FiE-Game/Assets/PostProcessing/Runtime/PostProcessingBehaviour.cs

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2023-07-24 21:52:50 +02:00
using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.PostProcessing
{
using DebugMode = BuiltinDebugViewsModel.Mode;
#if UNITY_5_4_OR_NEWER
[ImageEffectAllowedInSceneView]
#endif
[RequireComponent(typeof(Camera)), DisallowMultipleComponent, ExecuteInEditMode]
[AddComponentMenu("Effects/Post-Processing Behaviour", -1)]
public class PostProcessingBehaviour : MonoBehaviour
{
// Inspector fields
public PostProcessingProfile profile;
public Func<Vector2, Matrix4x4> jitteredMatrixFunc;
// Internal helpers
Dictionary<Type, KeyValuePair<CameraEvent, CommandBuffer>> m_CommandBuffers;
List<PostProcessingComponentBase> m_Components;
Dictionary<PostProcessingComponentBase, bool> m_ComponentStates;
MaterialFactory m_MaterialFactory;
RenderTextureFactory m_RenderTextureFactory;
PostProcessingContext m_Context;
Camera m_Camera;
PostProcessingProfile m_PreviousProfile;
bool m_RenderingInSceneView = false;
// Effect components
BuiltinDebugViewsComponent m_DebugViews;
AmbientOcclusionComponent m_AmbientOcclusion;
ScreenSpaceReflectionComponent m_ScreenSpaceReflection;
FogComponent m_FogComponent;
MotionBlurComponent m_MotionBlur;
TaaComponent m_Taa;
EyeAdaptationComponent m_EyeAdaptation;
DepthOfFieldComponent m_DepthOfField;
BloomComponent m_Bloom;
ChromaticAberrationComponent m_ChromaticAberration;
ColorGradingComponent m_ColorGrading;
UserLutComponent m_UserLut;
GrainComponent m_Grain;
VignetteComponent m_Vignette;
DitheringComponent m_Dithering;
FxaaComponent m_Fxaa;
void OnEnable()
{
m_CommandBuffers = new Dictionary<Type, KeyValuePair<CameraEvent, CommandBuffer>>();
m_MaterialFactory = new MaterialFactory();
m_RenderTextureFactory = new RenderTextureFactory();
m_Context = new PostProcessingContext();
// Keep a list of all post-fx for automation purposes
m_Components = new List<PostProcessingComponentBase>();
// Component list
m_DebugViews = AddComponent(new BuiltinDebugViewsComponent());
m_AmbientOcclusion = AddComponent(new AmbientOcclusionComponent());
m_ScreenSpaceReflection = AddComponent(new ScreenSpaceReflectionComponent());
m_FogComponent = AddComponent(new FogComponent());
m_MotionBlur = AddComponent(new MotionBlurComponent());
m_Taa = AddComponent(new TaaComponent());
m_EyeAdaptation = AddComponent(new EyeAdaptationComponent());
m_DepthOfField = AddComponent(new DepthOfFieldComponent());
m_Bloom = AddComponent(new BloomComponent());
m_ChromaticAberration = AddComponent(new ChromaticAberrationComponent());
m_ColorGrading = AddComponent(new ColorGradingComponent());
m_UserLut = AddComponent(new UserLutComponent());
m_Grain = AddComponent(new GrainComponent());
m_Vignette = AddComponent(new VignetteComponent());
m_Dithering = AddComponent(new DitheringComponent());
m_Fxaa = AddComponent(new FxaaComponent());
// Prepare state observers
m_ComponentStates = new Dictionary<PostProcessingComponentBase, bool>();
foreach (var component in m_Components)
m_ComponentStates.Add(component, false);
useGUILayout = false;
}
void OnPreCull()
{
// All the per-frame initialization logic has to be done in OnPreCull instead of Update
// because [ImageEffectAllowedInSceneView] doesn't trigger Update events...
m_Camera = GetComponent<Camera>();
if (profile == null || m_Camera == null)
return;
#if UNITY_EDITOR
// Track the scene view camera to disable some effects we don't want to see in the
// scene view
// Currently disabled effects :
// - Temporal Antialiasing
// - Depth of Field
// - Motion blur
m_RenderingInSceneView = UnityEditor.SceneView.currentDrawingSceneView != null
&& UnityEditor.SceneView.currentDrawingSceneView.camera == m_Camera;
#endif
// Prepare context
var context = m_Context.Reset();
context.profile = profile;
context.renderTextureFactory = m_RenderTextureFactory;
context.materialFactory = m_MaterialFactory;
context.camera = m_Camera;
// Prepare components
m_DebugViews.Init(context, profile.debugViews);
m_AmbientOcclusion.Init(context, profile.ambientOcclusion);
m_ScreenSpaceReflection.Init(context, profile.screenSpaceReflection);
m_FogComponent.Init(context, profile.fog);
m_MotionBlur.Init(context, profile.motionBlur);
m_Taa.Init(context, profile.antialiasing);
m_EyeAdaptation.Init(context, profile.eyeAdaptation);
m_DepthOfField.Init(context, profile.depthOfField);
m_Bloom.Init(context, profile.bloom);
m_ChromaticAberration.Init(context, profile.chromaticAberration);
m_ColorGrading.Init(context, profile.colorGrading);
m_UserLut.Init(context, profile.userLut);
m_Grain.Init(context, profile.grain);
m_Vignette.Init(context, profile.vignette);
m_Dithering.Init(context, profile.dithering);
m_Fxaa.Init(context, profile.antialiasing);
// Handles profile change and 'enable' state observers
if (m_PreviousProfile != profile)
{
DisableComponents();
m_PreviousProfile = profile;
}
CheckObservers();
// Find out which camera flags are needed before rendering begins
// Note that motion vectors will only be available one frame after being enabled
var flags = context.camera.depthTextureMode;
foreach (var component in m_Components)
{
if (component.active)
flags |= component.GetCameraFlags();
}
context.camera.depthTextureMode = flags;
// Temporal antialiasing jittering, needs to happen before culling
if (!m_RenderingInSceneView && m_Taa.active && !profile.debugViews.willInterrupt)
m_Taa.SetProjectionMatrix(jitteredMatrixFunc);
}
void OnPreRender()
{
if (profile == null)
return;
// Command buffer-based effects should be set-up here
TryExecuteCommandBuffer(m_DebugViews);
TryExecuteCommandBuffer(m_AmbientOcclusion);
TryExecuteCommandBuffer(m_ScreenSpaceReflection);
TryExecuteCommandBuffer(m_FogComponent);
if (!m_RenderingInSceneView)
TryExecuteCommandBuffer(m_MotionBlur);
}
void OnPostRender()
{
if (profile == null || m_Camera == null)
return;
if (!m_RenderingInSceneView && m_Taa.active && !profile.debugViews.willInterrupt)
m_Context.camera.ResetProjectionMatrix();
}
// Classic render target pipeline for RT-based effects
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (profile == null || m_Camera == null)
{
Graphics.Blit(source, destination);
return;
}
// Uber shader setup
bool uberActive = false;
bool fxaaActive = m_Fxaa.active;
bool taaActive = m_Taa.active && !m_RenderingInSceneView;
bool dofActive = m_DepthOfField.active && !m_RenderingInSceneView;
var uberMaterial = m_MaterialFactory.Get("Hidden/Post FX/Uber Shader");
uberMaterial.shaderKeywords = null;
var src = source;
var dst = destination;
if (taaActive)
{
var tempRT = m_RenderTextureFactory.Get(src);
m_Taa.Render(src, tempRT);
src = tempRT;
}
#if UNITY_EDITOR
// Render to a dedicated target when monitors are enabled so they can show information
// about the final render.
// At runtime the output will always be the backbuffer or whatever render target is
// currently set on the camera.
if (profile.monitors.onFrameEndEditorOnly != null)
dst = m_RenderTextureFactory.Get(src);
#endif
Texture autoExposure = GraphicsUtils.whiteTexture;
if (m_EyeAdaptation.active)
{
uberActive = true;
autoExposure = m_EyeAdaptation.Prepare(src, uberMaterial);
}
uberMaterial.SetTexture("_AutoExposure", autoExposure);
if (dofActive)
{
uberActive = true;
m_DepthOfField.Prepare(src, uberMaterial, taaActive, m_Taa.jitterVector, m_Taa.model.settings.taaSettings.motionBlending);
}
if (m_Bloom.active)
{
uberActive = true;
m_Bloom.Prepare(src, uberMaterial, autoExposure);
}
uberActive |= TryPrepareUberImageEffect(m_ChromaticAberration, uberMaterial);
uberActive |= TryPrepareUberImageEffect(m_ColorGrading, uberMaterial);
uberActive |= TryPrepareUberImageEffect(m_Vignette, uberMaterial);
uberActive |= TryPrepareUberImageEffect(m_UserLut, uberMaterial);
var fxaaMaterial = fxaaActive
? m_MaterialFactory.Get("Hidden/Post FX/FXAA")
: null;
if (fxaaActive)
{
fxaaMaterial.shaderKeywords = null;
TryPrepareUberImageEffect(m_Grain, fxaaMaterial);
TryPrepareUberImageEffect(m_Dithering, fxaaMaterial);
if (uberActive)
{
var output = m_RenderTextureFactory.Get(src);
Graphics.Blit(src, output, uberMaterial, 0);
src = output;
}
m_Fxaa.Render(src, dst);
}
else
{
uberActive |= TryPrepareUberImageEffect(m_Grain, uberMaterial);
uberActive |= TryPrepareUberImageEffect(m_Dithering, uberMaterial);
if (uberActive)
{
if (!GraphicsUtils.isLinearColorSpace)
uberMaterial.EnableKeyword("UNITY_COLORSPACE_GAMMA");
Graphics.Blit(src, dst, uberMaterial, 0);
}
}
if (!uberActive && !fxaaActive)
Graphics.Blit(src, dst);
#if UNITY_EDITOR
if (profile.monitors.onFrameEndEditorOnly != null)
{
Graphics.Blit(dst, destination);
var oldRt = RenderTexture.active;
profile.monitors.onFrameEndEditorOnly(dst);
RenderTexture.active = oldRt;
}
#endif
m_RenderTextureFactory.ReleaseAll();
}
void OnGUI()
{
if (Event.current.type != EventType.Repaint)
return;
if (profile == null || m_Camera == null)
return;
if (m_EyeAdaptation.active && profile.debugViews.IsModeActive(DebugMode.EyeAdaptation))
m_EyeAdaptation.OnGUI();
else if (m_ColorGrading.active && profile.debugViews.IsModeActive(DebugMode.LogLut))
m_ColorGrading.OnGUI();
else if (m_UserLut.active && profile.debugViews.IsModeActive(DebugMode.UserLut))
m_UserLut.OnGUI();
}
void OnDisable()
{
// Clear command buffers
foreach (var cb in m_CommandBuffers.Values)
{
m_Camera.RemoveCommandBuffer(cb.Key, cb.Value);
cb.Value.Dispose();
}
m_CommandBuffers.Clear();
// Clear components
if (profile != null)
DisableComponents();
m_Components.Clear();
// Factories
m_MaterialFactory.Dispose();
m_RenderTextureFactory.Dispose();
GraphicsUtils.Dispose();
}
public void ResetTemporalEffects()
{
m_Taa.ResetHistory();
m_MotionBlur.ResetHistory();
m_EyeAdaptation.ResetHistory();
}
#region State management
List<PostProcessingComponentBase> m_ComponentsToEnable = new List<PostProcessingComponentBase>();
List<PostProcessingComponentBase> m_ComponentsToDisable = new List<PostProcessingComponentBase>();
void CheckObservers()
{
foreach (var cs in m_ComponentStates)
{
var component = cs.Key;
var state = component.GetModel().enabled;
if (state != cs.Value)
{
if (state) m_ComponentsToEnable.Add(component);
else m_ComponentsToDisable.Add(component);
}
}
for (int i = 0; i < m_ComponentsToDisable.Count; i++)
{
var c = m_ComponentsToDisable[i];
m_ComponentStates[c] = false;
c.OnDisable();
}
for (int i = 0; i < m_ComponentsToEnable.Count; i++)
{
var c = m_ComponentsToEnable[i];
m_ComponentStates[c] = true;
c.OnEnable();
}
m_ComponentsToDisable.Clear();
m_ComponentsToEnable.Clear();
}
void DisableComponents()
{
foreach (var component in m_Components)
{
var model = component.GetModel();
if (model != null && model.enabled)
component.OnDisable();
}
}
#endregion
#region Command buffer handling & rendering helpers
// Placeholders before the upcoming Scriptable Render Loop as command buffers will be
// executed on the go so we won't need of all that stuff
CommandBuffer AddCommandBuffer<T>(CameraEvent evt, string name)
where T : PostProcessingModel
{
var cb = new CommandBuffer { name = name };
var kvp = new KeyValuePair<CameraEvent, CommandBuffer>(evt, cb);
m_CommandBuffers.Add(typeof(T), kvp);
m_Camera.AddCommandBuffer(evt, kvp.Value);
return kvp.Value;
}
void RemoveCommandBuffer<T>()
where T : PostProcessingModel
{
KeyValuePair<CameraEvent, CommandBuffer> kvp;
var type = typeof(T);
if (!m_CommandBuffers.TryGetValue(type, out kvp))
return;
m_Camera.RemoveCommandBuffer(kvp.Key, kvp.Value);
m_CommandBuffers.Remove(type);
kvp.Value.Dispose();
}
CommandBuffer GetCommandBuffer<T>(CameraEvent evt, string name)
where T : PostProcessingModel
{
CommandBuffer cb;
KeyValuePair<CameraEvent, CommandBuffer> kvp;
if (!m_CommandBuffers.TryGetValue(typeof(T), out kvp))
{
cb = AddCommandBuffer<T>(evt, name);
}
else if (kvp.Key != evt)
{
RemoveCommandBuffer<T>();
cb = AddCommandBuffer<T>(evt, name);
}
else cb = kvp.Value;
return cb;
}
void TryExecuteCommandBuffer<T>(PostProcessingComponentCommandBuffer<T> component)
where T : PostProcessingModel
{
if (component.active)
{
var cb = GetCommandBuffer<T>(component.GetCameraEvent(), component.GetName());
cb.Clear();
component.PopulateCommandBuffer(cb);
}
else RemoveCommandBuffer<T>();
}
bool TryPrepareUberImageEffect<T>(PostProcessingComponentRenderTexture<T> component, Material material)
where T : PostProcessingModel
{
if (!component.active)
return false;
component.Prepare(material);
return true;
}
T AddComponent<T>(T component)
where T : PostProcessingComponentBase
{
m_Components.Add(component);
return component;
}
#endregion
}
}