mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
409 lines
19 KiB
C#
409 lines
19 KiB
C#
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[ExecuteInEditMode]
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[RequireComponent (typeof(Camera))]
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[AddComponentMenu ("Image Effects/Camera/Camera Motion Blur") ]
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public class CameraMotionBlur : PostEffectsBase
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{
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// make sure to match this to MAX_RADIUS in shader ('k' in paper)
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static float MAX_RADIUS = 10.0f;
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public enum MotionBlurFilter {
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CameraMotion = 0, // global screen blur based on cam motion
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LocalBlur = 1, // cheap blur, no dilation or scattering
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Reconstruction = 2, // advanced filter (simulates scattering) as in plausible motion blur paper
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ReconstructionDX11 = 3, // advanced filter (simulates scattering) as in plausible motion blur paper
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ReconstructionDisc = 4, // advanced filter using scaled poisson disc sampling
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}
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// settings
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public MotionBlurFilter filterType = MotionBlurFilter.Reconstruction;
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public bool preview = false; // show how blur would look like in action ...
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public Vector3 previewScale = Vector3.one; // ... given this movement vector
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// params
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public float movementScale = 0.0f;
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public float rotationScale = 1.0f;
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public float maxVelocity = 8.0f; // maximum velocity in pixels
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public float minVelocity = 0.1f; // minimum velocity in pixels
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public float velocityScale = 0.375f; // global velocity scale
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public float softZDistance = 0.005f; // for z overlap check softness (reconstruction filter only)
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public int velocityDownsample = 1; // low resolution velocity buffer? (optimization)
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public LayerMask excludeLayers = 0;
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private GameObject tmpCam = null;
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// resources
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public Shader shader;
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public Shader dx11MotionBlurShader;
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public Shader replacementClear;
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private Material motionBlurMaterial = null;
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private Material dx11MotionBlurMaterial = null;
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public Texture2D noiseTexture = null;
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public float jitter = 0.05f;
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// (internal) debug
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public bool showVelocity = false;
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public float showVelocityScale = 1.0f;
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// camera transforms
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private Matrix4x4 currentViewProjMat;
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private Matrix4x4[] currentStereoViewProjMat;
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private Matrix4x4 prevViewProjMat;
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private Matrix4x4[] prevStereoViewProjMat;
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private int prevFrameCount;
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private bool wasActive;
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// shortcuts to calculate global blur direction when using 'CameraMotion'
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private Vector3 prevFrameForward = Vector3.forward;
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private Vector3 prevFrameUp = Vector3.up;
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private Vector3 prevFramePos = Vector3.zero;
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private Camera _camera;
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private void CalculateViewProjection () {
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Matrix4x4 viewMat = _camera.worldToCameraMatrix;
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Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true);
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currentViewProjMat = projMat * viewMat;
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if(_camera.stereoEnabled)
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{
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for (int eye = 0; eye < 2; ++eye)
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{
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Matrix4x4 stereoViewMat = _camera.GetStereoViewMatrix(eye == 0 ? Camera.StereoscopicEye.Left : Camera.StereoscopicEye.Right);
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Matrix4x4 stereoProjMat = _camera.GetStereoProjectionMatrix(eye == 0 ? Camera.StereoscopicEye.Left : Camera.StereoscopicEye.Right);
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stereoProjMat = GL.GetGPUProjectionMatrix(stereoProjMat, true);
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currentStereoViewProjMat[eye] = stereoProjMat * stereoViewMat;
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}
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}
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}
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new void Start () {
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CheckResources ();
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if (_camera == null)
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_camera = GetComponent<Camera>();
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wasActive = gameObject.activeInHierarchy;
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currentStereoViewProjMat = new Matrix4x4[2];
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prevStereoViewProjMat = new Matrix4x4[2];
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CalculateViewProjection ();
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Remember ();
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wasActive = false; // hack to fake position/rotation update and prevent bad blurs
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}
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void OnEnable () {
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if (_camera == null)
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_camera = GetComponent<Camera>();
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_camera.depthTextureMode |= DepthTextureMode.Depth;
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}
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void OnDisable () {
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if (null != motionBlurMaterial) {
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DestroyImmediate (motionBlurMaterial);
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motionBlurMaterial = null;
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}
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if (null != dx11MotionBlurMaterial) {
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DestroyImmediate (dx11MotionBlurMaterial);
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dx11MotionBlurMaterial = null;
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}
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if (null != tmpCam) {
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DestroyImmediate (tmpCam);
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tmpCam = null;
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}
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}
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public override bool CheckResources () {
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CheckSupport (true, true); // depth & hdr needed
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motionBlurMaterial = CheckShaderAndCreateMaterial (shader, motionBlurMaterial);
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if (supportDX11 && filterType == MotionBlurFilter.ReconstructionDX11) {
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dx11MotionBlurMaterial = CheckShaderAndCreateMaterial (dx11MotionBlurShader, dx11MotionBlurMaterial);
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}
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if (!isSupported)
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ReportAutoDisable ();
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return isSupported;
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}
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void OnRenderImage (RenderTexture source, RenderTexture destination) {
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if (false == CheckResources ()) {
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Graphics.Blit (source, destination);
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return;
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}
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if (filterType == MotionBlurFilter.CameraMotion)
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StartFrame ();
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// use if possible new RG format ... fallback to half otherwise
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var rtFormat= SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf;
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// get temp textures
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RenderTexture velBuffer = RenderTexture.GetTemporary (divRoundUp (source.width, velocityDownsample), divRoundUp (source.height, velocityDownsample), 0, rtFormat);
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int tileWidth = 1;
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int tileHeight = 1;
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maxVelocity = Mathf.Max (2.0f, maxVelocity);
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float _maxVelocity = maxVelocity; // calculate 'k'
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// note: 's' is hardcoded in shaders except for DX11 path
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// auto DX11 fallback!
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bool fallbackFromDX11 = filterType == MotionBlurFilter.ReconstructionDX11 && dx11MotionBlurMaterial == null;
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if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11 || filterType == MotionBlurFilter.ReconstructionDisc) {
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maxVelocity = Mathf.Min (maxVelocity, MAX_RADIUS);
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tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity);
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tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity);
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_maxVelocity = velBuffer.width/tileWidth;
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}
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else {
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tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity);
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tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity);
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_maxVelocity = velBuffer.width/tileWidth;
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}
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RenderTexture tileMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat);
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RenderTexture neighbourMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat);
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velBuffer.filterMode = FilterMode.Point;
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tileMax.filterMode = FilterMode.Point;
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neighbourMax.filterMode = FilterMode.Point;
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if (noiseTexture) noiseTexture.filterMode = FilterMode.Point;
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source.wrapMode = TextureWrapMode.Clamp;
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velBuffer.wrapMode = TextureWrapMode.Clamp;
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neighbourMax.wrapMode = TextureWrapMode.Clamp;
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tileMax.wrapMode = TextureWrapMode.Clamp;
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// calc correct viewprj matrix
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CalculateViewProjection ();
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// just started up?
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if (gameObject.activeInHierarchy && !wasActive) {
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Remember ();
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}
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wasActive = gameObject.activeInHierarchy;
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// matrices
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Matrix4x4 invViewPrj = Matrix4x4.Inverse (currentViewProjMat);
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motionBlurMaterial.SetMatrix ("_InvViewProj", invViewPrj);
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motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat);
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motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj);
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if(_camera.stereoEnabled)
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{
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Matrix4x4[] invStereoViewPrj = new Matrix4x4[2];
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invStereoViewPrj[0] = Matrix4x4.Inverse(currentStereoViewProjMat[0]);
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invStereoViewPrj[1] = Matrix4x4.Inverse(currentStereoViewProjMat[1]);
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Matrix4x4 combined = prevStereoViewProjMat[0] * invStereoViewPrj[0];
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motionBlurMaterial.SetMatrix("_StereoToPrevViewProjCombined0", combined);
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motionBlurMaterial.SetMatrix("_StereoToPrevViewProjCombined1", prevStereoViewProjMat[1] * invStereoViewPrj[1]);
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}
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motionBlurMaterial.SetFloat ("_MaxVelocity", _maxVelocity);
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motionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity);
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motionBlurMaterial.SetFloat ("_MinVelocity", minVelocity);
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motionBlurMaterial.SetFloat ("_VelocityScale", velocityScale);
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motionBlurMaterial.SetFloat ("_Jitter", jitter);
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// texture samplers
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motionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture);
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motionBlurMaterial.SetTexture ("_VelTex", velBuffer);
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motionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax);
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motionBlurMaterial.SetTexture ("_TileTexDebug", tileMax);
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if (preview) {
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// generate an artificial 'previous' matrix to simulate blur look
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Matrix4x4 viewMat = _camera.worldToCameraMatrix;
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Matrix4x4 offset = Matrix4x4.identity;
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offset.SetTRS(previewScale * 0.3333f, Quaternion.identity, Vector3.one); // using only translation
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Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true);
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prevViewProjMat = projMat * offset * viewMat;
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motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat);
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motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj);
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}
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if (filterType == MotionBlurFilter.CameraMotion)
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{
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// build blur vector to be used in shader to create a global blur direction
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Vector4 blurVector = Vector4.zero;
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float lookUpDown = Vector3.Dot (transform.up, Vector3.up);
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Vector3 distanceVector = prevFramePos-transform.position;
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float distMag = distanceVector.magnitude;
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float farHeur = 1.0f;
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// pitch (vertical)
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farHeur = (Vector3.Angle (transform.up, prevFrameUp) / _camera.fieldOfView) * (source.width * 0.75f);
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blurVector.x = rotationScale * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.up, prevFrameUp)));
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// yaw #1 (horizontal, faded by pitch)
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farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f);
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blurVector.y = rotationScale * lookUpDown * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward)));
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// yaw #2 (when looking down, faded by 1-pitch)
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farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f);
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blurVector.z = rotationScale * (1.0f- lookUpDown) * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward)));
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if (distMag > Mathf.Epsilon && movementScale > Mathf.Epsilon) {
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// forward (probably most important)
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blurVector.w = movementScale * (Vector3.Dot (transform.forward, distanceVector) ) * (source.width * 0.5f);
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// jump (maybe scale down further)
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blurVector.x += movementScale * (Vector3.Dot (transform.up, distanceVector) ) * (source.width * 0.5f);
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// strafe (maybe scale down further)
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blurVector.y += movementScale * (Vector3.Dot (transform.right, distanceVector) ) * (source.width * 0.5f);
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}
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if (preview) // crude approximation
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motionBlurMaterial.SetVector ("_BlurDirectionPacked", new Vector4 (previewScale.y, previewScale.x, 0.0f, previewScale.z) * 0.5f * _camera.fieldOfView);
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else
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motionBlurMaterial.SetVector ("_BlurDirectionPacked", blurVector);
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}
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else {
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// generate velocity buffer
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Graphics.Blit (source, velBuffer, motionBlurMaterial, 0);
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// patch up velocity buffer:
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// exclude certain layers (e.g. skinned objects as we cant really support that atm)
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Camera cam = null;
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if (excludeLayers.value != 0)// || dynamicLayers.value)
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cam = GetTmpCam ();
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if (cam && excludeLayers.value != 0 && replacementClear && replacementClear.isSupported) {
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cam.targetTexture = velBuffer;
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cam.cullingMask = excludeLayers;
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cam.RenderWithShader (replacementClear, "");
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}
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}
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if (!preview && Time.frameCount != prevFrameCount) {
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// remember current transformation data for next frame
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prevFrameCount = Time.frameCount;
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Remember ();
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}
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source.filterMode = FilterMode.Bilinear;
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// debug vel buffer:
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if (showVelocity) {
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// generate tile max and neighbour max
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//Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2);
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//Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3);
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motionBlurMaterial.SetFloat ("_DisplayVelocityScale", showVelocityScale);
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Graphics.Blit (velBuffer, destination, motionBlurMaterial, 1);
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}
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else {
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if (filterType == MotionBlurFilter.ReconstructionDX11 && !fallbackFromDX11) {
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// need to reset some parameters for dx11 shader
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dx11MotionBlurMaterial.SetFloat ("_MinVelocity", minVelocity);
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dx11MotionBlurMaterial.SetFloat ("_VelocityScale", velocityScale);
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dx11MotionBlurMaterial.SetFloat ("_Jitter", jitter);
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// texture samplers
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dx11MotionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture);
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dx11MotionBlurMaterial.SetTexture ("_VelTex", velBuffer);
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dx11MotionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax);
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dx11MotionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) );
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dx11MotionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity);
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// generate tile max and neighbour max
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Graphics.Blit (velBuffer, tileMax, dx11MotionBlurMaterial, 0);
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Graphics.Blit (tileMax, neighbourMax, dx11MotionBlurMaterial, 1);
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// final blur
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Graphics.Blit (source, destination, dx11MotionBlurMaterial, 2);
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}
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else if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11) {
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// 'reconstructing' properly integrated color
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motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) );
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// generate tile max and neighbour max
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Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2);
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Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3);
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// final blur
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Graphics.Blit (source, destination, motionBlurMaterial, 4);
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}
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else if (filterType == MotionBlurFilter.CameraMotion) {
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// orange box style motion blur
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Graphics.Blit (source, destination, motionBlurMaterial, 6);
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}
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else if (filterType == MotionBlurFilter.ReconstructionDisc) {
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// dof style motion blur defocuing and ellipse around the princical blur direction
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// 'reconstructing' properly integrated color
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motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) );
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// generate tile max and neighbour max
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Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2);
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Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3);
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Graphics.Blit (source, destination, motionBlurMaterial, 7);
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}
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else {
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// simple & fast blur (low quality): just blurring along velocity
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Graphics.Blit (source, destination, motionBlurMaterial, 5);
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}
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}
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// cleanup
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RenderTexture.ReleaseTemporary (velBuffer);
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RenderTexture.ReleaseTemporary (tileMax);
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RenderTexture.ReleaseTemporary (neighbourMax);
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}
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void Remember () {
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prevViewProjMat = currentViewProjMat;
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prevFrameForward = transform.forward;
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prevFrameUp = transform.up;
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prevFramePos = transform.position;
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prevStereoViewProjMat[0] = currentStereoViewProjMat[0];
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prevStereoViewProjMat[1] = currentStereoViewProjMat[1];
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}
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Camera GetTmpCam () {
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if (tmpCam == null) {
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string name = "_" + _camera.name + "_MotionBlurTmpCam";
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GameObject go = GameObject.Find (name);
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if (null == go) // couldn't find, recreate
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tmpCam = new GameObject (name, typeof (Camera));
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else
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tmpCam = go;
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}
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tmpCam.hideFlags = HideFlags.DontSave;
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tmpCam.transform.position = _camera.transform.position;
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tmpCam.transform.rotation = _camera.transform.rotation;
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tmpCam.transform.localScale = _camera.transform.localScale;
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tmpCam.GetComponent<Camera>().CopyFrom(_camera);
|
||
|
|
||
|
tmpCam.GetComponent<Camera>().enabled = false;
|
||
|
tmpCam.GetComponent<Camera>().depthTextureMode = DepthTextureMode.None;
|
||
|
tmpCam.GetComponent<Camera>().clearFlags = CameraClearFlags.Nothing;
|
||
|
|
||
|
return tmpCam.GetComponent<Camera>();
|
||
|
}
|
||
|
|
||
|
void StartFrame () {
|
||
|
// take only x% of positional changes into account (camera motion)
|
||
|
// TODO: possibly do the same for rotational part
|
||
|
prevFramePos = Vector3.Slerp(prevFramePos, transform.position, 0.75f);
|
||
|
}
|
||
|
|
||
|
static int divRoundUp (int x, int d)
|
||
|
{
|
||
|
return (x + d - 1) / d;
|
||
|
}
|
||
|
}
|
||
|
}
|