FiE-Game/Assets/AmplifyBloom/Plugins/Runtime/AmplifyBokeh.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 System;
using System.Collections.Generic;
using UnityEngine;
namespace AmplifyBloom
{
public enum ApertureShape
{
Square,
Hexagon,
Octagon,
}
[Serializable]
public class AmplifyBokehData
{
internal RenderTexture BokehRenderTexture;
internal Vector4[] Offsets;
public AmplifyBokehData( Vector4[] offsets )
{
Offsets = offsets;
}
public void Destroy()
{
if ( BokehRenderTexture != null )
{
AmplifyUtils.ReleaseTempRenderTarget( BokehRenderTexture );
BokehRenderTexture = null;
}
Offsets = null;
}
}
[Serializable]
public sealed class AmplifyBokeh : IAmplifyItem, ISerializationCallbackReceiver
{
//CONSTS
private const int PerPassSampleCount = 8;
//SERIALIZABLE VARIABLES
[SerializeField]
private bool m_isActive = false;
[SerializeField]
private bool m_applyOnBloomSource = false;
[SerializeField]
private float m_bokehSampleRadius = 0.5f;
[SerializeField]
private Vector4 m_bokehCameraProperties = new Vector4( 0.05f, 0.018f, 1.34f, 0.18f ); // x - aperture y - Focal Length z - Focal Distance w - Max CoC Diameter
[SerializeField]
private float m_offsetRotation = 0;
[SerializeField]
private ApertureShape m_apertureShape = ApertureShape.Hexagon;
private List<AmplifyBokehData> m_bokehOffsets;
public AmplifyBokeh()
{
m_bokehOffsets = new List<AmplifyBokehData>();
CreateBokehOffsets( ApertureShape.Hexagon );
}
public void Destroy()
{
for ( int i = 0; i < m_bokehOffsets.Count; i++ )
{
m_bokehOffsets[ i ].Destroy();
}
}
void CreateBokehOffsets( ApertureShape shape )
{
m_bokehOffsets.Clear();
switch ( shape )
{
case ApertureShape.Square:
{
m_bokehOffsets.Add( new AmplifyBokehData( CalculateBokehSamples( PerPassSampleCount, m_offsetRotation ) ) );
m_bokehOffsets.Add( new AmplifyBokehData( CalculateBokehSamples( PerPassSampleCount, m_offsetRotation + 90 ) ) );
}
break;
case ApertureShape.Hexagon:
{
m_bokehOffsets.Add( new AmplifyBokehData( CalculateBokehSamples( PerPassSampleCount, m_offsetRotation ) ) );
m_bokehOffsets.Add( new AmplifyBokehData( CalculateBokehSamples( PerPassSampleCount, m_offsetRotation - 75 ) ) );
m_bokehOffsets.Add( new AmplifyBokehData( CalculateBokehSamples( PerPassSampleCount, m_offsetRotation + 75 ) ) );
}
break;
case ApertureShape.Octagon:
{
m_bokehOffsets.Add( new AmplifyBokehData( CalculateBokehSamples( PerPassSampleCount, m_offsetRotation ) ) );
m_bokehOffsets.Add( new AmplifyBokehData( CalculateBokehSamples( PerPassSampleCount, m_offsetRotation + 65 ) ) );
m_bokehOffsets.Add( new AmplifyBokehData( CalculateBokehSamples( PerPassSampleCount, m_offsetRotation + 90 ) ) );
m_bokehOffsets.Add( new AmplifyBokehData( CalculateBokehSamples( PerPassSampleCount, m_offsetRotation + 115 ) ) );
}
break;
}
}
Vector4[] CalculateBokehSamples( int sampleCount, float angle )
{
Vector4[] bokehSamples = new Vector4[ sampleCount ];
float angleRad = Mathf.Deg2Rad * angle;
float aspectRatio = ( float ) Screen.width / ( float ) Screen.height;
Vector4 samplePoint = new Vector4( m_bokehSampleRadius * Mathf.Cos( angleRad ), m_bokehSampleRadius * Mathf.Sin( angleRad ) );
samplePoint.x /= aspectRatio;
for ( int i = 0; i < sampleCount; i++ )
{
float sampleInterp = ( float ) i / ( ( float ) sampleCount - 1.0f );
bokehSamples[ i ] = Vector4.Lerp( -samplePoint, samplePoint, sampleInterp );
}
return bokehSamples;
}
public void ApplyBokehFilter( RenderTexture source, Material material )
{
// ALLOCATE RENDER TEXTURES
for ( int i = 0; i < m_bokehOffsets.Count; i++ )
{
m_bokehOffsets[ i ].BokehRenderTexture = AmplifyUtils.GetTempRenderTarget( source.width, source.height );
}
// SET CAMERA PARAMS AND APPLY EACH ROTATIONAL WEIGHTS
material.SetVector( AmplifyUtils.BokehParamsId, m_bokehCameraProperties );
for ( int bId = 0; bId < m_bokehOffsets.Count; bId++ )
{
for ( int i = 0; i < PerPassSampleCount; i++ )
{
material.SetVector( AmplifyUtils.AnamorphicGlareWeightsStr[ i ], m_bokehOffsets[ bId ].Offsets[ i ] );
}
Graphics.Blit( source, m_bokehOffsets[ bId ].BokehRenderTexture, material, ( int ) BloomPasses.BokehWeightedBlur );
}
for ( int bId = 0; bId < m_bokehOffsets.Count - 1; bId++ )
{
material.SetTexture( AmplifyUtils.AnamorphicRTS[ bId ], m_bokehOffsets[ bId ].BokehRenderTexture );
}
// FINAL COMPOSITION
source.DiscardContents();
Graphics.Blit( m_bokehOffsets[ m_bokehOffsets.Count - 1 ].BokehRenderTexture, source, material, ( int ) BloomPasses.BokehComposition2S + ( m_bokehOffsets.Count - 2 ) );
//RELEASE RENDER TEXTURES
for ( int i = 0; i < m_bokehOffsets.Count; i++ )
{
AmplifyUtils.ReleaseTempRenderTarget( m_bokehOffsets[ i ].BokehRenderTexture );
m_bokehOffsets[ i ].BokehRenderTexture = null;
}
}
public void OnAfterDeserialize()
{
CreateBokehOffsets( m_apertureShape );
}
public void OnBeforeSerialize()
{
}
public ApertureShape ApertureShape
{
get { return m_apertureShape; }
set
{
if ( m_apertureShape != value )
{
m_apertureShape = value;
CreateBokehOffsets( value );
}
}
}
public bool ApplyBokeh
{
get { return m_isActive; }
set { m_isActive = value; }
}
public bool ApplyOnBloomSource
{
get { return m_applyOnBloomSource; }
set { m_applyOnBloomSource = value; }
}
public float BokehSampleRadius
{
get { return m_bokehSampleRadius; }
set { m_bokehSampleRadius = value; }
}
public float OffsetRotation
{
get { return m_offsetRotation; }
set { m_offsetRotation = value; }
}
public Vector4 BokehCameraProperties
{
get { return m_bokehCameraProperties; }
set { m_bokehCameraProperties = value; }
}
public float Aperture
{
get { return m_bokehCameraProperties.x; }
set { m_bokehCameraProperties.x = value; }
}
public float FocalLength
{
get { return m_bokehCameraProperties.y; }
set { m_bokehCameraProperties.y = value; }
}
public float FocalDistance
{
get { return m_bokehCameraProperties.z; }
set { m_bokehCameraProperties.z = value; }
}
public float MaxCoCDiameter
{
get { return m_bokehCameraProperties.w; }
set { m_bokehCameraProperties.w = value; }
}
}
}