FiE-Game/Assets/Cinematic Effects/BloomBeta/Editor/BokehTextureGenerator.cs

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using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
using System.IO;
using System;
public class CameraDirtTextureGenerator : EditorWindow
{
Texture2D m_DestinationTexture = null;
[SerializeField]
int m_PassCount;
[SerializeField]
BokehGenerationPass[] m_BokehPasses = new BokehGenerationPass[5];
[Serializable]
class BokehGenerationPass
{
[SerializeField]
public Texture2D m_BokehTexture;
[SerializeField]
public float m_MinimumSize = 100.0f;
[SerializeField]
public float m_MaximumSize = 200.0f;
[SerializeField]
public float m_Density = 0.1f;
[SerializeField]
public float m_MinIntensity = 0.1f;
[SerializeField]
public float m_MaxIntensity = 0.3f;
[SerializeField]
public float m_BlurRadius = 1;
[SerializeField]
public float m_VignettePower = 0.5f;
[SerializeField]
public float m_ChromaticAberration = 20.0f;
[SerializeField]
public float m_HueVariation = 0.3f;
[SerializeField]
public bool m_RandomRotation = false;
}
List<Vector3>[] m_Positions = new List<Vector3>[5];
float[] m_MinimumDistance = new float[5];
Vector2 m_ScrollPos;
[MenuItem("Window/Bokeh Texture Generator")]
public static void ShowWindow()
{
EditorWindow.GetWindow(typeof(CameraDirtTextureGenerator));
}
GUIStyle m_Background1;
GUIStyle m_Background2;
GUIStyle m_Background3;
GUIStyle m_Background4;
void OnEnable()
{
m_Background1 = new GUIStyle();
m_Background1.normal.background = MakeTex(600, 1, new Color(1.0f, 1.0f, 1.0f, 0.1f));
m_Background2 = new GUIStyle();
m_Background2.normal.background = MakeTex(600, 1, new Color(1.0f, 1.0f, 1.0f, 0.0f));
m_Background3 = new GUIStyle();
m_Background3.normal.background = MakeTex(600, 1, new Color(1.0f, 1.0f, 1.0f, 0.05f));
m_Background4 = new GUIStyle();
m_Background4.normal.background = MakeTex(600, 1, new Color(0.0f, 0.0f, 0.0f, 1.0f));
}
void OnDisable()
{
GameObject.DestroyImmediate(m_Background1.normal.background);
GameObject.DestroyImmediate(m_Background2.normal.background);
GameObject.DestroyImmediate(m_Background3.normal.background);
GameObject.DestroyImmediate(m_Background4.normal.background);
}
void CreateAndSetTexture()
{
Texture2D tmp = new Texture2D(m_Width, m_Height);
var bytes = tmp.EncodeToPNG();
File.WriteAllBytes("Assets/UB_BokehTexture.png", bytes);
AssetDatabase.ImportAsset("Assets/UB_BokehTexture.png");
m_DestinationTexture = (Texture2D)AssetDatabase.LoadAssetAtPath("Assets/UB_BokehTexture.png", typeof(Texture2D));
}
int m_Width = 1280;
int m_Height = 720;
void OnGUI()
{
Undo.RecordObject(this, "Lens Bokeh Texture Generator");
GUILayout.Label("SETTINGS", EditorStyles.boldLabel);
m_DestinationTexture = (Texture2D)EditorGUILayout.ObjectField("Destination Texture", m_DestinationTexture, typeof(Texture2D), false);
if (m_DestinationTexture == null)
{
GUILayout.Label("Please set or create a destination texture.");
GUILayout.BeginHorizontal();
m_Width = Mathf.Clamp(EditorGUILayout.IntField("Width", m_Width),10, 4096);
m_Height = Mathf.Clamp(EditorGUILayout.IntField("Height", m_Height), 10, 4096);
GUILayout.EndHorizontal();
if (GUILayout.Button("Create and set Texture"))
{
CreateAndSetTexture();
}
}
else
{
m_PassCount = Mathf.Clamp(EditorGUILayout.IntField("Layer Count", m_PassCount), 1, 5);
GUILayout.Space(20.0f);
GUILayout.Label("LAYERS", EditorStyles.boldLabel);
m_ScrollPos = GUILayout.BeginScrollView(m_ScrollPos);
for (int i = 0; i < m_PassCount; ++i)
{
GUILayout.BeginVertical(i % 2 == 0 ? m_Background3 : m_Background1);
BokehGenerationPass p = m_BokehPasses[i];
p.m_BokehTexture = (Texture2D)EditorGUILayout.ObjectField("Sprite Texture", p.m_BokehTexture, typeof(Texture2D), false);
p.m_MinimumSize = DoSlider("Minimum Size", p.m_MinimumSize, 20.0f, 400.0f);
p.m_MaximumSize = DoSlider("Maximum Size", p.m_MaximumSize, 20.0f, 400.0f);
p.m_BlurRadius = DoSlider("Blur Radius", p.m_BlurRadius, 0.0f, 10.0f);
p.m_VignettePower = DoSlider("Vignette Power", p.m_VignettePower, 0.0f, 10.0f);
p.m_HueVariation = DoSlider("Hue Variation", p.m_HueVariation, 0.0f, 0.8f);
p.m_MinIntensity = DoSlider("Minimum Intensity", p.m_MinIntensity, 0.0f, 1.0f);
p.m_MaxIntensity = DoSlider("Maximum Intensity", p.m_MaxIntensity, 0.0f, 1.0f);
p.m_Density = DoSlider("Density", p.m_Density, 0.0f, 1.0f);
p.m_ChromaticAberration = DoSlider("Chromatic Aberration", p.m_ChromaticAberration, 0.0f, 50.0f);
p.m_RandomRotation = EditorGUILayout.Toggle("Random Rotation", p.m_RandomRotation);
GUILayout.Space(20.0f);
GUILayout.EndVertical();
}
GUILayout.EndScrollView();
if (GUILayout.Button("Generate Bokeh Texture"))
{
GenerateTexture();
}
if (m_DestinationTexture != null)
{
GUILayout.BeginVertical(m_Background4);
float w = m_DestinationTexture.width;
if (m_DestinationTexture.width > 300.0f)
w = 300.0f;
float h = ((float)m_DestinationTexture.height / (float)m_DestinationTexture.width) * w;
Rect r = GUILayoutUtility.GetRect(w, h);
r.position = new Vector2(r.width * 0.5f - w*0.5f, r.position.y);
r.height = h;
r.width = w;
//Debug.Log("r=" + h);
EditorGUI.DrawPreviewTexture(r, m_DestinationTexture);
GUILayout.EndVertical();
}
}
if (GUI.changed)
{
EditorUtility.SetDirty(this);
}
}
float DoSlider(string label, float value, float min, float max)
{
float v = value;
EditorGUILayout.BeginHorizontal();
v = Mathf.Clamp(EditorGUILayout.FloatField(label, v), min, max);
v = GUILayout.HorizontalSlider(v, min, max);
EditorGUILayout.EndHorizontal();
return v;
}
Material m_MixerMaterial = null;
void GenerateTexture()
{
for (int i = 0; i < m_Positions.Length; ++i)
{
m_Positions[i] = new List<Vector3>();
m_MinimumDistance[i] = 1.0f;
}
Material bokehMaterial = new Material(Shader.Find("Hidden/Ultimate/BokehTexture"));
bokehMaterial.hideFlags = HideFlags.HideAndDontSave;
Material blurMaterial = new Material(Shader.Find("Hidden/Ultimate/Sampling"));
blurMaterial.hideFlags = HideFlags.HideAndDontSave;
Material miscMaterial = new Material(Shader.Find("Hidden/Ultimate/BokehMisc"));
miscMaterial.hideFlags = HideFlags.HideAndDontSave;
Material mixerMaterial = new Material(Shader.Find("Hidden/Ultimate/BloomMixer"));
mixerMaterial.hideFlags = HideFlags.HideAndDontSave;
m_MixerMaterial = mixerMaterial;
RenderTexture accumulation = null;
for (int i = 0; i < m_PassCount; ++i)
{
RenderTexture current = GenerateTexture(i, bokehMaterial, blurMaterial, miscMaterial, m_DestinationTexture.width, m_DestinationTexture.height, m_BokehPasses[i]);
if (accumulation == null && current != null)
accumulation = current;
else if (current != null)
{
RenderTextureAdditive(current, accumulation, 1.0f);
RenderTexture.ReleaseTemporary(current);
}
}
string path = AssetDatabase.GetAssetPath(m_DestinationTexture);
Texture2D newTexture = new Texture2D(m_DestinationTexture.width, m_DestinationTexture.height);
RenderTexture.active = accumulation;
newTexture.ReadPixels(new Rect(0, 0, newTexture.width, newTexture.height), 0, 0);
newTexture.Apply();
var bytes = newTexture.EncodeToPNG();
File.WriteAllBytes(path, bytes);
AssetDatabase.ImportAsset(path);
GameObject.DestroyImmediate(bokehMaterial);
GameObject.DestroyImmediate(miscMaterial);
GameObject.DestroyImmediate(mixerMaterial);
}
private RenderTexture GenerateTexture(int idx, Material material, Material blurMaterial, Material miscMaterial,int width, int height, BokehGenerationPass p)
{
RenderTexture rtA = RenderTexture.GetTemporary(width, height);
//RenderTexture lastActive = RenderTexture.active;
material.mainTexture = p.m_BokehTexture;
RenderTexture.active = rtA;
GL.Clear(true, true, Color.black);
//GL.LoadPixelMatrix(0,width,0,height);
//GL.LoadPixelMatrix(0, width, 0, height);
Matrix4x4 proj = Matrix4x4.Ortho(0, width, 0, height, -1.0f, 1.0f);
material.SetMatrix("_MeshProjectionMatrix", proj);
int nbPixel = width * height;
int nbQuad = (int)(p.m_Density * 0.0004f * nbPixel);
material.SetFloat("_Intensity", UnityEngine.Random.Range( p.m_MinIntensity, p.m_MaxIntensity) );
float cellSize = Mathf.Max( Mathf.Sqrt(nbQuad), 0.1f);
float xStep = (float)width / cellSize;
float yStep = (float)height / cellSize;
for (float i = 0; i < width; i += xStep)
{
for (float j = 0; j < height; j += yStep)
{
Color tint = new Color(UnityEngine.Random.Range(1.0f - p.m_HueVariation, 1.0f), UnityEngine.Random.Range(1.0f - p.m_HueVariation, 1.0f), UnityEngine.Random.Range(1.0f - p.m_HueVariation, 1.0f));
material.SetColor("_Tint", tint);
material.SetPass(0);
float size = UnityEngine.Random.Range(p.m_MinimumSize, p.m_MaximumSize);
//float x = UnityEngine.Random.Range(-1f, 1f);
//float y = UnityEngine.Random.Range(-1f, 1f);
float x = (i + UnityEngine.Random.Range(0, xStep)) / width * 2.0f - 1.0f;
float y = (j + UnityEngine.Random.Range(0, yStep)) / height * 2.0f - 1.0f;
float dist = new Vector2(x, y).magnitude;
float sizeMul = Mathf.Min(Mathf.Pow(dist, p.m_VignettePower), 1.0f);
float s = sizeMul > 0.5f ? size * sizeMul : 0.0f;
float angle = UnityEngine.Random.Range(0.0f, p.m_RandomRotation ? 360.0f : 0.0f);
Vector3 nDiv = new Vector3(1.0f / width, 1.0f / height, 0.0f);
Vector3 tl = RotateZ(new Vector3(-s, -s, 0.0f), angle);
Vector3 tr = RotateZ(new Vector3(s, -s, 0f), angle);
Vector3 br = RotateZ(new Vector3(s, s, 0f), angle);
Vector3 bl = RotateZ(new Vector3(-s, s, 0f), angle);
tl = new Vector3(tl.x * nDiv.x, tl.y * nDiv.y, 0.0f);
tr = new Vector3(tr.x * nDiv.x, tr.y * nDiv.y, 0.0f);
br = new Vector3(br.x * nDiv.x, br.y * nDiv.y, 0.0f);
bl = new Vector3(bl.x * nDiv.x, bl.y * nDiv.y, 0.0f);
DrawQuad(x, y, tl, tr, br, bl);
}
}
if (material.SetPass(0))
{
/*for (int i = 0; i < nbQuad; ++i)
{
Color tint = new Color(UnityEngine.Random.Range(1.0f - p.m_HueVariation, 1.0f), UnityEngine.Random.Range(1.0f - p.m_HueVariation, 1.0f), UnityEngine.Random.Range(1.0f - p.m_HueVariation, 1.0f));
material.SetColor("_Tint", tint);
material.SetPass(0);
float size = UnityEngine.Random.Range(p.m_MinimumSize, p.m_MaximumSize);
//float x = UnityEngine.Random.Range(-1f, 1f);
//float y = UnityEngine.Random.Range(-1f, 1f);
Vector3 pos = PickPosition(idx);
float x = pos.x;
float y = pos.y;
float dist = new Vector2(x, y).magnitude;
float sizeMul = Mathf.Min(Mathf.Pow(dist, p.m_VignettePower), 1.0f);
float s = sizeMul > 0.5f ? size * sizeMul : 0.0f;
float angle = UnityEngine.Random.Range(0.0f, p.m_RandomRotation? 360.0f : 0.0f);
Vector3 nDiv = new Vector3(1.0f / width, 1.0f / height, 0.0f);
Vector3 tl = RotateZ(new Vector3(-s, -s, 0.0f), angle);
Vector3 tr = RotateZ(new Vector3(s, -s, 0f), angle);
Vector3 br = RotateZ(new Vector3(s, s, 0f), angle);
Vector3 bl = RotateZ(new Vector3(-s, s, 0f), angle);
tl = new Vector3(tl.x * nDiv.x, tl.y * nDiv.y, 0.0f);
tr = new Vector3(tr.x * nDiv.x, tr.y * nDiv.y, 0.0f);
br = new Vector3(br.x * nDiv.x, br.y * nDiv.y, 0.0f);
bl = new Vector3(bl.x * nDiv.x, bl.y * nDiv.y, 0.0f);
DrawQuad(x, y, tl , tr , br , bl );
}*/
}
RenderTexture rtB = RenderTexture.GetTemporary(width, height);
for (int i = 0; i < 1; ++i)
{
RenderTexture.active = rtB;
blurMaterial.SetTexture("_AdditiveTexture", Texture2D.blackTexture);
blurMaterial.SetVector("_OffsetInfos", new Vector4(1.0f / width * p.m_BlurRadius, 0, 0, 0));
blurMaterial.SetVector("_Tint", Color.white);
blurMaterial.SetFloat("_Intensity", 1.0f);
Graphics.Blit(rtA, rtB, blurMaterial, 2);
blurMaterial.SetVector("_OffsetInfos", new Vector4(0, 1.0f / height * p.m_BlurRadius, 0, 0));
Graphics.Blit(rtB, rtA, blurMaterial, 4);
}
// Chromatic Aberration
miscMaterial.SetFloat("_ChromaticAberration", p.m_ChromaticAberration);
Graphics.Blit(rtA, rtB, miscMaterial, 0);
/*RenderTexture.active = rtB;
Texture2D texture = new Texture2D(width, height);
texture.ReadPixels(new Rect(0, 0, width, height), 0, 0);
texture.Apply();*/
RenderTexture.ReleaseTemporary(rtA);
//RenderTexture.ReleaseTemporary(rtB);
//RenderTexture.active = lastActive;
return rtB;
}
Vector3 PickPosition(int idx)
{
float minDistance = m_MinimumDistance[idx];
List<Vector3> positions = m_Positions[idx];
int nbTry = 20000;
bool ok = false;
while (!ok)
{
float x = UnityEngine.Random.Range(-1f, 1f);
float y = UnityEngine.Random.Range(-1f, 1f);
Vector3 pos = new Vector3(x, y, 0.0f);
bool foundNearPos = false;
foreach (Vector3 cPos in positions)
{
if (Vector3.Distance(cPos, pos) < minDistance)
{
minDistance -= 0.1f;
m_MinimumDistance[idx] = minDistance;
foundNearPos = true;
break;
}
}
if (!foundNearPos)
{
return pos;
}
nbTry--;
if (nbTry < 0)
break;
}
return Vector3.zero;
}
public Vector3 RotateZ(Vector3 v, float angle)
{
float sin = Mathf.Sin(angle);
float cos = Mathf.Cos(angle);
float tx = v.x;
float ty = v.y;
Vector3 r = new Vector3();
r.x = (cos * tx) - (sin * ty);
r.y = (cos * ty) + (sin * tx);
return r;
}
void DrawQuad(float x, float y, Vector3 tl, Vector3 tr, Vector3 br, Vector3 bl)
{
GL.Begin(GL.QUADS); // Quad
GL.MultiTexCoord2(0, 1 - 0f, 0f);
GL.Vertex3(tl.x + x, tl.y + y, 0f);
GL.MultiTexCoord2(0, 1 - 1f, 0f);
GL.Vertex3(tr.x + x, tr.y + y, 0f);
GL.MultiTexCoord2(0, 1 - 1f, 1f);
GL.Vertex3(br.x + x, br.y + y, 0f);
GL.MultiTexCoord2(0, 1 - 0f, 1f);
GL.Vertex3(bl.x + x, bl.y + y, 0f);
GL.End();
}
/* void DrawQuad(float x, float y, float halfWidth, float halfHeight)
{
float angle = UnityEngine.Random.Range(0.0f, 360.0f);
Vector3 tl = RotateZ(new Vector3(-halfWidth, -halfHeight, 0.0f), 0.0f);
Vector3 tr = RotateZ( new Vector3(halfWidth, -halfHeight, 0f), 0.0f);
Vector3 br = RotateZ(new Vector3(halfWidth, halfHeight, 0f), 0.0f);
Vector3 bl = RotateZ(new Vector3(-halfWidth, halfHeight, 0f), 0.0f);
GL.Begin(GL.QUADS); // Quad
GL.MultiTexCoord2(0, 1-0f, 0f);
GL.Vertex3(tl.x + x, tl.y + y, 0f);
GL.MultiTexCoord2(0, 1 - 1f, 0f);
GL.Vertex3(tr.x + x, tr.y + y, 0f);
GL.MultiTexCoord2(0, 1 - 1f, 1f);
GL.Vertex3(br.x + x, br.y + y, 0f);
GL.MultiTexCoord2(0, 1 - 0f, 1f);
GL.Vertex3(bl.x + x, bl.y + y, 0f);
GL.End();
}*/
private Texture2D MakeTex(int width, int height, Color col)
{
Color[] pix = new Color[width * height];
for (int i = 0; i < pix.Length; i++)
pix[i] = col;
Texture2D result = new Texture2D(width, height);
result.hideFlags = HideFlags.HideAndDontSave;
result.SetPixels(pix);
result.Apply();
return result;
}
void RenderTextureAdditive(RenderTexture source, RenderTexture destination, float intensity)
{
RenderTexture tmpTexture = RenderTexture.GetTemporary(source.width, source.height, source.depth, source.format);
Graphics.Blit(destination, tmpTexture);
m_MixerMaterial.SetTexture("_ColorBuffer", tmpTexture);
m_MixerMaterial.SetFloat("_Intensity", intensity);
Graphics.Blit(source, destination, m_MixerMaterial, 0);
RenderTexture.ReleaseTemporary(tmpTexture);
}
}