTex", source);
cmd.SetRenderTarget(target, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(UnityEngine.Rendering.Universal.RenderingUtils.fullscreenMesh, Matrix4x4.identity, blitThrough);
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
ConfigureTarget(renderer.cameraColorTarget);
}
///
/// Create the CopyColorPass
///
public EnviroDistanceBlurPass(UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, Material blitMaterial, Texture2D distributionTexture)
{
this.renderPassEvent = renderPassEvent;
this.blitMaterial = blitMaterial;
this.distributionTexture = distributionTexture;
}
public void Setup(Camera myCam, UnityEngine.Rendering.Universal.ScriptableRenderer renderer, UnityEngine.Rendering.Universal.RenderTargetHandle destination)
{
this.myCam = myCam;
this.renderer = renderer;
this.destination = destination;
}
private void UpdateMatrix(UnityEngine.Rendering.Universal.RenderingData renderingData, Material mat)
{
if (UnityEngine.XR.XRSettings.enabled)
{
// 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;
}
mat.SetMatrix("_LeftWorldFromView", left_world_from_view);
mat.SetMatrix("_RightWorldFromView", right_world_from_view);
mat.SetMatrix("_LeftViewFromScreen", left_view_from_screen);
mat.SetMatrix("_RightViewFromScreen", right_view_from_screen);
}
else
{
Matrix4x4 left_world_from_view = renderingData.cameraData.GetViewMatrix().inverse;
// Inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
Matrix4x4 screen_from_view = renderingData.cameraData.GetProjectionMatrix();
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
mat.SetMatrix("_LeftWorldFromView", left_world_from_view);
mat.SetMatrix("_LeftViewFromScreen", left_view_from_screen);
}
}
///
public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get("Distance Blur");
// source texture size
var tw = renderingData.cameraData.cameraTargetDescriptor.width;
var th = renderingData.cameraData.cameraTargetDescriptor.height;
// halve the texture size for the low quality mode
if (!EnviroSky.instance.distanceBlurSettings.highQuality)
{
tw /= 2;
th /= 2;
}
if(blitMaterial == null)
blitMaterial = new Material(Shader.Find("Hidden/EnviroDistanceBlur"));
UpdateMatrix(renderingData,blitMaterial);
blitMaterial.EnableKeyword("ENVIROURP");
blitMaterial.SetTexture("_DistTex", distributionTexture);
blitMaterial.SetFloat("_Distance", EnviroSky.instance.blurDistance);
blitMaterial.SetFloat("_Radius", EnviroSky.instance.distanceBlurSettings.radius);
// 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;
blitMaterial.SetFloat("_Threshold", lthresh);
var knee = lthresh * 0.5f + 1e-5f;
var curve = new Vector3(lthresh - knee, knee * 2, 0.25f / knee);
blitMaterial.SetVector("_Curve", curve);
var pfo = !EnviroSky.instance.distanceBlurSettings.highQuality && EnviroSky.instance.distanceBlurSettings.antiFlicker;
blitMaterial.SetFloat("_PrefilterOffs", pfo ? -0.5f : 0.0f);
blitMaterial.SetFloat("_SampleScale", 0.5f + logh - logh_i);
blitMaterial.SetFloat("_Intensity", EnviroSky.instance.blurIntensity);
blitMaterial.SetFloat("_SkyBlurring", EnviroSky.instance.blurSkyIntensity);
float width = 1 / renderingData.cameraData.cameraTargetDescriptor.width;
float height = 1 / renderingData.cameraData.cameraTargetDescriptor.height;
blitMaterial.SetVector("_MainTex_TexelSize",new Vector4(width, height, renderingData.cameraData.cameraTargetDescriptor.width, renderingData.cameraData.cameraTargetDescriptor.height));
// prefilter pass
RenderTextureDescriptor renderDescriptor = renderingData.cameraData.cameraTargetDescriptor;
renderDescriptor.width = tw;
renderDescriptor.height = th;
//renderDescriptor.graphicsFormat = Experimental.Rendering.GraphicsFormat.R32G32B32A32_SFloat;
renderDescriptor.depthBufferBits = 0;
var prefiltered = RenderTexture.GetTemporary(renderDescriptor);
var pass = EnviroSky.instance.distanceBlurSettings.antiFlicker ? 1 : 0;
CustomBlit(cmd, renderer.cameraColorTarget, prefiltered, blitMaterial, pass);
// construct a mip pyramid
var last = prefiltered;
for (var level = 0; level < iterations; level++)
{
RenderTextureDescriptor lastDescriptor = last.descriptor;
lastDescriptor.width = lastDescriptor.width / 2;
lastDescriptor.height = lastDescriptor.height / 2;
_blurBuffer1[level] = RenderTexture.GetTemporary(lastDescriptor);
pass = (level == 0) ? (EnviroSky.instance.distanceBlurSettings.antiFlicker ? 3 : 2) : 4;
CustomBlit(cmd, last, _blurBuffer1[level], blitMaterial, pass);
last = _blurBuffer1[level];
}
// upsample and combine loop
for (var level = iterations - 2; level >= 0; level--)
{
var basetex = _blurBuffer1[level];
blitMaterial.SetTexture("_BaseTex", basetex);
RenderTextureDescriptor baseDescriptor = basetex.descriptor;
_blurBuffer2[level] = RenderTexture.GetTemporary(baseDescriptor);
pass = EnviroSky.instance.distanceBlurSettings.highQuality ? 6 : 5;
CustomBlit(cmd, last, _blurBuffer2[level], blitMaterial, pass);
last = _blurBuffer2[level];
}
// finish process
RenderTexture sourceRT = RenderTexture.GetTemporary(renderDescriptor);
CustomBlit(cmd, renderer.cameraColorTarget, sourceRT);
blitMaterial.SetTexture("_BaseTex", sourceRT);
cmd.SetGlobalTexture("_BaseTex", sourceRT);
pass = EnviroSky.instance.distanceBlurSettings.highQuality ? 8 : 7;
CustomBlit(cmd, last, renderer.cameraColorTarget, blitMaterial, 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);
RenderTexture.ReleaseTemporary(sourceRT);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
///
public override void FrameCleanup(CommandBuffer cmd)
{
//if (destination == RenderTargetHandle.CameraTarget)
// cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id);
}
}
}
#endif