FiE-Game/Assets/AmplifyBloom/Plugins/AmplifyBloomBase.cs

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2023-07-19 19:11:02 +02:00
// Amplify Bloom - Advanced Bloom Post-Effect for Unity
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using UnityEngine;
using UnityEngine.Rendering;
namespace AmplifyBloom
{
public enum PrecisionModes
{
Low = 0,
High
}
public enum BloomPasses
{
Threshold = 0,
ThresholdMask = 1,
AnamorphicGlare = 2,
LensFlare0 = 3,
LensFlare1 = 4,
LensFlare2 = 5,
LensFlare3 = 6,
LensFlare4 = 7,
LensFlare5 = 8,
DownsampleNoWeightedAvg = 9,
DownsampleWithKaris = 10,
DownsampleWithoutKaris = 11,
DownsampleWithTempFilterWithKaris = 12,
DownsampleWithTempFilterWithoutKaris = 13,
HorizontalBlur = 14,
VerticalBlur = 15,
VerticalBlurWithTempFilter = 16,
UpscaleFirstPass = 17,
Upscale = 18,
WeightedAddPS1 = 19,
WeightedAddPS2 = 20,
WeightedAddPS3 = 21,
WeightedAddPS4 = 22,
WeightedAddPS5 = 23,
WeightedAddPS6 = 24,
WeightedAddPS7 = 25,
WeightedAddPS8 = 26,
BokehWeightedBlur = 27,
BokehComposition2S = 28,
BokehComposition3S = 29,
BokehComposition4S = 30,
BokehComposition5S = 31,
BokehComposition6S = 32,
Decode = 33,
TotalPasses
};
public enum UpscaleQualityEnum
{
Realistic,
Natural
}
public enum DebugToScreenEnum
{
None,
Bloom,
MainThreshold,
FeaturesThreshold,
TemporalFilter,
BokehFilter,
LensFlare,
LensGlare,
LensDirt,
LensStarburst
}
public enum MainThresholdSizeEnum
{
Full = 0,
Half,
Quarter
}
[System.Serializable]
[AddComponentMenu( "" )]
public class AmplifyBloomBase : MonoBehaviour
{
//CONSTS
public const int MaxGhosts = 5;
public const int MinDownscales = 1;
public const int MaxDownscales = 6;
public const int MaxGaussian = 8;
private const float MaxDirtIntensity = 1;
private const float MaxStarburstIntensity = 1;
// SERIALIZABLE VARIABLES
[SerializeField]
private Texture m_maskTexture = null;
[SerializeField]
private RenderTexture m_targetTexture = null;
[SerializeField]
private bool m_showDebugMessages = true;
[SerializeField]
private int m_softMaxdownscales = MaxDownscales;
[SerializeField]
private DebugToScreenEnum m_debugToScreen = DebugToScreenEnum.None;
[SerializeField]
private bool m_highPrecision = false;
[SerializeField]
private Vector4 m_bloomRange = new Vector4( 500, 1, 0, 0 );
[SerializeField]
private float m_overallThreshold = 0.53f;
[SerializeField]
private Vector4 m_bloomParams = new Vector4( 0.8f, 1, 1, 1 ); // x - overallIntensity, y - threshold, z - blur radius w - bloom scale
[SerializeField]
private bool m_temporalFilteringActive = false;
[SerializeField]
private float m_temporalFilteringValue = 0.05f;
[SerializeField]
private int m_bloomDownsampleCount = 6;
[SerializeField]
private AnimationCurve m_temporalFilteringCurve;
[SerializeField]
private bool m_separateFeaturesThreshold = false;
[SerializeField]
private float m_featuresThreshold = 0.05f;
[SerializeField]
private AmplifyLensFlare m_lensFlare = new AmplifyLensFlare();
[SerializeField]
private bool m_applyLensDirt = true;
[SerializeField]
private float m_lensDirtStrength = 2f;
[SerializeField]
private Texture m_lensDirtTexture;
[SerializeField]
private bool m_applyLensStardurst = true;
[SerializeField]
private Texture m_lensStardurstTex;
[SerializeField]
private float m_lensStarburstStrength = 2f;
[SerializeField]
private AmplifyGlare m_anamorphicGlare = new AmplifyGlare();
[SerializeField]
private AmplifyBokeh m_bokehFilter = new AmplifyBokeh();
[SerializeField]
private float[] m_upscaleWeights = new float[ MaxDownscales ] { 0.0842f, 0.1282f, 0.1648f, 0.2197f, 0.2197f, 0.1831f };
[SerializeField]
private float[] m_gaussianRadius = new float[ MaxDownscales ] { 1, 1, 1, 1, 1, 1 };
[SerializeField]
private int[] m_gaussianSteps = new int[ MaxDownscales ] { 1, 1, 1, 1, 1, 1 };
[SerializeField]
private float[] m_lensDirtWeights = new float[ MaxDownscales ] { 0.0670f, 0.1020f, 0.1311f, 0.1749f, 0.2332f, 0.3f };
[SerializeField]
private float[] m_lensStarburstWeights = new float[ MaxDownscales ] { 0.0670f, 0.1020f, 0.1311f, 0.1749f, 0.2332f, 0.3f };
[SerializeField]
private bool[] m_downscaleSettingsFoldout = new bool[ MaxDownscales ] { false, false, false, false, false, false };
[SerializeField]
private int m_featuresSourceId = 0;
[SerializeField]
private UpscaleQualityEnum m_upscaleQuality = UpscaleQualityEnum.Realistic;
[SerializeField]
private MainThresholdSizeEnum m_mainThresholdSize = MainThresholdSizeEnum.Full;
// Internal private variables
private Transform m_cameraTransform;
private Matrix4x4 m_starburstMat;
private Shader m_bloomShader;
private Material m_bloomMaterial;
private Shader m_finalCompositionShader;
private Material m_finalCompositionMaterial;
private RenderTexture m_tempFilterBuffer;
private Camera m_camera;
RenderTexture[] m_tempUpscaleRTs = new RenderTexture[ MaxDownscales ];
RenderTexture[] m_tempAuxDownsampleRTs = new RenderTexture[ MaxDownscales ];
Vector2[] m_tempDownsamplesSizes = new Vector2[ MaxDownscales ];
private bool silentError = false;
#if TRIAL
private Texture2D watermark = null;
#endif
void Awake()
{
bool nullDev = ( SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null );
if ( nullDev )
{
AmplifyUtils.DebugLog( "Null graphics device detected. Skipping effect silently.", LogType.Error );
silentError = true;
return;
}
if ( !AmplifyUtils.IsInitialized )
AmplifyUtils.InitializeIds();
for ( int i = 0; i < MaxDownscales; i++ )
{
m_tempDownsamplesSizes[ i ] = new Vector2( 0, 0 );
}
m_cameraTransform = transform;
m_tempFilterBuffer = null;
m_starburstMat = Matrix4x4.identity;
if ( m_temporalFilteringCurve == null )
m_temporalFilteringCurve = new AnimationCurve( new Keyframe( 0, 0 ), new Keyframe( 1, 0.999f ) );
m_bloomShader = Shader.Find( "Hidden/AmplifyBloom" );
if ( m_bloomShader != null )
{
m_bloomMaterial = new Material( m_bloomShader );
m_bloomMaterial.hideFlags = HideFlags.DontSave;
}
else
{
AmplifyUtils.DebugLog( "Main Bloom shader not found", LogType.Error );
gameObject.SetActive( false );
}
m_finalCompositionShader = Shader.Find( "Hidden/BloomFinal" );
if ( m_finalCompositionShader != null )
{
m_finalCompositionMaterial = new Material( m_finalCompositionShader );
if ( !m_finalCompositionMaterial.GetTag( AmplifyUtils.ShaderModeTag, false ).Equals( AmplifyUtils.ShaderModeValue ) )
{
if ( m_showDebugMessages )
AmplifyUtils.DebugLog( "Amplify Bloom is running on a limited hardware and may lead to a decrease on its visual quality.", LogType.Warning );
}
else
{
m_softMaxdownscales = MaxDownscales;
}
m_finalCompositionMaterial.hideFlags = HideFlags.DontSave;
if ( m_lensDirtTexture == null )
{
m_lensDirtTexture = m_finalCompositionMaterial.GetTexture( AmplifyUtils.LensDirtRTId );
}
if ( m_lensStardurstTex == null )
{
m_lensStardurstTex = m_finalCompositionMaterial.GetTexture( AmplifyUtils.LensStarburstRTId );
}
}
else
{
AmplifyUtils.DebugLog( "Bloom Composition shader not found", LogType.Error );
gameObject.SetActive( false );
}
m_camera = GetComponent<Camera>();
m_camera.depthTextureMode |= DepthTextureMode.Depth;
m_lensFlare.CreateLUTexture();
#if TRIAL
watermark = new Texture2D( 4, 4 ) { hideFlags = HideFlags.HideAndDontSave };
watermark.LoadImage( AmplifyBloom.Watermark.ImageData );
#endif
}
void OnDestroy()
{
if ( m_bokehFilter != null )
{
m_bokehFilter.Destroy();
m_bokehFilter = null;
}
if ( m_anamorphicGlare != null )
{
m_anamorphicGlare.Destroy();
m_anamorphicGlare = null;
}
if ( m_lensFlare != null )
{
m_lensFlare.Destroy();
m_lensFlare = null;
}
#if TRIAL
if ( watermark != null )
{
DestroyImmediate( watermark );
watermark = null;
}
#endif
}
void ApplyGaussianBlur( RenderTexture renderTexture, int amount, float radius = 1.0f, bool applyTemporal = false )
{
if ( amount == 0 )
return;
m_bloomMaterial.SetFloat( AmplifyUtils.BlurRadiusId, radius );
RenderTexture blurRT = AmplifyUtils.GetTempRenderTarget( renderTexture.width, renderTexture.height );
for ( int i = 0; i < amount; i++ )
{
blurRT.DiscardContents();
Graphics.Blit( renderTexture, blurRT, m_bloomMaterial, ( int ) BloomPasses.HorizontalBlur );
if ( m_temporalFilteringActive && applyTemporal && i == ( amount - 1 ) )
{
if ( m_tempFilterBuffer != null && m_temporalFilteringActive )
{
float filterVal = m_temporalFilteringCurve.Evaluate( m_temporalFilteringValue );
m_bloomMaterial.SetFloat( AmplifyUtils.TempFilterValueId, filterVal );
m_bloomMaterial.SetTexture( AmplifyUtils.AnamorphicRTS[ 0 ], m_tempFilterBuffer );
renderTexture.DiscardContents();
Graphics.Blit( blurRT, renderTexture, m_bloomMaterial, ( int ) BloomPasses.VerticalBlurWithTempFilter );
}
else
{
renderTexture.DiscardContents();
Graphics.Blit( blurRT, renderTexture, m_bloomMaterial, ( int ) BloomPasses.VerticalBlur );
}
bool createRT = false;
if ( m_tempFilterBuffer != null )
{
if ( m_tempFilterBuffer.format != renderTexture.format ||
m_tempFilterBuffer.width != renderTexture.width ||
m_tempFilterBuffer.height != renderTexture.height )
{
CleanTempFilterRT();
createRT = true;
}
}
else
{
createRT = true;
}
if ( createRT )
{
CreateTempFilterRT( renderTexture );
}
m_tempFilterBuffer.DiscardContents();
Graphics.Blit( renderTexture, m_tempFilterBuffer );
}
else
{
renderTexture.DiscardContents();
Graphics.Blit( blurRT, renderTexture, m_bloomMaterial, ( int ) BloomPasses.VerticalBlur );
}
}
AmplifyUtils.ReleaseTempRenderTarget( blurRT );
}
void CreateTempFilterRT( RenderTexture source )
{
if ( m_tempFilterBuffer != null )
{
CleanTempFilterRT();
}
m_tempFilterBuffer = new RenderTexture( source.width, source.height, 0, source.format, AmplifyUtils.CurrentReadWriteMode );
m_tempFilterBuffer.filterMode = AmplifyUtils.CurrentFilterMode;
m_tempFilterBuffer.wrapMode = AmplifyUtils.CurrentWrapMode;
m_tempFilterBuffer.Create();
}
void CleanTempFilterRT()
{
if ( m_tempFilterBuffer != null )
{
RenderTexture.active = null;
m_tempFilterBuffer.Release();
DestroyImmediate( m_tempFilterBuffer );
m_tempFilterBuffer = null;
}
}
void OnRenderImage( RenderTexture src, RenderTexture dest )
{
if ( silentError )
return;
if ( !AmplifyUtils.IsInitialized )
AmplifyUtils.InitializeIds();
if ( m_highPrecision )
{
AmplifyUtils.EnsureKeywordEnabled( m_bloomMaterial, AmplifyUtils.HighPrecisionKeyword, true );
AmplifyUtils.EnsureKeywordEnabled( m_finalCompositionMaterial, AmplifyUtils.HighPrecisionKeyword, true );
AmplifyUtils.CurrentRTFormat = RenderTextureFormat.DefaultHDR;
}
else
{
AmplifyUtils.EnsureKeywordEnabled( m_bloomMaterial, AmplifyUtils.HighPrecisionKeyword, false );
AmplifyUtils.EnsureKeywordEnabled( m_finalCompositionMaterial, AmplifyUtils.HighPrecisionKeyword, false );
AmplifyUtils.CurrentRTFormat = RenderTextureFormat.Default;
}
float totalCamRot = Mathf.Acos( Vector3.Dot( m_cameraTransform.right, Vector3.right ) );
if ( Vector3.Cross( m_cameraTransform.right, Vector3.right ).y > 0 )
totalCamRot = -totalCamRot;
RenderTexture lensFlareRT = null;
RenderTexture lensGlareRT = null;
if ( !m_highPrecision )
{
m_bloomRange.y = 1 / m_bloomRange.x;
m_bloomMaterial.SetVector( AmplifyUtils.BloomRangeId, m_bloomRange );
m_finalCompositionMaterial.SetVector( AmplifyUtils.BloomRangeId, m_bloomRange );
}
m_bloomParams.y = m_overallThreshold;
m_bloomMaterial.SetVector( AmplifyUtils.BloomParamsId, m_bloomParams );
m_finalCompositionMaterial.SetVector( AmplifyUtils.BloomParamsId, m_bloomParams );
int thresholdResDiv = 1;
switch ( m_mainThresholdSize )
{
case MainThresholdSizeEnum.Half: thresholdResDiv = 2; break;
case MainThresholdSizeEnum.Quarter: thresholdResDiv = 4; break;
}
// CALCULATE THRESHOLD
RenderTexture thresholdRT = AmplifyUtils.GetTempRenderTarget( src.width / thresholdResDiv, src.height / thresholdResDiv );
if ( m_maskTexture != null )
{
m_bloomMaterial.SetTexture( AmplifyUtils.MaskTextureId, m_maskTexture );
Graphics.Blit( src, thresholdRT, m_bloomMaterial, ( int ) BloomPasses.ThresholdMask );
}
else
{
Graphics.Blit( src, thresholdRT, m_bloomMaterial, ( int ) BloomPasses.Threshold );
}
if ( m_debugToScreen == DebugToScreenEnum.MainThreshold )
{
Graphics.Blit( thresholdRT, dest, m_bloomMaterial, ( int ) BloomPasses.Decode );
AmplifyUtils.ReleaseAllRT();
return;
}
// DOWNSAMPLE
bool applyGaussian = true;
RenderTexture downsampleRT = thresholdRT;
if ( m_bloomDownsampleCount > 0 )
{
applyGaussian = false;
int tempW = thresholdRT.width;
int tempH = thresholdRT.height;
for ( int i = 0; i < m_bloomDownsampleCount; i++ )
{
m_tempDownsamplesSizes[ i ].x = tempW;
m_tempDownsamplesSizes[ i ].y = tempH;
tempW = ( tempW + 1 ) >> 1;
tempH = ( tempH + 1 ) >> 1;
m_tempAuxDownsampleRTs[ i ] = AmplifyUtils.GetTempRenderTarget( tempW, tempH );
if ( i == 0 )
{
if ( !m_temporalFilteringActive || m_gaussianSteps[ i ] != 0 )
{
if ( m_upscaleQuality == UpscaleQualityEnum.Realistic )
{
Graphics.Blit( downsampleRT, m_tempAuxDownsampleRTs[ i ], m_bloomMaterial, ( int ) BloomPasses.DownsampleWithKaris );
}
else
{
Graphics.Blit( downsampleRT, m_tempAuxDownsampleRTs[ i ], m_bloomMaterial, ( int ) BloomPasses.DownsampleWithoutKaris );
}
}
else
{
if ( m_tempFilterBuffer != null && m_temporalFilteringActive )
{
float filterVal = m_temporalFilteringCurve.Evaluate( m_temporalFilteringValue );
m_bloomMaterial.SetFloat( AmplifyUtils.TempFilterValueId, filterVal );
m_bloomMaterial.SetTexture( AmplifyUtils.AnamorphicRTS[ 0 ], m_tempFilterBuffer );
if ( m_upscaleQuality == UpscaleQualityEnum.Realistic )
{
Graphics.Blit( downsampleRT, m_tempAuxDownsampleRTs[ i ], m_bloomMaterial, ( int ) BloomPasses.DownsampleWithTempFilterWithKaris );
}
else
{
Graphics.Blit( downsampleRT, m_tempAuxDownsampleRTs[ i ], m_bloomMaterial, ( int ) BloomPasses.DownsampleWithTempFilterWithoutKaris );
}
}
else
{
if ( m_upscaleQuality == UpscaleQualityEnum.Realistic )
{
Graphics.Blit( downsampleRT, m_tempAuxDownsampleRTs[ i ], m_bloomMaterial, ( int ) BloomPasses.DownsampleWithKaris );
}
else
{
Graphics.Blit( downsampleRT, m_tempAuxDownsampleRTs[ i ], m_bloomMaterial, ( int ) BloomPasses.DownsampleWithoutKaris );
}
}
bool createRT = false;
if ( m_tempFilterBuffer != null )
{
if ( m_tempFilterBuffer.format != m_tempAuxDownsampleRTs[ i ].format ||
m_tempFilterBuffer.width != m_tempAuxDownsampleRTs[ i ].width ||
m_tempFilterBuffer.height != m_tempAuxDownsampleRTs[ i ].height )
{
CleanTempFilterRT();
createRT = true;
}
}
else
{
createRT = true;
}
if ( createRT )
{
CreateTempFilterRT( m_tempAuxDownsampleRTs[ i ] );
}
m_tempFilterBuffer.DiscardContents();
Graphics.Blit( m_tempAuxDownsampleRTs[ i ], m_tempFilterBuffer );
if ( m_debugToScreen == DebugToScreenEnum.TemporalFilter )
{
Graphics.Blit( m_tempAuxDownsampleRTs[ i ], dest );
AmplifyUtils.ReleaseAllRT();
return;
}
}
}
else
{
Graphics.Blit( m_tempAuxDownsampleRTs[ i - 1 ], m_tempAuxDownsampleRTs[ i ], m_bloomMaterial, ( int ) BloomPasses.DownsampleNoWeightedAvg );
}
if ( m_gaussianSteps[ i ] > 0 )
{
ApplyGaussianBlur( m_tempAuxDownsampleRTs[ i ], m_gaussianSteps[ i ], m_gaussianRadius[ i ], i == 0 );
if ( m_temporalFilteringActive && m_debugToScreen == DebugToScreenEnum.TemporalFilter )
{
Graphics.Blit( m_tempAuxDownsampleRTs[ i ], dest );
AmplifyUtils.ReleaseAllRT();
return;
}
}
}
downsampleRT = m_tempAuxDownsampleRTs[ m_featuresSourceId ];
AmplifyUtils.ReleaseTempRenderTarget( thresholdRT );
}
// BOKEH FILTER
if ( m_bokehFilter.ApplyBokeh && m_bokehFilter.ApplyOnBloomSource )
{
m_bokehFilter.ApplyBokehFilter( downsampleRT, m_bloomMaterial );
if ( m_debugToScreen == DebugToScreenEnum.BokehFilter )
{
Graphics.Blit( downsampleRT, dest );
AmplifyUtils.ReleaseAllRT();
return;
}
}
// FEATURES THRESHOLD
RenderTexture featuresRT = null;
bool releaseFeaturesRT = false;
if ( m_separateFeaturesThreshold )
{
m_bloomParams.y = m_featuresThreshold;
m_bloomMaterial.SetVector( AmplifyUtils.BloomParamsId, m_bloomParams );
m_finalCompositionMaterial.SetVector( AmplifyUtils.BloomParamsId, m_bloomParams );
featuresRT = AmplifyUtils.GetTempRenderTarget( downsampleRT.width, downsampleRT.height );
releaseFeaturesRT = true;
Graphics.Blit( downsampleRT, featuresRT, m_bloomMaterial, ( int ) BloomPasses.Threshold );
if ( m_debugToScreen == DebugToScreenEnum.FeaturesThreshold )
{
Graphics.Blit( featuresRT, dest );
AmplifyUtils.ReleaseAllRT();
return;
}
}
else
{
featuresRT = downsampleRT;
}
if ( m_bokehFilter.ApplyBokeh && !m_bokehFilter.ApplyOnBloomSource )
{
if ( !releaseFeaturesRT )
{
releaseFeaturesRT = true;
featuresRT = AmplifyUtils.GetTempRenderTarget( downsampleRT.width, downsampleRT.height );
Graphics.Blit( downsampleRT, featuresRT );
}
m_bokehFilter.ApplyBokehFilter( featuresRT, m_bloomMaterial );
if ( m_debugToScreen == DebugToScreenEnum.BokehFilter )
{
Graphics.Blit( featuresRT, dest );
AmplifyUtils.ReleaseAllRT();
return;
}
}
// LENS FLARE
if ( m_lensFlare.ApplyLensFlare && m_debugToScreen != DebugToScreenEnum.Bloom )
{
lensFlareRT = m_lensFlare.ApplyFlare( m_bloomMaterial, featuresRT );
ApplyGaussianBlur( lensFlareRT, m_lensFlare.LensFlareGaussianBlurAmount );
if ( m_debugToScreen == DebugToScreenEnum.LensFlare )
{
Graphics.Blit( lensFlareRT, dest );
AmplifyUtils.ReleaseAllRT();
return;
}
}
//ANAMORPHIC GLARE
if ( m_anamorphicGlare.ApplyLensGlare && m_debugToScreen != DebugToScreenEnum.Bloom )
{
lensGlareRT = AmplifyUtils.GetTempRenderTarget( downsampleRT.width, downsampleRT.height );
m_anamorphicGlare.OnRenderImage( m_bloomMaterial, featuresRT, lensGlareRT, totalCamRot );
if ( m_debugToScreen == DebugToScreenEnum.LensGlare )
{
Graphics.Blit( lensGlareRT, dest );
AmplifyUtils.ReleaseAllRT();
return;
}
}
if ( releaseFeaturesRT )
{
AmplifyUtils.ReleaseTempRenderTarget( featuresRT );
}
//BLUR
if ( applyGaussian )
{
ApplyGaussianBlur( downsampleRT, m_gaussianSteps[ 0 ], m_gaussianRadius[ 0 ] );
}
//UPSAMPLE
if ( m_bloomDownsampleCount > 0 )
{
if ( m_bloomDownsampleCount == 1 )
{
if ( m_upscaleQuality == UpscaleQualityEnum.Realistic )
{
ApplyUpscale();
m_finalCompositionMaterial.SetTexture( AmplifyUtils.MipResultsRTS[ 0 ], m_tempUpscaleRTs[ 0 ] );
}
else
{
m_finalCompositionMaterial.SetTexture( AmplifyUtils.MipResultsRTS[ 0 ], m_tempAuxDownsampleRTs[ 0 ] );
}
m_finalCompositionMaterial.SetFloat( AmplifyUtils.UpscaleWeightsStr[ 0 ], m_upscaleWeights[ 0 ] );
}
else
{
if ( m_upscaleQuality == UpscaleQualityEnum.Realistic )
{
ApplyUpscale();
for ( int i = 0; i < m_bloomDownsampleCount; i++ )
{
int id = m_bloomDownsampleCount - i - 1;
m_finalCompositionMaterial.SetTexture( AmplifyUtils.MipResultsRTS[ id ], m_tempUpscaleRTs[ i ] );
m_finalCompositionMaterial.SetFloat( AmplifyUtils.UpscaleWeightsStr[ id ], m_upscaleWeights[ i ] );
}
}
else
{
for ( int i = 0; i < m_bloomDownsampleCount; i++ )
{
int id = m_bloomDownsampleCount - 1 - i;
m_finalCompositionMaterial.SetTexture( AmplifyUtils.MipResultsRTS[ id ], m_tempAuxDownsampleRTs[ id ] );
m_finalCompositionMaterial.SetFloat( AmplifyUtils.UpscaleWeightsStr[ id ], m_upscaleWeights[ i ] );
}
}
}
}
else
{
m_finalCompositionMaterial.SetTexture( AmplifyUtils.MipResultsRTS[ 0 ], downsampleRT );
m_finalCompositionMaterial.SetFloat( AmplifyUtils.UpscaleWeightsStr[ 0 ], 1 );
}
if ( m_debugToScreen == DebugToScreenEnum.Bloom )
{
m_finalCompositionMaterial.SetFloat( AmplifyUtils.SourceContributionId, 0 );
FinalComposition( 0, 1, src, dest, 0 );
return;
}
// FINAL COMPOSITION
// LENS FLARE
if ( m_bloomDownsampleCount > 1 )
{
for ( int i = 0; i < m_bloomDownsampleCount; i++ )
{
m_finalCompositionMaterial.SetFloat( AmplifyUtils.LensDirtWeightsStr[ m_bloomDownsampleCount - i - 1 ], m_lensDirtWeights[ i ] );
m_finalCompositionMaterial.SetFloat( AmplifyUtils.LensStarburstWeightsStr[ m_bloomDownsampleCount - i - 1 ], m_lensStarburstWeights[ i ] );
}
}
else
{
m_finalCompositionMaterial.SetFloat( AmplifyUtils.LensDirtWeightsStr[ 0 ], m_lensDirtWeights[ 0 ] );
m_finalCompositionMaterial.SetFloat( AmplifyUtils.LensStarburstWeightsStr[ 0 ], m_lensStarburstWeights[ 0 ] );
}
if ( m_lensFlare.ApplyLensFlare )
{
m_finalCompositionMaterial.SetTexture( AmplifyUtils.LensFlareRTId, lensFlareRT );
}
//LENS GLARE
if ( m_anamorphicGlare.ApplyLensGlare )
{
m_finalCompositionMaterial.SetTexture( AmplifyUtils.LensGlareRTId, lensGlareRT );
}
// LENS DIRT
if ( m_applyLensDirt )
{
m_finalCompositionMaterial.SetTexture( AmplifyUtils.LensDirtRTId, m_lensDirtTexture );
m_finalCompositionMaterial.SetFloat( AmplifyUtils.LensDirtStrengthId, m_lensDirtStrength * MaxDirtIntensity );
if ( m_debugToScreen == DebugToScreenEnum.LensDirt )
{
FinalComposition( 0, 0, src, dest, 2 );
return;
}
}
// LENS STARBURST
if ( m_applyLensStardurst )
{
m_starburstMat[ 0, 0 ] = Mathf.Cos( totalCamRot );
m_starburstMat[ 0, 1 ] = -Mathf.Sin( totalCamRot );
m_starburstMat[ 1, 0 ] = Mathf.Sin( totalCamRot );
m_starburstMat[ 1, 1 ] = Mathf.Cos( totalCamRot );
m_finalCompositionMaterial.SetMatrix( AmplifyUtils.LensFlareStarMatrixId, m_starburstMat );
m_finalCompositionMaterial.SetFloat( AmplifyUtils.LensFlareStarburstStrengthId, m_lensStarburstStrength * MaxStarburstIntensity );
m_finalCompositionMaterial.SetTexture( AmplifyUtils.LensStarburstRTId, m_lensStardurstTex );
if ( m_debugToScreen == DebugToScreenEnum.LensStarburst )
{
FinalComposition( 0, 0, src, dest, 1 );
return;
}
}
if ( m_targetTexture != null )
{
m_targetTexture.DiscardContents();
FinalComposition( 0, 1, src, m_targetTexture, -1 );
Graphics.Blit( src, dest );
}
else
{
FinalComposition( 1, 1, src, dest, -1 );
}
}
void FinalComposition( float srcContribution, float upscaleContribution, RenderTexture src, RenderTexture dest, int forcePassId )
{
m_finalCompositionMaterial.SetFloat( AmplifyUtils.SourceContributionId, srcContribution );
m_finalCompositionMaterial.SetFloat( AmplifyUtils.UpscaleContributionId, upscaleContribution );
int passCount = 0;
if ( forcePassId > -1 )
{
passCount = forcePassId;
}
else
{
if ( LensFlareInstance.ApplyLensFlare )
{
passCount = passCount | 8;
}
if ( LensGlareInstance.ApplyLensGlare )
{
passCount = passCount | 4;
}
if ( m_applyLensDirt )
{
passCount = passCount | 2;
}
if ( m_applyLensStardurst )
{
passCount = passCount | 1;
}
}
passCount += ( m_bloomDownsampleCount - 1 ) * 16;
Graphics.Blit( src, dest, m_finalCompositionMaterial, passCount );
AmplifyUtils.ReleaseAllRT();
}
void ApplyUpscale()
{
int beginIdx = ( m_bloomDownsampleCount - 1 );
int upscaleIdx = 0;
for ( int downscaleIdx = beginIdx; downscaleIdx > -1; downscaleIdx-- )
{
m_tempUpscaleRTs[ upscaleIdx ] = AmplifyUtils.GetTempRenderTarget( ( int ) m_tempDownsamplesSizes[ downscaleIdx ].x, ( int ) m_tempDownsamplesSizes[ downscaleIdx ].y );
if ( downscaleIdx == beginIdx )
{
Graphics.Blit( m_tempAuxDownsampleRTs[ beginIdx ], m_tempUpscaleRTs[ upscaleIdx ], m_bloomMaterial, ( int ) BloomPasses.UpscaleFirstPass );
}
else
{
m_bloomMaterial.SetTexture( AmplifyUtils.AnamorphicRTS[ 0 ], m_tempUpscaleRTs[ upscaleIdx - 1 ] );
Graphics.Blit( m_tempAuxDownsampleRTs[ downscaleIdx ], m_tempUpscaleRTs[ upscaleIdx ], m_bloomMaterial, ( int ) BloomPasses.Upscale );
}
upscaleIdx++;
}
}
public AmplifyGlare LensGlareInstance
{
get { return m_anamorphicGlare; }
}
public AmplifyBokeh BokehFilterInstance
{
get { return m_bokehFilter; }
}
public AmplifyLensFlare LensFlareInstance
{
get { return m_lensFlare; }
}
public bool ApplyLensDirt
{
get { return m_applyLensDirt; }
set { m_applyLensDirt = value; }
}
public float LensDirtStrength
{
get { return m_lensDirtStrength; }
set
{
m_lensDirtStrength = value < 0 ? 0 : value;
}
}
public Texture LensDirtTexture
{
get { return m_lensDirtTexture; }
set { m_lensDirtTexture = value; }
}
public bool ApplyLensStardurst
{
get { return m_applyLensStardurst; }
set { m_applyLensStardurst = value; }
}
public Texture LensStardurstTex
{
get { return m_lensStardurstTex; }
set { m_lensStardurstTex = value; }
}
public float LensStarburstStrength
{
get { return m_lensStarburstStrength; }
set { m_lensStarburstStrength = value < 0 ? 0 : value; }
}
public PrecisionModes CurrentPrecisionMode
{
get
{
if ( m_highPrecision )
return PrecisionModes.High;
return PrecisionModes.Low;
}
set
{
HighPrecision = value == PrecisionModes.High;
}
}
public bool HighPrecision
{
get { return m_highPrecision; }
set
{
if ( m_highPrecision != value )
{
m_highPrecision = value;
CleanTempFilterRT();
}
}
}
public float BloomRange
{
get { return m_bloomRange.x; }
set
{
m_bloomRange.x = value < 0 ? 0 : value;
}
}
public float OverallThreshold
{
get { return m_overallThreshold; }
set
{
m_overallThreshold = value < 0 ? 0 : value;
}
}
public Vector4 BloomParams
{
get { return m_bloomParams; }
set { m_bloomParams = value; }
}
public float OverallIntensity
{
get { return m_bloomParams.x; }
set
{
m_bloomParams.x = value < 0 ? 0 : value;
}
}
public float BloomScale
{
get { return m_bloomParams.w; }
set
{
m_bloomParams.w = value < 0 ? 0 : value;
}
}
public float UpscaleBlurRadius
{
get { return m_bloomParams.z; }
set { m_bloomParams.z = value; }
}
public bool TemporalFilteringActive
{
get { return m_temporalFilteringActive; }
set
{
if ( m_temporalFilteringActive != value )
{
CleanTempFilterRT();
}
m_temporalFilteringActive = value;
}
}
public float TemporalFilteringValue
{
get { return m_temporalFilteringValue; }
set { m_temporalFilteringValue = value; }
}
public int SoftMaxdownscales
{
get { return m_softMaxdownscales; }
}
public int BloomDownsampleCount
{
get { return m_bloomDownsampleCount; }
set { m_bloomDownsampleCount = Mathf.Clamp( value, MinDownscales, m_softMaxdownscales ); }
}
public int FeaturesSourceId
{
get { return m_featuresSourceId; }
set { m_featuresSourceId = Mathf.Clamp( value, 0, m_bloomDownsampleCount - 1 ); }
}
public bool[] DownscaleSettingsFoldout
{
get { return m_downscaleSettingsFoldout; }
}
public float[] UpscaleWeights
{
get { return m_upscaleWeights; }
}
public float[] LensDirtWeights
{
get { return m_lensDirtWeights; }
}
public float[] LensStarburstWeights
{
get { return m_lensStarburstWeights; }
}
public float[] GaussianRadius
{
get { return m_gaussianRadius; }
}
public int[] GaussianSteps
{
get { return m_gaussianSteps; }
}
public AnimationCurve TemporalFilteringCurve
{
get { return m_temporalFilteringCurve; }
set { m_temporalFilteringCurve = value; }
}
public bool SeparateFeaturesThreshold
{
get { return m_separateFeaturesThreshold; }
set { m_separateFeaturesThreshold = value; }
}
public float FeaturesThreshold
{
get { return m_featuresThreshold; }
set { m_featuresThreshold = value < 0 ? 0 : value; }
}
public DebugToScreenEnum DebugToScreen
{
get { return m_debugToScreen; }
set { m_debugToScreen = value; }
}
public UpscaleQualityEnum UpscaleQuality
{
get { return m_upscaleQuality; }
set { m_upscaleQuality = value; }
}
public bool ShowDebugMessages
{
get { return m_showDebugMessages; }
set { m_showDebugMessages = value; }
}
public MainThresholdSizeEnum MainThresholdSize
{
get { return m_mainThresholdSize; }
set { m_mainThresholdSize = value; }
}
public RenderTexture TargetTexture
{
get { return m_targetTexture; }
set { m_targetTexture = value; }
}
public Texture MaskTexture
{
get { return m_maskTexture; }
set { m_maskTexture = value; }
}
public bool ApplyBokehFilter
{
get { return m_bokehFilter.ApplyBokeh; }
set { m_bokehFilter.ApplyBokeh = value; }
}
public bool ApplyLensFlare
{
get { return m_lensFlare.ApplyLensFlare; }
set { m_lensFlare.ApplyLensFlare = value; }
}
public bool ApplyLensGlare
{
get { return m_anamorphicGlare.ApplyLensGlare; }
set { m_anamorphicGlare.ApplyLensGlare = value; }
}
#if TRIAL
void OnGUI()
{
if ( !silentError && watermark != null )
GUI.DrawTexture( new Rect( Screen.width - watermark.width - 15, Screen.height - watermark.height - 12, watermark.width, watermark.height ), watermark );
}
#endif
}
}