mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
275 lines
9.2 KiB
C#
275 lines
9.2 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/Color Adjustments/Tonemapping")]
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public class Tonemapping : PostEffectsBase
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{
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public enum TonemapperType
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{
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SimpleReinhard,
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UserCurve,
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Hable,
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Photographic,
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OptimizedHejiDawson,
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AdaptiveReinhard,
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AdaptiveReinhardAutoWhite,
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};
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public enum AdaptiveTexSize
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{
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Square16 = 16,
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Square32 = 32,
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Square64 = 64,
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Square128 = 128,
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Square256 = 256,
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Square512 = 512,
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Square1024 = 1024,
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};
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public TonemapperType type = TonemapperType.Photographic;
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public AdaptiveTexSize adaptiveTextureSize = AdaptiveTexSize.Square256;
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// CURVE parameter
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public AnimationCurve remapCurve;
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private Texture2D curveTex = null;
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// UNCHARTED parameter
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public float exposureAdjustment = 1.5f;
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// REINHARD parameter
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public float middleGrey = 0.4f;
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public float white = 2.0f;
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public float adaptionSpeed = 1.5f;
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// usual & internal stuff
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public Shader tonemapper = null;
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public bool validRenderTextureFormat = true;
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private Material tonemapMaterial = null;
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private RenderTexture rt = null;
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private RenderTextureFormat rtFormat = RenderTextureFormat.ARGBHalf;
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public override bool CheckResources()
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{
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CheckSupport(false, true);
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tonemapMaterial = CheckShaderAndCreateMaterial(tonemapper, tonemapMaterial);
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if (!curveTex && type == TonemapperType.UserCurve)
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{
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curveTex = new Texture2D(256, 1, TextureFormat.ARGB32, false, true);
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curveTex.filterMode = FilterMode.Bilinear;
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curveTex.wrapMode = TextureWrapMode.Clamp;
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curveTex.hideFlags = HideFlags.DontSave;
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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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public float UpdateCurve()
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{
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float range = 1.0f;
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if (remapCurve.keys.Length < 1)
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remapCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(2, 1));
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if (remapCurve != null)
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{
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if (remapCurve.length > 0)
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range = remapCurve[remapCurve.length - 1].time;
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for (float i = 0.0f; i <= 1.0f; i += 1.0f/255.0f)
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{
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float c = remapCurve.Evaluate(i*1.0f*range);
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curveTex.SetPixel((int) Mathf.Floor(i*255.0f), 0, new Color(c, c, c));
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}
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curveTex.Apply();
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}
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return 1.0f/range;
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}
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private void OnDisable()
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{
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if (rt)
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{
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DestroyImmediate(rt);
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rt = null;
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}
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if (tonemapMaterial)
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{
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DestroyImmediate(tonemapMaterial);
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tonemapMaterial = null;
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}
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if (curveTex)
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{
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DestroyImmediate(curveTex);
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curveTex = null;
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}
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}
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private bool CreateInternalRenderTexture()
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{
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if (rt)
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{
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return false;
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}
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rtFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf;
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rt = new RenderTexture(1, 1, 0, rtFormat);
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rt.hideFlags = HideFlags.DontSave;
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return true;
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}
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// attribute indicates that the image filter chain will continue in LDR
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[ImageEffectTransformsToLDR]
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private void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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if (CheckResources() == false)
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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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#if UNITY_EDITOR
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validRenderTextureFormat = true;
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if (source.format != RenderTextureFormat.ARGBHalf)
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{
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validRenderTextureFormat = false;
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}
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#endif
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// clamp some values to not go out of a valid range
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exposureAdjustment = exposureAdjustment < 0.001f ? 0.001f : exposureAdjustment;
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// SimpleReinhard tonemappers (local, non adaptive)
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if (type == TonemapperType.UserCurve)
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{
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float rangeScale = UpdateCurve();
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tonemapMaterial.SetFloat("_RangeScale", rangeScale);
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tonemapMaterial.SetTexture("_Curve", curveTex);
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Graphics.Blit(source, destination, tonemapMaterial, 4);
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return;
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}
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if (type == TonemapperType.SimpleReinhard)
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{
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tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment);
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Graphics.Blit(source, destination, tonemapMaterial, 6);
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return;
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}
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if (type == TonemapperType.Hable)
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{
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tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment);
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Graphics.Blit(source, destination, tonemapMaterial, 5);
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return;
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}
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if (type == TonemapperType.Photographic)
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{
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tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment);
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Graphics.Blit(source, destination, tonemapMaterial, 8);
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return;
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}
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if (type == TonemapperType.OptimizedHejiDawson)
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{
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tonemapMaterial.SetFloat("_ExposureAdjustment", 0.5f*exposureAdjustment);
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Graphics.Blit(source, destination, tonemapMaterial, 7);
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return;
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}
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// still here?
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// => adaptive tone mapping:
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// builds an average log luminance, tonemaps according to
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// middle grey and white values (user controlled)
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// AdaptiveReinhardAutoWhite will calculate white value automagically
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bool freshlyBrewedInternalRt = CreateInternalRenderTexture(); // this retrieves rtFormat, so should happen before rt allocations
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RenderTexture rtSquared = RenderTexture.GetTemporary((int) adaptiveTextureSize, (int) adaptiveTextureSize, 0, rtFormat);
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Graphics.Blit(source, rtSquared);
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int downsample = (int) Mathf.Log(rtSquared.width*1.0f, 2);
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int div = 2;
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var rts = new RenderTexture[downsample];
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for (int i = 0; i < downsample; i++)
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{
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rts[i] = RenderTexture.GetTemporary(rtSquared.width/div, rtSquared.width/div, 0, rtFormat);
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div *= 2;
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}
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// downsample pyramid
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var lumRt = rts[downsample - 1];
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Graphics.Blit(rtSquared, rts[0], tonemapMaterial, 1);
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if (type == TonemapperType.AdaptiveReinhardAutoWhite)
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{
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for (int i = 0; i < downsample - 1; i++)
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{
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Graphics.Blit(rts[i], rts[i + 1], tonemapMaterial, 9);
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lumRt = rts[i + 1];
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}
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}
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else if (type == TonemapperType.AdaptiveReinhard)
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{
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for (int i = 0; i < downsample - 1; i++)
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{
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Graphics.Blit(rts[i], rts[i + 1]);
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lumRt = rts[i + 1];
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}
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}
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// we have the needed values, let's apply adaptive tonemapping
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adaptionSpeed = adaptionSpeed < 0.001f ? 0.001f : adaptionSpeed;
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tonemapMaterial.SetFloat("_AdaptionSpeed", adaptionSpeed);
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rt.MarkRestoreExpected(); // keeping luminance values between frames, RT restore expected
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#if UNITY_EDITOR
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if (Application.isPlaying && !freshlyBrewedInternalRt)
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Graphics.Blit(lumRt, rt, tonemapMaterial, 2);
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else
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Graphics.Blit(lumRt, rt, tonemapMaterial, 3);
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#else
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Graphics.Blit (lumRt, rt, tonemapMaterial, freshlyBrewedInternalRt ? 3 : 2);
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#endif
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middleGrey = middleGrey < 0.001f ? 0.001f : middleGrey;
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tonemapMaterial.SetVector("_HdrParams", new Vector4(middleGrey, middleGrey, middleGrey, white*white));
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tonemapMaterial.SetTexture("_SmallTex", rt);
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if (type == TonemapperType.AdaptiveReinhard)
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{
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Graphics.Blit(source, destination, tonemapMaterial, 0);
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}
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else if (type == TonemapperType.AdaptiveReinhardAutoWhite)
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{
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Graphics.Blit(source, destination, tonemapMaterial, 10);
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}
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else
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{
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Debug.LogError("No valid adaptive tonemapper type found!");
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Graphics.Blit(source, destination); // at least we get the TransformToLDR effect
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}
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// cleanup for adaptive
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for (int i = 0; i < downsample; i++)
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{
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RenderTexture.ReleaseTemporary(rts[i]);
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}
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RenderTexture.ReleaseTemporary(rtSquared);
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}
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}
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}
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