FiE-Game/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs

428 lines
20 KiB
C#
Raw Normal View History

2023-07-24 21:52:50 +02:00
using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Camera/Depth of Field (deprecated)") ]
public class DepthOfFieldDeprecated : PostEffectsBase
{
public enum Dof34QualitySetting
{
OnlyBackground = 1,
BackgroundAndForeground = 2,
}
public enum DofResolution
{
High = 2,
Medium = 3,
Low = 4,
}
public enum DofBlurriness
{
Low = 1,
High = 2,
VeryHigh = 4,
}
public enum BokehDestination
{
Background = 0x1,
Foreground = 0x2,
BackgroundAndForeground = 0x3,
}
static private int SMOOTH_DOWNSAMPLE_PASS = 6;
static private float BOKEH_EXTRA_BLUR = 2.0f;
public Dof34QualitySetting quality = Dof34QualitySetting.OnlyBackground;
public DofResolution resolution = DofResolution.Low;
public bool simpleTweakMode = true;
public float focalPoint = 1.0f;
public float smoothness = 0.5f;
public float focalZDistance = 0.0f;
public float focalZStartCurve = 1.0f;
public float focalZEndCurve = 1.0f;
private float focalStartCurve = 2.0f;
private float focalEndCurve = 2.0f;
private float focalDistance01 = 0.1f;
public Transform objectFocus = null;
public float focalSize = 0.0f;
public DofBlurriness bluriness = DofBlurriness.High;
public float maxBlurSpread = 1.75f;
public float foregroundBlurExtrude = 1.15f;
public Shader dofBlurShader;
private Material dofBlurMaterial = null;
public Shader dofShader;
private Material dofMaterial = null;
public bool visualize = false;
public BokehDestination bokehDestination = BokehDestination.Background;
private float widthOverHeight = 1.25f;
private float oneOverBaseSize = 1.0f / 512.0f;
public bool bokeh = false;
public bool bokehSupport = true;
public Shader bokehShader;
public Texture2D bokehTexture;
public float bokehScale = 2.4f;
public float bokehIntensity = 0.15f;
public float bokehThresholdContrast = 0.1f;
public float bokehThresholdLuminance = 0.55f;
public int bokehDownsample = 1;
private Material bokehMaterial;
private Camera _camera;
void CreateMaterials () {
dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial);
dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial);
bokehSupport = bokehShader.isSupported;
if (bokeh && bokehSupport && bokehShader)
bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial);
}
public override bool CheckResources () {
CheckSupport (true);
dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial);
dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial);
bokehSupport = bokehShader.isSupported;
if (bokeh && bokehSupport && bokehShader)
bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial);
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnDisable () {
Quads.Cleanup ();
}
void OnEnable () {
_camera = GetComponent<Camera>();
_camera.depthTextureMode |= DepthTextureMode.Depth;
}
float FocalDistance01 ( float worldDist) {
return _camera.WorldToViewportPoint((worldDist-_camera.nearClipPlane) * _camera.transform.forward + _camera.transform.position).z / (_camera.farClipPlane-_camera.nearClipPlane);
}
int GetDividerBasedOnQuality () {
int divider = 1;
if (resolution == DofResolution.Medium)
divider = 2;
else if (resolution == DofResolution.Low)
divider = 2;
return divider;
}
int GetLowResolutionDividerBasedOnQuality ( int baseDivider) {
int lowTexDivider = baseDivider;
if (resolution == DofResolution.High)
lowTexDivider *= 2;
if (resolution == DofResolution.Low)
lowTexDivider *= 2;
return lowTexDivider;
}
private RenderTexture foregroundTexture = null;
private RenderTexture mediumRezWorkTexture = null;
private RenderTexture finalDefocus = null;
private RenderTexture lowRezWorkTexture = null;
private RenderTexture bokehSource = null;
private RenderTexture bokehSource2 = null;
void OnRenderImage (RenderTexture source, RenderTexture destination) {
if (CheckResources()==false) {
Graphics.Blit (source, destination);
return;
}
if (smoothness < 0.1f)
smoothness = 0.1f;
// update needed focal & rt size parameter
bokeh = bokeh && bokehSupport;
float bokehBlurAmplifier = bokeh ? BOKEH_EXTRA_BLUR : 1.0f;
bool blurForeground = quality > Dof34QualitySetting.OnlyBackground;
float focal01Size = focalSize / (_camera.farClipPlane - _camera.nearClipPlane);;
if (simpleTweakMode) {
focalDistance01 = objectFocus ? (_camera.WorldToViewportPoint (objectFocus.position)).z / (_camera.farClipPlane) : FocalDistance01 (focalPoint);
focalStartCurve = focalDistance01 * smoothness;
focalEndCurve = focalStartCurve;
blurForeground = blurForeground && (focalPoint > (_camera.nearClipPlane + Mathf.Epsilon));
}
else {
if (objectFocus) {
var vpPoint= _camera.WorldToViewportPoint (objectFocus.position);
vpPoint.z = (vpPoint.z) / (_camera.farClipPlane);
focalDistance01 = vpPoint.z;
}
else
focalDistance01 = FocalDistance01 (focalZDistance);
focalStartCurve = focalZStartCurve;
focalEndCurve = focalZEndCurve;
blurForeground = blurForeground && (focalPoint > (_camera.nearClipPlane + Mathf.Epsilon));
}
widthOverHeight = (1.0f * source.width) / (1.0f * source.height);
oneOverBaseSize = 1.0f / 512.0f;
dofMaterial.SetFloat ("_ForegroundBlurExtrude", foregroundBlurExtrude);
dofMaterial.SetVector ("_CurveParams", new Vector4 (simpleTweakMode ? 1.0f / focalStartCurve : focalStartCurve, simpleTweakMode ? 1.0f / focalEndCurve : focalEndCurve, focal01Size * 0.5f, focalDistance01));
dofMaterial.SetVector ("_InvRenderTargetSize", new Vector4 (1.0f / (1.0f * source.width), 1.0f / (1.0f * source.height),0.0f,0.0f));
int divider = GetDividerBasedOnQuality ();
int lowTexDivider = GetLowResolutionDividerBasedOnQuality (divider);
AllocateTextures (blurForeground, source, divider, lowTexDivider);
// WRITE COC to alpha channel
// source is only being bound to detect y texcoord flip
Graphics.Blit (source, source, dofMaterial, 3);
// better DOWNSAMPLE (could actually be weighted for higher quality)
Downsample (source, mediumRezWorkTexture);
// BLUR A LITTLE first, which has two purposes
// 1.) reduce jitter, noise, aliasing
// 2.) produce the little-blur buffer used in composition later
Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread);
if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0))
{
dofMaterial.SetVector ("_Threshhold", new Vector4(bokehThresholdContrast, bokehThresholdLuminance, 0.95f, 0.0f));
// add and mark the parts that should end up as bokeh shapes
Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11);
// remove those parts (maybe even a little tittle bittle more) from the regurlarly blurred buffer
//Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10);
Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10);
// maybe you want to reblur the small blur ... but not really needed.
//Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread);
// bigger BLUR
Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread * bokehBlurAmplifier);
}
else {
// bigger BLUR
Downsample (mediumRezWorkTexture, lowRezWorkTexture);
Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread);
}
dofBlurMaterial.SetTexture ("_TapLow", lowRezWorkTexture);
dofBlurMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture);
Graphics.Blit (null, finalDefocus, dofBlurMaterial, 3);
// we are only adding bokeh now if the background is the only part we have to deal with
if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0))
AddBokeh (bokehSource2, bokehSource, finalDefocus);
dofMaterial.SetTexture ("_TapLowBackground", finalDefocus);
dofMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture); // needed for debugging/visualization
// FINAL DEFOCUS (background)
Graphics.Blit (source, blurForeground ? foregroundTexture : destination, dofMaterial, visualize ? 2 : 0);
// FINAL DEFOCUS (foreground)
if (blurForeground) {
// WRITE COC to alpha channel
Graphics.Blit (foregroundTexture, source, dofMaterial, 5);
// DOWNSAMPLE (unweighted)
Downsample (source, mediumRezWorkTexture);
// BLUR A LITTLE first, which has two purposes
// 1.) reduce jitter, noise, aliasing
// 2.) produce the little-blur buffer used in composition later
BlurFg (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 2, maxBlurSpread);
if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0))
{
dofMaterial.SetVector ("_Threshhold", new Vector4(bokehThresholdContrast * 0.5f, bokehThresholdLuminance, 0.0f, 0.0f));
// add and mark the parts that should end up as bokeh shapes
Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11);
// remove the parts (maybe even a little tittle bittle more) that will end up in bokeh space
//Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10);
Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10);
// big BLUR
BlurFg (lowRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread * bokehBlurAmplifier);
}
else {
// big BLUR
BlurFg (mediumRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread);
}
// simple upsample once
Graphics.Blit (lowRezWorkTexture, finalDefocus);
dofMaterial.SetTexture ("_TapLowForeground", finalDefocus);
Graphics.Blit (source, destination, dofMaterial, visualize ? 1 : 4);
if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0))
AddBokeh (bokehSource2, bokehSource, destination);
}
ReleaseTextures ();
}
void Blur ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) {
RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height);
if ((int)iterations > 1) {
BlurHex (from, to, blurPass, spread, tmp);
if ((int)iterations > 2) {
dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
Graphics.Blit (to, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
}
else {
dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
Graphics.Blit (from, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
RenderTexture.ReleaseTemporary (tmp);
}
void BlurFg ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) {
// we want a nice, big coc, hence we need to tap once from this (higher resolution) texture
dofBlurMaterial.SetTexture ("_TapHigh", from);
RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height);
if ((int)iterations > 1) {
BlurHex (from, to, blurPass, spread, tmp);
if ((int)iterations > 2) {
dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
Graphics.Blit (to, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
}
else {
dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
Graphics.Blit (from, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
RenderTexture.ReleaseTemporary (tmp);
}
void BlurHex ( RenderTexture from, RenderTexture to, int blurPass, float spread, RenderTexture tmp) {
dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f));
Graphics.Blit (from, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, spread * oneOverBaseSize, 0.0f, 0.0f));
Graphics.Blit (to, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, -spread * oneOverBaseSize, 0.0f, 0.0f));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
void Downsample ( RenderTexture from, RenderTexture to) {
dofMaterial.SetVector ("_InvRenderTargetSize", new Vector4 (1.0f / (1.0f * to.width), 1.0f / (1.0f * to.height), 0.0f, 0.0f));
Graphics.Blit (from, to, dofMaterial, SMOOTH_DOWNSAMPLE_PASS);
}
void AddBokeh ( RenderTexture bokehInfo, RenderTexture tempTex, RenderTexture finalTarget) {
if (bokehMaterial) {
var meshes = Quads.GetMeshes (tempTex.width, tempTex.height); // quads: exchanging more triangles with less overdraw
RenderTexture.active = tempTex;
GL.Clear (false, true, new Color (0.0f, 0.0f, 0.0f, 0.0f));
GL.PushMatrix ();
GL.LoadIdentity ();
// point filter mode is important, otherwise we get bokeh shape & size artefacts
bokehInfo.filterMode = FilterMode.Point;
float arW = (bokehInfo.width * 1.0f) / (bokehInfo.height * 1.0f);
float sc = 2.0f / (1.0f * bokehInfo.width);
sc += bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize;
bokehMaterial.SetTexture ("_Source", bokehInfo);
bokehMaterial.SetTexture ("_MainTex", bokehTexture);
bokehMaterial.SetVector ("_ArScale",new Vector4 (sc, sc * arW, 0.5f, 0.5f * arW));
bokehMaterial.SetFloat ("_Intensity", bokehIntensity);
bokehMaterial.SetPass (0);
foreach(Mesh m in meshes)
if (m) Graphics.DrawMeshNow (m, Matrix4x4.identity);
GL.PopMatrix ();
Graphics.Blit (tempTex, finalTarget, dofMaterial, 8);
// important to set back as we sample from this later on
bokehInfo.filterMode = FilterMode.Bilinear;
}
}
void ReleaseTextures () {
if (foregroundTexture) RenderTexture.ReleaseTemporary (foregroundTexture);
if (finalDefocus) RenderTexture.ReleaseTemporary (finalDefocus);
if (mediumRezWorkTexture) RenderTexture.ReleaseTemporary (mediumRezWorkTexture);
if (lowRezWorkTexture) RenderTexture.ReleaseTemporary (lowRezWorkTexture);
if (bokehSource) RenderTexture.ReleaseTemporary (bokehSource);
if (bokehSource2) RenderTexture.ReleaseTemporary (bokehSource2);
}
void AllocateTextures ( bool blurForeground, RenderTexture source, int divider, int lowTexDivider) {
foregroundTexture = null;
if (blurForeground)
foregroundTexture = RenderTexture.GetTemporary (source.width, source.height, 0);
mediumRezWorkTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0);
finalDefocus = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0);
lowRezWorkTexture = RenderTexture.GetTemporary (source.width / lowTexDivider, source.height / lowTexDivider, 0);
bokehSource = null;
bokehSource2 = null;
if (bokeh) {
bokehSource = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf);
bokehSource2 = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf);
bokehSource.filterMode = FilterMode.Bilinear;
bokehSource2.filterMode = FilterMode.Bilinear;
RenderTexture.active = bokehSource2;
GL.Clear (false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f));
}
// to make sure: always use bilinear filter setting
source.filterMode = FilterMode.Bilinear;
finalDefocus.filterMode = FilterMode.Bilinear;
mediumRezWorkTexture.filterMode = FilterMode.Bilinear;
lowRezWorkTexture.filterMode = FilterMode.Bilinear;
if (foregroundTexture)
foregroundTexture.filterMode = FilterMode.Bilinear;
}
}
}