mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 00:27:59 +01:00
471 lines
17 KiB
C#
471 lines
17 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace UnityEngine.PostProcessing
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{
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using DebugMode = BuiltinDebugViewsModel.Mode;
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#if UNITY_5_4_OR_NEWER
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[ImageEffectAllowedInSceneView]
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#endif
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[RequireComponent(typeof(Camera)), DisallowMultipleComponent, ExecuteInEditMode]
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[AddComponentMenu("Effects/Post-Processing Behaviour", -1)]
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public class PostProcessingBehaviour : MonoBehaviour
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{
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// Inspector fields
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public PostProcessingProfile profile;
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public Func<Vector2, Matrix4x4> jitteredMatrixFunc;
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// Internal helpers
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Dictionary<Type, KeyValuePair<CameraEvent, CommandBuffer>> m_CommandBuffers;
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List<PostProcessingComponentBase> m_Components;
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Dictionary<PostProcessingComponentBase, bool> m_ComponentStates;
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MaterialFactory m_MaterialFactory;
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RenderTextureFactory m_RenderTextureFactory;
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PostProcessingContext m_Context;
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Camera m_Camera;
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PostProcessingProfile m_PreviousProfile;
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bool m_RenderingInSceneView = false;
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// Effect components
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BuiltinDebugViewsComponent m_DebugViews;
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AmbientOcclusionComponent m_AmbientOcclusion;
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ScreenSpaceReflectionComponent m_ScreenSpaceReflection;
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FogComponent m_FogComponent;
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MotionBlurComponent m_MotionBlur;
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TaaComponent m_Taa;
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EyeAdaptationComponent m_EyeAdaptation;
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DepthOfFieldComponent m_DepthOfField;
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BloomComponent m_Bloom;
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ChromaticAberrationComponent m_ChromaticAberration;
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ColorGradingComponent m_ColorGrading;
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UserLutComponent m_UserLut;
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GrainComponent m_Grain;
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VignetteComponent m_Vignette;
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DitheringComponent m_Dithering;
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FxaaComponent m_Fxaa;
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void OnEnable()
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{
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m_CommandBuffers = new Dictionary<Type, KeyValuePair<CameraEvent, CommandBuffer>>();
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m_MaterialFactory = new MaterialFactory();
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m_RenderTextureFactory = new RenderTextureFactory();
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m_Context = new PostProcessingContext();
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// Keep a list of all post-fx for automation purposes
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m_Components = new List<PostProcessingComponentBase>();
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// Component list
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m_DebugViews = AddComponent(new BuiltinDebugViewsComponent());
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m_AmbientOcclusion = AddComponent(new AmbientOcclusionComponent());
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m_ScreenSpaceReflection = AddComponent(new ScreenSpaceReflectionComponent());
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m_FogComponent = AddComponent(new FogComponent());
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m_MotionBlur = AddComponent(new MotionBlurComponent());
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m_Taa = AddComponent(new TaaComponent());
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m_EyeAdaptation = AddComponent(new EyeAdaptationComponent());
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m_DepthOfField = AddComponent(new DepthOfFieldComponent());
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m_Bloom = AddComponent(new BloomComponent());
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m_ChromaticAberration = AddComponent(new ChromaticAberrationComponent());
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m_ColorGrading = AddComponent(new ColorGradingComponent());
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m_UserLut = AddComponent(new UserLutComponent());
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m_Grain = AddComponent(new GrainComponent());
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m_Vignette = AddComponent(new VignetteComponent());
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m_Dithering = AddComponent(new DitheringComponent());
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m_Fxaa = AddComponent(new FxaaComponent());
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// Prepare state observers
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m_ComponentStates = new Dictionary<PostProcessingComponentBase, bool>();
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foreach (var component in m_Components)
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m_ComponentStates.Add(component, false);
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useGUILayout = false;
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}
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void OnPreCull()
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{
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// All the per-frame initialization logic has to be done in OnPreCull instead of Update
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// because [ImageEffectAllowedInSceneView] doesn't trigger Update events...
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m_Camera = GetComponent<Camera>();
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if (profile == null || m_Camera == null)
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return;
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#if UNITY_EDITOR
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// Track the scene view camera to disable some effects we don't want to see in the
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// scene view
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// Currently disabled effects :
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// - Temporal Antialiasing
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// - Depth of Field
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// - Motion blur
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m_RenderingInSceneView = UnityEditor.SceneView.currentDrawingSceneView != null
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&& UnityEditor.SceneView.currentDrawingSceneView.camera == m_Camera;
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#endif
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// Prepare context
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var context = m_Context.Reset();
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context.profile = profile;
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context.renderTextureFactory = m_RenderTextureFactory;
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context.materialFactory = m_MaterialFactory;
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context.camera = m_Camera;
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// Prepare components
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m_DebugViews.Init(context, profile.debugViews);
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m_AmbientOcclusion.Init(context, profile.ambientOcclusion);
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m_ScreenSpaceReflection.Init(context, profile.screenSpaceReflection);
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m_FogComponent.Init(context, profile.fog);
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m_MotionBlur.Init(context, profile.motionBlur);
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m_Taa.Init(context, profile.antialiasing);
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m_EyeAdaptation.Init(context, profile.eyeAdaptation);
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m_DepthOfField.Init(context, profile.depthOfField);
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m_Bloom.Init(context, profile.bloom);
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m_ChromaticAberration.Init(context, profile.chromaticAberration);
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m_ColorGrading.Init(context, profile.colorGrading);
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m_UserLut.Init(context, profile.userLut);
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m_Grain.Init(context, profile.grain);
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m_Vignette.Init(context, profile.vignette);
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m_Dithering.Init(context, profile.dithering);
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m_Fxaa.Init(context, profile.antialiasing);
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// Handles profile change and 'enable' state observers
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if (m_PreviousProfile != profile)
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{
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DisableComponents();
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m_PreviousProfile = profile;
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}
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CheckObservers();
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// Find out which camera flags are needed before rendering begins
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// Note that motion vectors will only be available one frame after being enabled
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var flags = context.camera.depthTextureMode;
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foreach (var component in m_Components)
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{
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if (component.active)
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flags |= component.GetCameraFlags();
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}
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context.camera.depthTextureMode = flags;
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// Temporal antialiasing jittering, needs to happen before culling
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if (!m_RenderingInSceneView && m_Taa.active && !profile.debugViews.willInterrupt)
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m_Taa.SetProjectionMatrix(jitteredMatrixFunc);
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}
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void OnPreRender()
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{
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if (profile == null)
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return;
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// Command buffer-based effects should be set-up here
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TryExecuteCommandBuffer(m_DebugViews);
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TryExecuteCommandBuffer(m_AmbientOcclusion);
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TryExecuteCommandBuffer(m_ScreenSpaceReflection);
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TryExecuteCommandBuffer(m_FogComponent);
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if (!m_RenderingInSceneView)
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TryExecuteCommandBuffer(m_MotionBlur);
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}
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void OnPostRender()
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{
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if (profile == null || m_Camera == null)
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return;
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if (!m_RenderingInSceneView && m_Taa.active && !profile.debugViews.willInterrupt)
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m_Context.camera.ResetProjectionMatrix();
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}
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// Classic render target pipeline for RT-based effects
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void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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if (profile == null || m_Camera == null)
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{
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Graphics.Blit(source, destination);
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return;
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}
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// Uber shader setup
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bool uberActive = false;
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bool fxaaActive = m_Fxaa.active;
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bool taaActive = m_Taa.active && !m_RenderingInSceneView;
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bool dofActive = m_DepthOfField.active && !m_RenderingInSceneView;
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var uberMaterial = m_MaterialFactory.Get("Hidden/Post FX/Uber Shader");
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uberMaterial.shaderKeywords = null;
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var src = source;
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var dst = destination;
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if (taaActive)
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{
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var tempRT = m_RenderTextureFactory.Get(src);
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m_Taa.Render(src, tempRT);
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src = tempRT;
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}
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#if UNITY_EDITOR
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// Render to a dedicated target when monitors are enabled so they can show information
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// about the final render.
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// At runtime the output will always be the backbuffer or whatever render target is
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// currently set on the camera.
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if (profile.monitors.onFrameEndEditorOnly != null)
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dst = m_RenderTextureFactory.Get(src);
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#endif
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Texture autoExposure = GraphicsUtils.whiteTexture;
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if (m_EyeAdaptation.active)
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{
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uberActive = true;
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autoExposure = m_EyeAdaptation.Prepare(src, uberMaterial);
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}
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uberMaterial.SetTexture("_AutoExposure", autoExposure);
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if (dofActive)
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{
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uberActive = true;
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m_DepthOfField.Prepare(src, uberMaterial, taaActive, m_Taa.jitterVector, m_Taa.model.settings.taaSettings.motionBlending);
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}
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if (m_Bloom.active)
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{
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uberActive = true;
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m_Bloom.Prepare(src, uberMaterial, autoExposure);
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}
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uberActive |= TryPrepareUberImageEffect(m_ChromaticAberration, uberMaterial);
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uberActive |= TryPrepareUberImageEffect(m_ColorGrading, uberMaterial);
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uberActive |= TryPrepareUberImageEffect(m_Vignette, uberMaterial);
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uberActive |= TryPrepareUberImageEffect(m_UserLut, uberMaterial);
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var fxaaMaterial = fxaaActive
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? m_MaterialFactory.Get("Hidden/Post FX/FXAA")
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: null;
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if (fxaaActive)
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{
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fxaaMaterial.shaderKeywords = null;
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TryPrepareUberImageEffect(m_Grain, fxaaMaterial);
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TryPrepareUberImageEffect(m_Dithering, fxaaMaterial);
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if (uberActive)
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{
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var output = m_RenderTextureFactory.Get(src);
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Graphics.Blit(src, output, uberMaterial, 0);
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src = output;
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}
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m_Fxaa.Render(src, dst);
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}
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else
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{
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uberActive |= TryPrepareUberImageEffect(m_Grain, uberMaterial);
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uberActive |= TryPrepareUberImageEffect(m_Dithering, uberMaterial);
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if (uberActive)
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{
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if (!GraphicsUtils.isLinearColorSpace)
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uberMaterial.EnableKeyword("UNITY_COLORSPACE_GAMMA");
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Graphics.Blit(src, dst, uberMaterial, 0);
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}
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}
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if (!uberActive && !fxaaActive)
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Graphics.Blit(src, dst);
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#if UNITY_EDITOR
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if (profile.monitors.onFrameEndEditorOnly != null)
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{
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Graphics.Blit(dst, destination);
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var oldRt = RenderTexture.active;
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profile.monitors.onFrameEndEditorOnly(dst);
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RenderTexture.active = oldRt;
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}
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#endif
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m_RenderTextureFactory.ReleaseAll();
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}
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void OnGUI()
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{
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if (Event.current.type != EventType.Repaint)
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return;
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if (profile == null || m_Camera == null)
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return;
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if (m_EyeAdaptation.active && profile.debugViews.IsModeActive(DebugMode.EyeAdaptation))
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m_EyeAdaptation.OnGUI();
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else if (m_ColorGrading.active && profile.debugViews.IsModeActive(DebugMode.LogLut))
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m_ColorGrading.OnGUI();
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else if (m_UserLut.active && profile.debugViews.IsModeActive(DebugMode.UserLut))
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m_UserLut.OnGUI();
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}
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void OnDisable()
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{
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// Clear command buffers
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foreach (var cb in m_CommandBuffers.Values)
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{
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m_Camera.RemoveCommandBuffer(cb.Key, cb.Value);
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cb.Value.Dispose();
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}
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m_CommandBuffers.Clear();
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// Clear components
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if (profile != null)
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DisableComponents();
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m_Components.Clear();
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// Factories
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m_MaterialFactory.Dispose();
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m_RenderTextureFactory.Dispose();
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GraphicsUtils.Dispose();
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}
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public void ResetTemporalEffects()
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{
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m_Taa.ResetHistory();
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m_MotionBlur.ResetHistory();
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m_EyeAdaptation.ResetHistory();
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}
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#region State management
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List<PostProcessingComponentBase> m_ComponentsToEnable = new List<PostProcessingComponentBase>();
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List<PostProcessingComponentBase> m_ComponentsToDisable = new List<PostProcessingComponentBase>();
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void CheckObservers()
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{
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foreach (var cs in m_ComponentStates)
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{
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var component = cs.Key;
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var state = component.GetModel().enabled;
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if (state != cs.Value)
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{
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if (state) m_ComponentsToEnable.Add(component);
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else m_ComponentsToDisable.Add(component);
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}
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}
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for (int i = 0; i < m_ComponentsToDisable.Count; i++)
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{
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var c = m_ComponentsToDisable[i];
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m_ComponentStates[c] = false;
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c.OnDisable();
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}
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for (int i = 0; i < m_ComponentsToEnable.Count; i++)
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{
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var c = m_ComponentsToEnable[i];
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m_ComponentStates[c] = true;
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c.OnEnable();
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}
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m_ComponentsToDisable.Clear();
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m_ComponentsToEnable.Clear();
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}
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void DisableComponents()
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{
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foreach (var component in m_Components)
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{
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var model = component.GetModel();
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if (model != null && model.enabled)
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component.OnDisable();
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}
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}
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#endregion
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#region Command buffer handling & rendering helpers
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// Placeholders before the upcoming Scriptable Render Loop as command buffers will be
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// executed on the go so we won't need of all that stuff
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CommandBuffer AddCommandBuffer<T>(CameraEvent evt, string name)
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where T : PostProcessingModel
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{
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var cb = new CommandBuffer { name = name };
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var kvp = new KeyValuePair<CameraEvent, CommandBuffer>(evt, cb);
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m_CommandBuffers.Add(typeof(T), kvp);
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m_Camera.AddCommandBuffer(evt, kvp.Value);
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return kvp.Value;
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}
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void RemoveCommandBuffer<T>()
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where T : PostProcessingModel
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{
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KeyValuePair<CameraEvent, CommandBuffer> kvp;
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var type = typeof(T);
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if (!m_CommandBuffers.TryGetValue(type, out kvp))
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return;
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m_Camera.RemoveCommandBuffer(kvp.Key, kvp.Value);
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m_CommandBuffers.Remove(type);
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kvp.Value.Dispose();
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}
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CommandBuffer GetCommandBuffer<T>(CameraEvent evt, string name)
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where T : PostProcessingModel
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{
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CommandBuffer cb;
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KeyValuePair<CameraEvent, CommandBuffer> kvp;
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if (!m_CommandBuffers.TryGetValue(typeof(T), out kvp))
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{
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cb = AddCommandBuffer<T>(evt, name);
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}
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else if (kvp.Key != evt)
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{
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RemoveCommandBuffer<T>();
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cb = AddCommandBuffer<T>(evt, name);
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}
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else cb = kvp.Value;
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return cb;
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}
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void TryExecuteCommandBuffer<T>(PostProcessingComponentCommandBuffer<T> component)
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where T : PostProcessingModel
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{
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if (component.active)
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{
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var cb = GetCommandBuffer<T>(component.GetCameraEvent(), component.GetName());
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cb.Clear();
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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
|
||
|
}
|
||
|
}
|