From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容

---
 Assets/Plugins/PostProcessing/Runtime/Components/BloomComponent.cs |  286 ++++++++++++++++++++++++++++----------------------------
 1 files changed, 143 insertions(+), 143 deletions(-)

diff --git a/Assets/Plugins/PostProcessing/Runtime/Components/BloomComponent.cs b/Assets/Plugins/PostProcessing/Runtime/Components/BloomComponent.cs
index 495d4d6..d0ecb64 100644
--- a/Assets/Plugins/PostProcessing/Runtime/Components/BloomComponent.cs
+++ b/Assets/Plugins/PostProcessing/Runtime/Components/BloomComponent.cs
@@ -1,143 +1,143 @@
-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");
+            }
+        }
+    }
+}

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