| | |
| | | namespace UnityEngine.PostProcessing |
| | | { |
| | | public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel> |
| | | { |
| | | static class Uniforms |
| | | { |
| | | internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure"); |
| | | internal static readonly int _Threshold = Shader.PropertyToID("_Threshold"); |
| | | internal static readonly int _Curve = Shader.PropertyToID("_Curve"); |
| | | internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs"); |
| | | internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale"); |
| | | internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex"); |
| | | internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex"); |
| | | internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings"); |
| | | internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex"); |
| | | internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity"); |
| | | } |
| | | |
| | | const int k_MaxPyramidBlurLevel = 16; |
| | | readonly RenderTexture[] m_BlurBuffer1 = new RenderTexture[k_MaxPyramidBlurLevel]; |
| | | readonly RenderTexture[] m_BlurBuffer2 = new RenderTexture[k_MaxPyramidBlurLevel]; |
| | | |
| | | public override bool active |
| | | { |
| | | get |
| | | { |
| | | return model != null && model.enabled |
| | | && model.settings.bloom.intensity > 0f |
| | | && !context.interrupted; |
| | | } |
| | | } |
| | | |
| | | public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure) |
| | | { |
| | | var bloom = model.settings.bloom; |
| | | var lensDirt = model.settings.lensDirt; |
| | | var material = context.materialFactory.Get("Hidden/Post FX/Bloom"); |
| | | material.shaderKeywords = null; |
| | | |
| | | // Apply auto exposure before the prefiltering pass |
| | | material.SetTexture(Uniforms._AutoExposure, autoExposure); |
| | | |
| | | // Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on |
| | | // fillrate limited platforms |
| | | var tw = context.width / 2; |
| | | var th = context.height / 2; |
| | | |
| | | // Blur buffer format |
| | | // TODO: Extend the use of RGBM to the whole chain for mobile platforms |
| | | var useRGBM = Application.isMobilePlatform; |
| | | var rtFormat = useRGBM |
| | | ? RenderTextureFormat.Default |
| | | : RenderTextureFormat.DefaultHDR; |
| | | |
| | | // Determine the iteration count |
| | | float logh = Mathf.Log(th, 2f) + bloom.radius - 8f; |
| | | int logh_i = (int)logh; |
| | | int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidBlurLevel); |
| | | |
| | | // Uupdate the shader properties |
| | | float lthresh = bloom.thresholdLinear; |
| | | material.SetFloat(Uniforms._Threshold, lthresh); |
| | | |
| | | float knee = lthresh * bloom.softKnee + 1e-5f; |
| | | var curve = new Vector3(lthresh - knee, knee * 2f, 0.25f / knee); |
| | | material.SetVector(Uniforms._Curve, curve); |
| | | |
| | | material.SetFloat(Uniforms._PrefilterOffs, bloom.antiFlicker ? -0.5f : 0f); |
| | | |
| | | float sampleScale = 0.5f + logh - logh_i; |
| | | material.SetFloat(Uniforms._SampleScale, sampleScale); |
| | | |
| | | // TODO: Probably can disable antiFlicker if TAA is enabled - need to do some testing |
| | | if (bloom.antiFlicker) |
| | | material.EnableKeyword("ANTI_FLICKER"); |
| | | |
| | | // Prefilter pass |
| | | var prefiltered = context.renderTextureFactory.Get(tw, th, 0, rtFormat); |
| | | Graphics.Blit(source, prefiltered, material, 0); |
| | | |
| | | // Construct a mip pyramid |
| | | var last = prefiltered; |
| | | |
| | | for (int level = 0; level < iterations; level++) |
| | | { |
| | | m_BlurBuffer1[level] = context.renderTextureFactory.Get( |
| | | last.width / 2, last.height / 2, 0, rtFormat |
| | | ); |
| | | |
| | | int pass = (level == 0) ? 1 : 2; |
| | | Graphics.Blit(last, m_BlurBuffer1[level], material, pass); |
| | | |
| | | last = m_BlurBuffer1[level]; |
| | | } |
| | | |
| | | // Upsample and combine loop |
| | | for (int level = iterations - 2; level >= 0; level--) |
| | | { |
| | | var baseTex = m_BlurBuffer1[level]; |
| | | material.SetTexture(Uniforms._BaseTex, baseTex); |
| | | |
| | | m_BlurBuffer2[level] = context.renderTextureFactory.Get( |
| | | baseTex.width, baseTex.height, 0, rtFormat |
| | | ); |
| | | |
| | | Graphics.Blit(last, m_BlurBuffer2[level], material, 3); |
| | | last = m_BlurBuffer2[level]; |
| | | } |
| | | |
| | | var bloomTex = last; |
| | | |
| | | // Release the temporary buffers |
| | | for (int i = 0; i < k_MaxPyramidBlurLevel; i++) |
| | | { |
| | | if (m_BlurBuffer1[i] != null) |
| | | context.renderTextureFactory.Release(m_BlurBuffer1[i]); |
| | | |
| | | if (m_BlurBuffer2[i] != null && m_BlurBuffer2[i] != bloomTex) |
| | | context.renderTextureFactory.Release(m_BlurBuffer2[i]); |
| | | |
| | | m_BlurBuffer1[i] = null; |
| | | m_BlurBuffer2[i] = null; |
| | | } |
| | | |
| | | context.renderTextureFactory.Release(prefiltered); |
| | | |
| | | // Push everything to the uber material |
| | | uberMaterial.SetTexture(Uniforms._BloomTex, bloomTex); |
| | | uberMaterial.SetVector(Uniforms._Bloom_Settings, new Vector2(sampleScale, bloom.intensity)); |
| | | |
| | | if (lensDirt.intensity > 0f && lensDirt.texture != null) |
| | | { |
| | | uberMaterial.SetTexture(Uniforms._Bloom_DirtTex, lensDirt.texture); |
| | | uberMaterial.SetFloat(Uniforms._Bloom_DirtIntensity, lensDirt.intensity); |
| | | uberMaterial.EnableKeyword("BLOOM_LENS_DIRT"); |
| | | } |
| | | else |
| | | { |
| | | uberMaterial.EnableKeyword("BLOOM"); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | namespace UnityEngine.PostProcessing
|
| | | {
|
| | | public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
|
| | | {
|
| | | static class Uniforms
|
| | | {
|
| | | internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
|
| | | internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
|
| | | internal static readonly int _Curve = Shader.PropertyToID("_Curve");
|
| | | internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
|
| | | internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
|
| | | internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
|
| | | internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
|
| | | internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
|
| | | internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
|
| | | internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
|
| | | }
|
| | |
|
| | | const int k_MaxPyramidBlurLevel = 16;
|
| | | readonly RenderTexture[] m_BlurBuffer1 = new RenderTexture[k_MaxPyramidBlurLevel];
|
| | | readonly RenderTexture[] m_BlurBuffer2 = new RenderTexture[k_MaxPyramidBlurLevel];
|
| | |
|
| | | public override bool active
|
| | | {
|
| | | get
|
| | | {
|
| | | return model != null && model.enabled
|
| | | && model.settings.bloom.intensity > 0f
|
| | | && !context.interrupted;
|
| | | }
|
| | | }
|
| | |
|
| | | public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
|
| | | {
|
| | | var bloom = model.settings.bloom;
|
| | | var lensDirt = model.settings.lensDirt;
|
| | | var material = context.materialFactory.Get("Hidden/Post FX/Bloom");
|
| | | material.shaderKeywords = null;
|
| | |
|
| | | // Apply auto exposure before the prefiltering pass
|
| | | material.SetTexture(Uniforms._AutoExposure, autoExposure);
|
| | |
|
| | | // Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on
|
| | | // fillrate limited platforms
|
| | | var tw = context.width / 2;
|
| | | var th = context.height / 2;
|
| | |
|
| | | // Blur buffer format
|
| | | // TODO: Extend the use of RGBM to the whole chain for mobile platforms
|
| | | var useRGBM = Application.isMobilePlatform;
|
| | | var rtFormat = useRGBM
|
| | | ? RenderTextureFormat.Default
|
| | | : RenderTextureFormat.DefaultHDR;
|
| | |
|
| | | // Determine the iteration count
|
| | | float logh = Mathf.Log(th, 2f) + bloom.radius - 8f;
|
| | | int logh_i = (int)logh;
|
| | | int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidBlurLevel);
|
| | |
|
| | | // Uupdate the shader properties
|
| | | float lthresh = bloom.thresholdLinear;
|
| | | material.SetFloat(Uniforms._Threshold, lthresh);
|
| | |
|
| | | float knee = lthresh * bloom.softKnee + 1e-5f;
|
| | | var curve = new Vector3(lthresh - knee, knee * 2f, 0.25f / knee);
|
| | | material.SetVector(Uniforms._Curve, curve);
|
| | |
|
| | | material.SetFloat(Uniforms._PrefilterOffs, bloom.antiFlicker ? -0.5f : 0f);
|
| | |
|
| | | float sampleScale = 0.5f + logh - logh_i;
|
| | | material.SetFloat(Uniforms._SampleScale, sampleScale);
|
| | |
|
| | | // TODO: Probably can disable antiFlicker if TAA is enabled - need to do some testing
|
| | | if (bloom.antiFlicker)
|
| | | material.EnableKeyword("ANTI_FLICKER");
|
| | |
|
| | | // Prefilter pass
|
| | | var prefiltered = context.renderTextureFactory.Get(tw, th, 0, rtFormat);
|
| | | Graphics.Blit(source, prefiltered, material, 0);
|
| | |
|
| | | // Construct a mip pyramid
|
| | | var last = prefiltered;
|
| | |
|
| | | for (int level = 0; level < iterations; level++)
|
| | | {
|
| | | m_BlurBuffer1[level] = context.renderTextureFactory.Get(
|
| | | last.width / 2, last.height / 2, 0, rtFormat
|
| | | );
|
| | |
|
| | | int pass = (level == 0) ? 1 : 2;
|
| | | Graphics.Blit(last, m_BlurBuffer1[level], material, pass);
|
| | |
|
| | | last = m_BlurBuffer1[level];
|
| | | }
|
| | |
|
| | | // Upsample and combine loop
|
| | | for (int level = iterations - 2; level >= 0; level--)
|
| | | {
|
| | | var baseTex = m_BlurBuffer1[level];
|
| | | material.SetTexture(Uniforms._BaseTex, baseTex);
|
| | |
|
| | | m_BlurBuffer2[level] = context.renderTextureFactory.Get(
|
| | | baseTex.width, baseTex.height, 0, rtFormat
|
| | | );
|
| | |
|
| | | Graphics.Blit(last, m_BlurBuffer2[level], material, 3);
|
| | | last = m_BlurBuffer2[level];
|
| | | }
|
| | |
|
| | | var bloomTex = last;
|
| | |
|
| | | // Release the temporary buffers
|
| | | for (int i = 0; i < k_MaxPyramidBlurLevel; i++)
|
| | | {
|
| | | if (m_BlurBuffer1[i] != null)
|
| | | context.renderTextureFactory.Release(m_BlurBuffer1[i]);
|
| | |
|
| | | if (m_BlurBuffer2[i] != null && m_BlurBuffer2[i] != bloomTex)
|
| | | context.renderTextureFactory.Release(m_BlurBuffer2[i]);
|
| | |
|
| | | m_BlurBuffer1[i] = null;
|
| | | m_BlurBuffer2[i] = null;
|
| | | }
|
| | |
|
| | | context.renderTextureFactory.Release(prefiltered);
|
| | |
|
| | | // Push everything to the uber material
|
| | | uberMaterial.SetTexture(Uniforms._BloomTex, bloomTex);
|
| | | uberMaterial.SetVector(Uniforms._Bloom_Settings, new Vector2(sampleScale, bloom.intensity));
|
| | |
|
| | | if (lensDirt.intensity > 0f && lensDirt.texture != null)
|
| | | {
|
| | | uberMaterial.SetTexture(Uniforms._Bloom_DirtTex, lensDirt.texture);
|
| | | uberMaterial.SetFloat(Uniforms._Bloom_DirtIntensity, lensDirt.intensity);
|
| | | uberMaterial.EnableKeyword("BLOOM_LENS_DIRT");
|
| | | }
|
| | | else
|
| | | {
|
| | | uberMaterial.EnableKeyword("BLOOM");
|
| | | }
|
| | | }
|
| | | }
|
| | | }
|