mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-24 06:27:59 +01:00
1167 lines
34 KiB
C#
1167 lines
34 KiB
C#
// Amplify Motion - Full-scene Motion Blur for Unity Pro
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
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#define UNITY_4
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#endif
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#if UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5 || UNITY_5_6 || UNITY_5_7 || UNITY_5_8 || UNITY_5_9
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#define UNITY_5
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#endif
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#if UNITY_4 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
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#define UNITY_PRE_5_3
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#endif
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using UnityEngine;
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#if !UNITY_4
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using UnityEngine.Rendering;
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#endif
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using UnityEngine.Serialization;
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namespace AmplifyMotion
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{
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public enum Quality
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{
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Mobile = 0,
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Standard = 1,
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Standard_SM3 = 2,
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SoftEdge_SM3 = 3
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}
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}
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[RequireComponent( typeof( Camera ) )]
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[AddComponentMenu( "" )]
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public class AmplifyMotionEffectBase : MonoBehaviour
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{
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public AmplifyMotion.Quality QualityLevel = AmplifyMotion.Quality.Standard;
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public bool AutoRegisterObjs = true;
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public Camera[] OverlayCameras = new Camera[ 0 ];
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public LayerMask CullingMask = ~0;
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public int QualitySteps = 1;
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public float MotionScale = 3.0f;
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public float CameraMotionMult = 1.0f;
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public float MinVelocity = 1.0f;
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public float MaxVelocity = 10.0f;
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public float DepthThreshold = 0.001f;
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[FormerlySerializedAs( "workerThreads" )] public int WorkerThreads = 0;
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public bool SystemThreadPool = false;
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public bool ForceCPUOnly = false;
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public bool DebugMode = false;
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// For compatibility
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[Obsolete( "workerThreads is deprecated, please use WorkerThreads instead." )]
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public int workerThreads { get { return WorkerThreads; } set { WorkerThreads = value; } }
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private Camera m_camera;
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private bool m_starting = true;
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private int m_width, m_height;
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private RenderTexture m_motionRT;
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#if UNITY_4
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private Texture m_dummyTex;
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#endif
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private Material m_blurMaterial;
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private Material m_solidVectorsMaterial;
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private Material m_skinnedVectorsMaterial;
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private Material m_clothVectorsMaterial;
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private Material m_reprojectionMaterial;
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private Material m_combineMaterial;
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private Material m_dilationMaterial;
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private Material m_depthMaterial;
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private Material m_debugMaterial;
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internal Material SolidVectorsMaterial { get { return m_solidVectorsMaterial; } }
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internal Material SkinnedVectorsMaterial { get { return m_skinnedVectorsMaterial; } }
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internal Material ClothVectorsMaterial { get { return m_clothVectorsMaterial; } }
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internal RenderTexture MotionRenderTexture { get { return m_motionRT; } }
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#if TRIAL
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private Texture2D m_watermark;
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#endif
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private Dictionary<Camera, AmplifyMotionCamera> m_linkedCameras = new Dictionary<Camera, AmplifyMotionCamera>();
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public Dictionary<Camera, AmplifyMotionCamera> LinkedCameras { get { return m_linkedCameras; } }
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internal Camera[] m_linkedCameraKeys = null;
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internal AmplifyMotionCamera[] m_linkedCameraValues = null;
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internal bool m_linkedCamerasChanged = true;
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private AmplifyMotionPostProcess m_currentPostProcess = null;
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private int m_globalObjectId = 1;
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private float m_deltaTime;
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private float m_fixedDeltaTime;
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private float m_motionScaleNorm;
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private float m_fixedMotionScaleNorm;
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internal float MotionScaleNorm { get { return m_motionScaleNorm; } }
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internal float FixedMotionScaleNorm { get { return m_fixedMotionScaleNorm; } }
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private AmplifyMotion.Quality m_qualityLevel;
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private AmplifyMotionCamera m_baseCamera = null;
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public AmplifyMotionCamera BaseCamera { get { return m_baseCamera; } }
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private AmplifyMotion.WorkerThreadPool m_workerThreadPool = null;
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internal AmplifyMotion.WorkerThreadPool WorkerPool { get { return m_workerThreadPool; } }
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// GLOBAL OBJECT MANAGEMENT
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public static Dictionary<GameObject, AmplifyMotionObjectBase> m_activeObjects = new Dictionary<GameObject, AmplifyMotionObjectBase>();
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public static Dictionary<Camera, AmplifyMotionCamera> m_activeCameras = new Dictionary<Camera, AmplifyMotionCamera>();
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private static bool m_isD3D = false;
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public static bool IsD3D { get { return m_isD3D; } }
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private bool m_canUseGPU = false;
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public bool CanUseGPU { get { return m_canUseGPU; } }
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#if !UNITY_4
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private const CameraEvent m_updateCBEvent = CameraEvent.BeforeImageEffectsOpaque;
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private CommandBuffer m_updateCB = null;
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private const CameraEvent m_fixedUpdateCBEvent = CameraEvent.BeforeImageEffectsOpaque;
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private CommandBuffer m_fixedUpdateCB = null;
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private const CameraEvent m_renderCBEvent = CameraEvent.BeforeImageEffects;
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private CommandBuffer m_renderCB = null;
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#endif
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private static bool m_ignoreMotionScaleWarning = false;
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public static bool IgnoreMotionScaleWarning { get { return m_ignoreMotionScaleWarning; } }
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private static AmplifyMotionEffectBase m_firstInstance = null;
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public static AmplifyMotionEffectBase FirstInstance { get { return m_firstInstance; } }
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public static AmplifyMotionEffectBase Instance { get { return m_firstInstance; } }
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void Awake()
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{
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if ( m_firstInstance == null )
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m_firstInstance = this;
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m_isD3D = SystemInfo.graphicsDeviceVersion.StartsWith( "Direct3D" );
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m_globalObjectId = 1;
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m_width = m_height = 0;
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if ( ForceCPUOnly )
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m_canUseGPU = false;
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else
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{
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#if !UNITY_4
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bool hasRTs = SystemInfo.supportsRenderTextures;
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bool hasSM3 = ( SystemInfo.graphicsShaderLevel >= 30 );
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bool hasRHalfTex = SystemInfo.SupportsTextureFormat( TextureFormat.RHalf );
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bool hasRGHalfTex = SystemInfo.SupportsTextureFormat( TextureFormat.RGHalf );
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bool hasARGBHalfTex = SystemInfo.SupportsTextureFormat( TextureFormat.RGBAHalf );
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bool hasARGBFloatRT = SystemInfo.SupportsRenderTextureFormat( RenderTextureFormat.ARGBFloat );
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m_canUseGPU = hasRTs && hasSM3 && hasRHalfTex && hasRGHalfTex && hasARGBHalfTex && hasARGBFloatRT;
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#endif
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}
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}
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internal void ResetObjectId()
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{
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m_globalObjectId = 1;
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}
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internal int GenerateObjectId( GameObject obj )
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{
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// id = 0, static objs
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// id = 255, excluded objs
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if ( obj.isStatic )
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return 0; // same as background
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m_globalObjectId++;
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// TEMPORARY FIX: wrap around; may cause artifacts on id collision of nearby objs
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if ( m_globalObjectId > 254 )
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m_globalObjectId = 1;
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return m_globalObjectId;
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}
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void SafeDestroyMaterial( ref Material mat )
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{
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if ( mat != null )
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{
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DestroyImmediate( mat );
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mat = null;
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}
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}
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bool CheckMaterialAndShader( Material material, string name )
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{
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bool ok = true;
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if ( material == null || material.shader == null )
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{
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Debug.LogWarning( "[AmplifyMotion] Error creating " + name + " material" );
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ok = false;
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}
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else if ( !material.shader.isSupported )
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{
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Debug.LogWarning( "[AmplifyMotion] " + name + " shader not supported on this platform" );
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ok = false;
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}
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return ok;
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}
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void DestroyMaterials()
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{
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SafeDestroyMaterial( ref m_blurMaterial );
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SafeDestroyMaterial( ref m_solidVectorsMaterial );
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SafeDestroyMaterial( ref m_skinnedVectorsMaterial );
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SafeDestroyMaterial( ref m_clothVectorsMaterial );
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SafeDestroyMaterial( ref m_reprojectionMaterial );
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SafeDestroyMaterial( ref m_combineMaterial );
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SafeDestroyMaterial( ref m_dilationMaterial );
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SafeDestroyMaterial( ref m_depthMaterial );
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SafeDestroyMaterial( ref m_debugMaterial );
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}
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bool CreateMaterials()
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{
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DestroyMaterials();
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int shaderModel = ( SystemInfo.graphicsShaderLevel >= 30 ) ? 3 : 2;
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string blurShader = "Hidden/Amplify Motion/MotionBlurSM" + shaderModel;
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string solidVectorsShader = "Hidden/Amplify Motion/SolidVectors";
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string skinnedVectorsShader = "Hidden/Amplify Motion/SkinnedVectors";
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string clothVectorsShader = "Hidden/Amplify Motion/ClothVectors";
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string reprojectionVectorsShader = "Hidden/Amplify Motion/ReprojectionVectors";
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string combineShader = "Hidden/Amplify Motion/Combine";
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string dilationShader = "Hidden/Amplify Motion/Dilation";
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string depthShader = "Hidden/Amplify Motion/Depth";
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string debugShader = "Hidden/Amplify Motion/Debug";
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try
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{
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m_blurMaterial = new Material( Shader.Find( blurShader ) ) { hideFlags = HideFlags.DontSave };
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m_solidVectorsMaterial = new Material( Shader.Find( solidVectorsShader ) ) { hideFlags = HideFlags.DontSave };
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m_skinnedVectorsMaterial = new Material( Shader.Find( skinnedVectorsShader ) ) { hideFlags = HideFlags.DontSave };
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m_clothVectorsMaterial = new Material( Shader.Find( clothVectorsShader ) ) { hideFlags = HideFlags.DontSave };
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m_reprojectionMaterial = new Material( Shader.Find( reprojectionVectorsShader ) ) { hideFlags = HideFlags.DontSave };
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m_combineMaterial = new Material( Shader.Find( combineShader ) ) { hideFlags = HideFlags.DontSave };
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m_dilationMaterial = new Material( Shader.Find( dilationShader ) ) { hideFlags = HideFlags.DontSave };
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m_depthMaterial = new Material( Shader.Find( depthShader ) ) { hideFlags = HideFlags.DontSave };
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m_debugMaterial = new Material( Shader.Find( debugShader ) ) { hideFlags = HideFlags.DontSave };
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}
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catch ( Exception )
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{
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}
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// even if we fail, we still need to know which one failed
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bool ok = CheckMaterialAndShader( m_blurMaterial, blurShader );
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ok = ok && CheckMaterialAndShader( m_solidVectorsMaterial, solidVectorsShader );
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ok = ok && CheckMaterialAndShader( m_skinnedVectorsMaterial, skinnedVectorsShader );
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ok = ok && CheckMaterialAndShader( m_clothVectorsMaterial, clothVectorsShader );
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ok = ok && CheckMaterialAndShader( m_reprojectionMaterial, reprojectionVectorsShader );
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ok = ok && CheckMaterialAndShader( m_combineMaterial, combineShader );
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ok = ok && CheckMaterialAndShader( m_dilationMaterial, dilationShader );
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ok = ok && CheckMaterialAndShader( m_depthMaterial, depthShader );
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ok = ok && CheckMaterialAndShader( m_debugMaterial, debugShader );
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return ok;
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}
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RenderTexture CreateRenderTexture( string name, int depth, RenderTextureFormat fmt, RenderTextureReadWrite rw, FilterMode fm )
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{
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RenderTexture rt = new RenderTexture( m_width, m_height, depth, fmt, rw );
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rt.hideFlags = HideFlags.DontSave;
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rt.name = name;
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rt.wrapMode = TextureWrapMode.Clamp;
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rt.filterMode = fm;
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rt.Create();
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return rt;
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}
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void SafeDestroyRenderTexture( ref RenderTexture rt )
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{
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if ( rt != null )
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{
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RenderTexture.active = null;
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rt.Release();
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DestroyImmediate( rt );
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rt = null;
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}
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}
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void SafeDestroyTexture( ref Texture tex )
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{
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if ( tex != null )
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{
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DestroyImmediate( tex );
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tex = null;
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}
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}
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void DestroyRenderTextures()
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{
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RenderTexture.active = null;
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SafeDestroyRenderTexture( ref m_motionRT );
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#if UNITY_4
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SafeDestroyTexture( ref m_dummyTex );
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if ( m_dummyTex != null )
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{
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DestroyImmediate( m_dummyTex );
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m_dummyTex = null;
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}
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#endif
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}
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void UpdateRenderTextures( bool qualityChanged )
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{
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int screenWidth = Mathf.FloorToInt( m_camera.pixelWidth + 0.5f );
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int screenHeight = Mathf.FloorToInt( m_camera.pixelHeight + 0.5f );
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if ( QualityLevel == AmplifyMotion.Quality.Mobile )
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{
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screenWidth /= 2;
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screenHeight /= 2;
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}
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if ( m_width != screenWidth || m_height != screenHeight || qualityChanged )
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{
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m_width = screenWidth;
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m_height = screenHeight;
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DestroyRenderTextures();
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}
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if ( m_motionRT == null )
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m_motionRT = CreateRenderTexture( "AM-MotionVectors", 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear, FilterMode.Point );
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#if UNITY_4
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if ( m_dummyTex == null )
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{
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m_dummyTex = new Texture2D( 4, 4, TextureFormat.ARGB32, false, true );
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m_dummyTex.wrapMode = TextureWrapMode.Clamp;
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m_dummyTex.hideFlags = HideFlags.DontSave;
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}
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#endif
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}
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public bool CheckSupport()
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{
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if ( !SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures )
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{
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Debug.LogError( "[AmplifyMotion] Initialization failed. This plugin requires support for Image Effects and Render Textures." );
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return false;
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}
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return true;
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}
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void InitializeThreadPool()
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{
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if ( WorkerThreads <= 0 )
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WorkerThreads = Mathf.Max( Environment.ProcessorCount / 2, 1 ); // half of CPU threads; non-busy idle
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m_workerThreadPool = new AmplifyMotion.WorkerThreadPool();
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m_workerThreadPool.InitializeAsyncUpdateThreads( WorkerThreads, SystemThreadPool );
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}
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void ShutdownThreadPool()
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{
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if ( m_workerThreadPool != null )
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{
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m_workerThreadPool.FinalizeAsyncUpdateThreads();
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m_workerThreadPool = null;
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}
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}
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void InitializeCommandBuffers()
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{
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#if !UNITY_4
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ShutdownCommandBuffers();
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m_updateCB = new CommandBuffer();
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m_updateCB.name = "AmplifyMotion.Update";
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m_camera.AddCommandBuffer( m_updateCBEvent, m_updateCB );
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m_fixedUpdateCB = new CommandBuffer();
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m_fixedUpdateCB.name = "AmplifyMotion.FixedUpdate";
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m_camera.AddCommandBuffer( m_fixedUpdateCBEvent, m_fixedUpdateCB );
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m_renderCB = new CommandBuffer();
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m_renderCB.name = "AmplifyMotion.Render";
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m_camera.AddCommandBuffer( m_renderCBEvent, m_renderCB );
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#endif
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}
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void ShutdownCommandBuffers()
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{
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#if !UNITY_4
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if ( m_updateCB != null )
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{
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m_camera.RemoveCommandBuffer( m_updateCBEvent, m_updateCB );
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m_updateCB.Release();
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m_updateCB = null;
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}
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if ( m_fixedUpdateCB != null )
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{
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m_camera.RemoveCommandBuffer( m_fixedUpdateCBEvent, m_fixedUpdateCB );
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m_fixedUpdateCB.Release();
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m_fixedUpdateCB = null;
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}
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if ( m_renderCB != null )
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{
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m_camera.RemoveCommandBuffer( m_renderCBEvent, m_renderCB );
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m_renderCB.Release();
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m_renderCB = null;
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}
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#endif
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}
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void OnEnable()
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{
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m_camera = GetComponent<Camera>();
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if ( !CheckSupport() )
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{
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enabled = false;
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return;
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}
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InitializeThreadPool();
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m_starting = true;
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if ( !CreateMaterials() )
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{
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Debug.LogError( "[AmplifyMotion] Failed loading or compiling necessary shaders. Please try reinstalling Amplify Motion or contact support@amplify.pt" );
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enabled = false;
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return;
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}
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if ( AutoRegisterObjs )
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UpdateActiveObjects();
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InitializeCameras();
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InitializeCommandBuffers();
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UpdateRenderTextures( true );
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m_linkedCameras.TryGetValue( m_camera, out m_baseCamera );
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if ( m_baseCamera == null )
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{
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Debug.LogError( "[AmplifyMotion] Failed setting up Base Camera. Please contact support@amplify.pt" );
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enabled = false;
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return;
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}
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if ( m_currentPostProcess != null )
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m_currentPostProcess.enabled = true;
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m_qualityLevel = QualityLevel;
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}
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void OnDisable()
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{
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if ( m_currentPostProcess != null )
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m_currentPostProcess.enabled = false;
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ShutdownCommandBuffers();
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ShutdownThreadPool();
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}
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void Start()
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{
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UpdatePostProcess();
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#if TRIAL
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m_watermark = new Texture2D( 4, 4 );
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m_watermark.LoadImage( AmplifyMotion.Watermark.ImageData );
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#endif
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}
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internal void RemoveCamera( Camera reference )
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{
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m_linkedCameras.Remove( reference );
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}
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void OnDestroy()
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{
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AmplifyMotionCamera[] prevLinkedCams = m_linkedCameras.Values.ToArray<AmplifyMotionCamera>();
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foreach ( AmplifyMotionCamera cam in prevLinkedCams )
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{
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if ( cam != null && cam.gameObject != gameObject )
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{
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Camera actual = cam.GetComponent<Camera>();
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if ( actual != null )
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actual.targetTexture = null;
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DestroyImmediate( cam );
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}
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}
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DestroyRenderTextures();
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DestroyMaterials();
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#if TRIAL
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DestroyImmediate( m_watermark );
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#endif
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}
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GameObject RecursiveFindCamera( GameObject obj, string auxCameraName )
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{
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GameObject cam = null;
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if ( obj.name == auxCameraName )
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cam = obj;
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else
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{
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foreach ( Transform child in obj.transform )
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{
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cam = RecursiveFindCamera( child.gameObject, auxCameraName );
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|
if ( cam != null )
|
|
break;
|
|
}
|
|
}
|
|
return cam;
|
|
}
|
|
|
|
void InitializeCameras()
|
|
{
|
|
List<Camera> cleanOverlayCameras = new List<Camera>( OverlayCameras.Length );
|
|
for ( int i = 0; i < OverlayCameras.Length; i++ )
|
|
{
|
|
if ( OverlayCameras[ i ] != null )
|
|
cleanOverlayCameras.Add( OverlayCameras[ i ] );
|
|
}
|
|
|
|
Camera[] referenceCameras = new Camera[ cleanOverlayCameras.Count + 1 ];
|
|
|
|
referenceCameras[ 0 ] = m_camera;
|
|
for ( int i = 0; i < cleanOverlayCameras.Count; i++ )
|
|
referenceCameras[ i + 1 ] = cleanOverlayCameras[ i ];
|
|
|
|
m_linkedCameras.Clear();
|
|
|
|
for ( int i = 0; i < referenceCameras.Length; i++ )
|
|
{
|
|
Camera reference = referenceCameras[ i ];
|
|
if ( !m_linkedCameras.ContainsKey( reference ) )
|
|
{
|
|
AmplifyMotionCamera cam = reference.gameObject.GetComponent<AmplifyMotionCamera>();
|
|
if ( cam != null )
|
|
{
|
|
cam.enabled = false;
|
|
cam.enabled = true;
|
|
}
|
|
else
|
|
cam = reference.gameObject.AddComponent<AmplifyMotionCamera>();
|
|
|
|
cam.LinkTo( this, i > 0 );
|
|
|
|
m_linkedCameras.Add( reference, cam );
|
|
m_linkedCamerasChanged = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void UpdateActiveCameras()
|
|
{
|
|
InitializeCameras();
|
|
}
|
|
|
|
internal static void RegisterCamera( AmplifyMotionCamera cam )
|
|
{
|
|
m_activeCameras.Add( cam.GetComponent<Camera>(), cam );
|
|
foreach ( AmplifyMotionObjectBase obj in m_activeObjects.Values )
|
|
obj.RegisterCamera( cam );
|
|
}
|
|
|
|
internal static void UnregisterCamera( AmplifyMotionCamera cam )
|
|
{
|
|
foreach ( AmplifyMotionObjectBase obj in m_activeObjects.Values )
|
|
obj.UnregisterCamera( cam );
|
|
m_activeCameras.Remove( cam.GetComponent<Camera>() );
|
|
}
|
|
|
|
public void UpdateActiveObjects()
|
|
{
|
|
GameObject[] gameObjs = FindObjectsOfType( typeof( GameObject ) ) as GameObject[];
|
|
for ( int i = 0; i < gameObjs.Length; i++ )
|
|
{
|
|
if ( !m_activeObjects.ContainsKey( gameObjs[ i ] ) )
|
|
TryRegister( gameObjs[ i ], true );
|
|
}
|
|
}
|
|
|
|
internal static void RegisterObject( AmplifyMotionObjectBase obj )
|
|
{
|
|
m_activeObjects.Add( obj.gameObject, obj );
|
|
foreach ( AmplifyMotionCamera cam in m_activeCameras.Values )
|
|
obj.RegisterCamera( cam );
|
|
}
|
|
|
|
internal static void UnregisterObject( AmplifyMotionObjectBase obj )
|
|
{
|
|
foreach ( AmplifyMotionCamera cam in m_activeCameras.Values )
|
|
obj.UnregisterCamera( cam );
|
|
m_activeObjects.Remove( obj.gameObject );
|
|
}
|
|
|
|
internal static bool FindValidTag( Material[] materials )
|
|
{
|
|
for ( int i = 0; i < materials.Length; i++ )
|
|
{
|
|
Material mat = materials[ i ];
|
|
if ( mat != null )
|
|
{
|
|
string tag = mat.GetTag( "RenderType", false );
|
|
if ( tag == "Opaque" || tag == "TransparentCutout" )
|
|
#if UNITY_4
|
|
return true;
|
|
#else
|
|
return !mat.IsKeywordEnabled( "_ALPHABLEND_ON" ) && !mat.IsKeywordEnabled( "_ALPHAPREMULTIPLY_ON" );
|
|
#endif
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
internal static bool CanRegister( GameObject gameObj, bool autoReg )
|
|
{
|
|
// Ignore static objects
|
|
if ( gameObj.isStatic )
|
|
return false;
|
|
|
|
// Ignore invalid materials; Ignore static batches
|
|
Renderer renderer = gameObj.GetComponent<Renderer>();
|
|
if ( renderer == null || renderer.sharedMaterials == null || renderer.isPartOfStaticBatch )
|
|
return false;
|
|
|
|
// Ignore disabled renderer
|
|
if ( !renderer.enabled )
|
|
return false;
|
|
|
|
// Ignore if visible only for shadows
|
|
#if !UNITY_4
|
|
if ( renderer.shadowCastingMode == UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly )
|
|
return false;
|
|
#endif
|
|
|
|
if ( renderer.GetType() == typeof( SpriteRenderer ) )
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// Ignore unsupported RenderType
|
|
if ( !FindValidTag( renderer.sharedMaterials ) )
|
|
return false;
|
|
|
|
#if UNITY_4
|
|
if ( renderer.GetType() == typeof( ClothRenderer ) )
|
|
{
|
|
if ( gameObj.GetComponent<InteractiveCloth>().tearFactor != 0.0f )
|
|
Debug.LogWarning( "[AmplifyMotion] Tearable cloth objects are not supported at this time. Ignoring cloth object \"" + renderer.name + "\"" );
|
|
else
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
// Only valid and supported renderers
|
|
Type type = renderer.GetType();
|
|
if ( type == typeof( MeshRenderer ) || type == typeof( SkinnedMeshRenderer ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
#if !UNITY_PRE_5_3
|
|
if ( type == typeof( ParticleSystemRenderer ) && !autoReg )
|
|
{
|
|
// Only supported ParticleSystem modes
|
|
ParticleSystemRenderMode mode = ( renderer as ParticleSystemRenderer ).renderMode;
|
|
return ( mode == ParticleSystemRenderMode.Mesh || mode == ParticleSystemRenderMode.Billboard );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
internal static void TryRegister( GameObject gameObj, bool autoReg )
|
|
{
|
|
if ( CanRegister( gameObj, autoReg ) && gameObj.GetComponent<AmplifyMotionObjectBase>() == null )
|
|
{
|
|
AmplifyMotionObjectBase.ApplyToChildren = false;
|
|
gameObj.AddComponent<AmplifyMotionObjectBase>();
|
|
AmplifyMotionObjectBase.ApplyToChildren = true;
|
|
}
|
|
}
|
|
|
|
internal static void TryUnregister( GameObject gameObj )
|
|
{
|
|
AmplifyMotionObjectBase comp = gameObj.GetComponent<AmplifyMotionObjectBase>();
|
|
if ( comp != null )
|
|
Destroy( comp );
|
|
}
|
|
|
|
public void Register( GameObject gameObj )
|
|
{
|
|
if ( !m_activeObjects.ContainsKey( gameObj ) )
|
|
TryRegister( gameObj, false );
|
|
}
|
|
|
|
public static void RegisterS( GameObject gameObj )
|
|
{
|
|
if ( !m_activeObjects.ContainsKey( gameObj ) )
|
|
TryRegister( gameObj, false );
|
|
}
|
|
|
|
public void RegisterRecursively( GameObject gameObj )
|
|
{
|
|
if ( !m_activeObjects.ContainsKey( gameObj ) )
|
|
TryRegister( gameObj, false );
|
|
|
|
foreach ( Transform child in gameObj.transform )
|
|
RegisterRecursively( child.gameObject );
|
|
}
|
|
|
|
public static void RegisterRecursivelyS( GameObject gameObj )
|
|
{
|
|
if ( !m_activeObjects.ContainsKey( gameObj ) )
|
|
TryRegister( gameObj, false );
|
|
|
|
foreach ( Transform child in gameObj.transform )
|
|
RegisterRecursivelyS( child.gameObject );
|
|
}
|
|
|
|
public void Unregister( GameObject gameObj )
|
|
{
|
|
if ( m_activeObjects.ContainsKey( gameObj ) )
|
|
TryUnregister( gameObj );
|
|
}
|
|
|
|
public static void UnregisterS( GameObject gameObj )
|
|
{
|
|
if ( m_activeObjects.ContainsKey( gameObj ) )
|
|
TryUnregister( gameObj );
|
|
}
|
|
|
|
public void UnregisterRecursively( GameObject gameObj )
|
|
{
|
|
if ( m_activeObjects.ContainsKey( gameObj ) )
|
|
TryUnregister( gameObj );
|
|
|
|
foreach ( Transform child in gameObj.transform )
|
|
UnregisterRecursively( child.gameObject );
|
|
}
|
|
|
|
public static void UnregisterRecursivelyS( GameObject gameObj )
|
|
{
|
|
if ( m_activeObjects.ContainsKey( gameObj ) )
|
|
TryUnregister( gameObj );
|
|
|
|
foreach ( Transform child in gameObj.transform )
|
|
UnregisterRecursivelyS( child.gameObject );
|
|
}
|
|
|
|
void UpdatePostProcess()
|
|
{
|
|
Camera highestReference = null;
|
|
float highestDepth = -float.MaxValue;
|
|
|
|
if ( m_linkedCamerasChanged )
|
|
UpdateLinkedCameras();
|
|
|
|
for ( int i = 0; i < m_linkedCameraKeys.Length; i++ )
|
|
{
|
|
if ( m_linkedCameraKeys[ i ] != null && m_linkedCameraKeys[ i ].isActiveAndEnabled && m_linkedCameraKeys[ i ].depth > highestDepth )
|
|
{
|
|
highestReference = m_linkedCameraKeys[ i ];
|
|
highestDepth = m_linkedCameraKeys[ i ].depth;
|
|
}
|
|
}
|
|
|
|
if ( m_currentPostProcess != null && m_currentPostProcess.gameObject != highestReference.gameObject )
|
|
{
|
|
DestroyImmediate( m_currentPostProcess );
|
|
m_currentPostProcess = null;
|
|
}
|
|
|
|
if ( m_currentPostProcess == null && highestReference != null && highestReference != m_camera )
|
|
{
|
|
AmplifyMotionPostProcess[] runtimes = gameObject.GetComponents<AmplifyMotionPostProcess>();
|
|
if ( runtimes != null && runtimes.Length > 0 )
|
|
{
|
|
for ( int i = 0; i < runtimes.Length; i++ )
|
|
DestroyImmediate( runtimes[ i ] );
|
|
}
|
|
m_currentPostProcess = highestReference.gameObject.AddComponent<AmplifyMotionPostProcess>();
|
|
m_currentPostProcess.Instance = this;
|
|
}
|
|
}
|
|
|
|
void LateUpdate()
|
|
{
|
|
if ( m_baseCamera.AutoStep )
|
|
{
|
|
float delta = Application.isPlaying ? Time.deltaTime : Time.fixedDeltaTime;
|
|
float fixedDelta = Time.fixedDeltaTime;
|
|
|
|
m_deltaTime = ( delta > float.Epsilon ) ? delta : m_deltaTime;
|
|
m_fixedDeltaTime = ( delta > float.Epsilon ) ? fixedDelta : m_fixedDeltaTime;
|
|
}
|
|
|
|
QualitySteps = Mathf.Clamp( QualitySteps, 0, 16 );
|
|
MotionScale = Mathf.Max( MotionScale, 0 );
|
|
MinVelocity = Mathf.Min( MinVelocity, MaxVelocity );
|
|
DepthThreshold = Mathf.Max( DepthThreshold, 0 );
|
|
|
|
UpdatePostProcess();
|
|
}
|
|
|
|
public void StopAutoStep()
|
|
{
|
|
foreach ( AmplifyMotionCamera cam in m_linkedCameras.Values )
|
|
cam.StopAutoStep();
|
|
}
|
|
|
|
public void StartAutoStep()
|
|
{
|
|
foreach ( AmplifyMotionCamera cam in m_linkedCameras.Values )
|
|
cam.StartAutoStep();
|
|
}
|
|
|
|
public void Step( float delta )
|
|
{
|
|
m_deltaTime = delta;
|
|
m_fixedDeltaTime = delta;
|
|
foreach ( AmplifyMotionCamera cam in m_linkedCameras.Values )
|
|
cam.Step();
|
|
}
|
|
|
|
void UpdateLinkedCameras()
|
|
{
|
|
Dictionary<Camera, AmplifyMotionCamera>.KeyCollection keys = m_linkedCameras.Keys;
|
|
Dictionary<Camera, AmplifyMotionCamera>.ValueCollection values = m_linkedCameras.Values;
|
|
|
|
if ( m_linkedCameraKeys == null || keys.Count != m_linkedCameraKeys.Length )
|
|
m_linkedCameraKeys = new Camera[ keys.Count ];
|
|
|
|
if ( m_linkedCameraValues == null || values.Count != m_linkedCameraValues.Length )
|
|
m_linkedCameraValues = new AmplifyMotionCamera[ values.Count ];
|
|
|
|
keys.CopyTo( m_linkedCameraKeys, 0 );
|
|
values.CopyTo( m_linkedCameraValues, 0 );
|
|
|
|
m_linkedCamerasChanged = false;
|
|
}
|
|
|
|
void FixedUpdate()
|
|
{
|
|
if ( m_camera.enabled )
|
|
{
|
|
if ( m_linkedCamerasChanged )
|
|
UpdateLinkedCameras();
|
|
|
|
#if !UNITY_4
|
|
m_fixedUpdateCB.Clear();
|
|
#endif
|
|
|
|
for ( int i = 0; i < m_linkedCameraValues.Length; i++ )
|
|
{
|
|
if ( m_linkedCameraValues[ i ] != null && m_linkedCameraValues[ i ].isActiveAndEnabled )
|
|
{
|
|
#if UNITY_4
|
|
m_linkedCameraValues[ i ].FixedUpdateTransform();
|
|
#else
|
|
m_linkedCameraValues[ i ].FixedUpdateTransform( m_fixedUpdateCB );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void OnPreRender()
|
|
{
|
|
if ( m_camera.enabled && ( Time.frameCount == 1 || Mathf.Abs( Time.deltaTime ) > float.Epsilon ) )
|
|
{
|
|
if ( m_linkedCamerasChanged )
|
|
UpdateLinkedCameras();
|
|
|
|
#if !UNITY_4
|
|
m_updateCB.Clear();
|
|
#endif
|
|
|
|
for ( int i = 0; i < m_linkedCameraValues.Length; i++ )
|
|
{
|
|
if ( m_linkedCameraValues[ i ] != null && m_linkedCameraValues[ i ].isActiveAndEnabled )
|
|
{
|
|
#if UNITY_4
|
|
m_linkedCameraValues[ i ].UpdateTransform();
|
|
#else
|
|
m_linkedCameraValues[ i ].UpdateTransform( m_updateCB );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if UNITY_4
|
|
void RenderReprojectionVectors( RenderTexture destination, float scale )
|
|
{
|
|
Shader.SetGlobalMatrix( "_AM_MATRIX_CURR_REPROJ", m_baseCamera.PrevViewProjMatrix * m_baseCamera.InvViewProjMatrix );
|
|
Shader.SetGlobalFloat( "_AM_MOTION_SCALE", scale );
|
|
|
|
Graphics.Blit( m_dummyTex, destination, m_reprojectionMaterial );
|
|
}
|
|
#else
|
|
void RenderReprojectionVectors( CommandBuffer commandBuffer, RenderTexture destination, float scale )
|
|
{
|
|
commandBuffer.SetGlobalMatrix( "_AM_MATRIX_CURR_REPROJ", m_baseCamera.PrevViewProjMatrix * m_baseCamera.InvViewProjMatrix );
|
|
commandBuffer.SetGlobalFloat( "_AM_MOTION_SCALE", scale );
|
|
|
|
RenderTexture dummy = null;
|
|
commandBuffer.Blit( new RenderTargetIdentifier( dummy ), destination, m_reprojectionMaterial );
|
|
}
|
|
#endif
|
|
|
|
public static void DiscardContents( RenderTexture rtex )
|
|
{
|
|
#if !( UNITY_WP8 || UNITY_WP8_1 || UNITY_WSA ) // why?..
|
|
rtex.DiscardContents();
|
|
#endif
|
|
}
|
|
|
|
void OnPostRender()
|
|
{
|
|
bool qualityChanged = ( QualityLevel != m_qualityLevel );
|
|
if ( qualityChanged )
|
|
{
|
|
CreateMaterials();
|
|
m_qualityLevel = QualityLevel;
|
|
}
|
|
UpdateRenderTextures( qualityChanged );
|
|
|
|
ResetObjectId();
|
|
|
|
#if UNITY_4
|
|
RenderBuffer prevColor = Graphics.activeColorBuffer;
|
|
RenderBuffer prevDepth = Graphics.activeDepthBuffer;
|
|
#endif
|
|
bool cameraMotion = ( CameraMotionMult > float.Epsilon );
|
|
bool clearColor = !cameraMotion || m_starting;
|
|
|
|
float rcpDepthThreshold = ( DepthThreshold > float.Epsilon ) ? 1.0f / DepthThreshold : float.MaxValue;
|
|
|
|
m_motionScaleNorm = ( m_deltaTime >= float.Epsilon ) ? MotionScale * ( 1.0f / m_deltaTime ) : 0;
|
|
m_fixedMotionScaleNorm = ( m_fixedDeltaTime >= float.Epsilon ) ? MotionScale * ( 1.0f / m_fixedDeltaTime ) : 0;
|
|
|
|
float objectScale = !m_starting ? m_motionScaleNorm : 0;
|
|
float objectFixedScale = !m_starting ? m_fixedMotionScaleNorm : 0;
|
|
|
|
DiscardContents( m_motionRT );
|
|
|
|
#if UNITY_4
|
|
Graphics.SetRenderTarget( m_motionRT );
|
|
GL.Clear( true, clearColor, Color.black );
|
|
|
|
Shader.SetGlobalFloat( "_AM_MIN_VELOCITY", MinVelocity );
|
|
Shader.SetGlobalFloat( "_AM_MAX_VELOCITY", MaxVelocity );
|
|
Shader.SetGlobalFloat( "_AM_RCP_TOTAL_VELOCITY", 1.0f / ( MaxVelocity - MinVelocity ) );
|
|
Shader.SetGlobalVector( "_AM_DEPTH_THRESHOLD", new Vector2( DepthThreshold, rcpDepthThreshold ) );
|
|
#else
|
|
m_updateCB.Clear();
|
|
m_renderCB.Clear();
|
|
|
|
m_renderCB.SetGlobalFloat( "_AM_MIN_VELOCITY", MinVelocity );
|
|
m_renderCB.SetGlobalFloat( "_AM_MAX_VELOCITY", MaxVelocity );
|
|
m_renderCB.SetGlobalFloat( "_AM_RCP_TOTAL_VELOCITY", 1.0f / ( MaxVelocity - MinVelocity ) );
|
|
m_renderCB.SetGlobalVector( "_AM_DEPTH_THRESHOLD", new Vector2( DepthThreshold, rcpDepthThreshold ) );
|
|
|
|
m_renderCB.SetRenderTarget( m_motionRT );
|
|
m_renderCB.ClearRenderTarget( true, clearColor, Color.black );
|
|
#endif
|
|
|
|
if ( cameraMotion )
|
|
{
|
|
float cameraMotionScaleNorm = ( m_deltaTime >= float.Epsilon ) ? MotionScale * CameraMotionMult * ( 1.0f / m_deltaTime ) : 0;
|
|
float cameraScale = !m_starting ? cameraMotionScaleNorm : 0;
|
|
|
|
#if UNITY_4
|
|
RenderReprojectionVectors( m_motionRT, cameraScale );
|
|
#else
|
|
RenderReprojectionVectors( m_renderCB, m_motionRT, cameraScale );
|
|
#endif
|
|
}
|
|
|
|
#if UNITY_4
|
|
m_baseCamera.RenderVectors( objectScale, objectFixedScale, QualityLevel );
|
|
#else
|
|
// base camera
|
|
m_baseCamera.RenderVectors( m_renderCB, objectScale, objectFixedScale, QualityLevel );
|
|
|
|
// overlay cameras
|
|
for ( int i = 0; i < m_linkedCameraValues.Length; i++ )
|
|
{
|
|
AmplifyMotionCamera cam = m_linkedCameraValues[ i ];
|
|
if ( cam != null && cam.Overlay && cam.isActiveAndEnabled )
|
|
m_linkedCameraValues[ i ].RenderVectors( m_renderCB, objectScale, objectFixedScale, QualityLevel );
|
|
}
|
|
#endif
|
|
|
|
m_starting = false;
|
|
|
|
#if UNITY_4
|
|
Graphics.SetRenderTarget( prevColor, prevDepth );
|
|
#endif
|
|
}
|
|
|
|
void ApplyMotionBlur( RenderTexture source, RenderTexture destination, Vector4 blurStep )
|
|
{
|
|
bool mobile = ( QualityLevel == AmplifyMotion.Quality.Mobile );
|
|
int pass = ( int ) QualityLevel;
|
|
|
|
RenderTexture depthRT = null;
|
|
if ( mobile )
|
|
{
|
|
depthRT = RenderTexture.GetTemporary( m_width, m_height, 0, RenderTextureFormat.ARGB32 );
|
|
depthRT.name = "AM-DepthTemp";
|
|
depthRT.wrapMode = TextureWrapMode.Clamp;
|
|
depthRT.filterMode = FilterMode.Point;
|
|
}
|
|
|
|
RenderTexture combinedRT = RenderTexture.GetTemporary( m_width, m_height, 0, source.format );
|
|
combinedRT.name = "AM-CombinedTemp";
|
|
combinedRT.wrapMode = TextureWrapMode.Clamp;
|
|
combinedRT.filterMode = FilterMode.Point;
|
|
|
|
DiscardContents( combinedRT );
|
|
m_combineMaterial.SetTexture( "_MotionTex", m_motionRT );
|
|
source.filterMode = FilterMode.Point;
|
|
Graphics.Blit( source, combinedRT, m_combineMaterial, 0 );
|
|
|
|
m_blurMaterial.SetTexture( "_MotionTex", m_motionRT );
|
|
if ( mobile )
|
|
{
|
|
Graphics.Blit( null, depthRT, m_depthMaterial, 0 );
|
|
m_blurMaterial.SetTexture( "_DepthTex", depthRT );
|
|
}
|
|
|
|
if ( QualitySteps > 1 )
|
|
{
|
|
RenderTexture temp = RenderTexture.GetTemporary( m_width, m_height, 0, source.format );
|
|
temp.name = "AM-CombinedTemp2";
|
|
temp.filterMode = FilterMode.Point;
|
|
|
|
float step = 1.0f / QualitySteps;
|
|
float scale = 1.0f;
|
|
RenderTexture src = combinedRT;
|
|
RenderTexture dst = temp;
|
|
|
|
for ( int i = 0; i < QualitySteps; i++ )
|
|
{
|
|
if ( dst != destination )
|
|
DiscardContents( dst );
|
|
|
|
m_blurMaterial.SetVector( "_AM_BLUR_STEP", blurStep * scale );
|
|
Graphics.Blit( src, dst, m_blurMaterial, pass );
|
|
|
|
if ( i < QualitySteps - 2 )
|
|
{
|
|
RenderTexture tmp = dst;
|
|
dst = src;
|
|
src = tmp;
|
|
}
|
|
else
|
|
{
|
|
src = dst;
|
|
dst = destination;
|
|
}
|
|
scale -= step;
|
|
}
|
|
|
|
RenderTexture.ReleaseTemporary( temp );
|
|
}
|
|
else
|
|
{
|
|
m_blurMaterial.SetVector( "_AM_BLUR_STEP", blurStep );
|
|
Graphics.Blit( combinedRT, destination, m_blurMaterial, pass );
|
|
}
|
|
|
|
if ( mobile )
|
|
{
|
|
// we need the full res here
|
|
m_combineMaterial.SetTexture( "_MotionTex", m_motionRT );
|
|
Graphics.Blit( source, destination, m_combineMaterial, 1 );
|
|
}
|
|
|
|
RenderTexture.ReleaseTemporary( combinedRT );
|
|
if ( depthRT != null )
|
|
RenderTexture.ReleaseTemporary( depthRT );
|
|
}
|
|
|
|
void OnRenderImage( RenderTexture source, RenderTexture destination )
|
|
{
|
|
if ( m_currentPostProcess == null )
|
|
PostProcess( source, destination );
|
|
else
|
|
Graphics.Blit( source, destination );
|
|
}
|
|
|
|
public void PostProcess( RenderTexture source, RenderTexture destination )
|
|
{
|
|
Vector4 blurStep = Vector4.zero;
|
|
blurStep.x = MaxVelocity / 1000.0f;
|
|
blurStep.y = MaxVelocity / 1000.0f;
|
|
|
|
RenderTexture dilatedRT = null;
|
|
if ( QualitySettings.antiAliasing > 1 )
|
|
{
|
|
dilatedRT = RenderTexture.GetTemporary( m_width, m_height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear );
|
|
dilatedRT.name = "AM-DilatedTemp";
|
|
dilatedRT.filterMode = FilterMode.Point;
|
|
|
|
m_dilationMaterial.SetTexture( "_MotionTex", m_motionRT );
|
|
Graphics.Blit( m_motionRT, dilatedRT, m_dilationMaterial, 0 );
|
|
m_dilationMaterial.SetTexture( "_MotionTex", dilatedRT );
|
|
Graphics.Blit( dilatedRT, m_motionRT, m_dilationMaterial, 1 );
|
|
}
|
|
|
|
if ( DebugMode )
|
|
{
|
|
m_debugMaterial.SetTexture( "_MotionTex", m_motionRT );
|
|
Graphics.Blit( source, destination, m_debugMaterial );
|
|
}
|
|
else
|
|
{
|
|
ApplyMotionBlur( source, destination, blurStep );
|
|
}
|
|
|
|
if ( dilatedRT != null )
|
|
RenderTexture.ReleaseTemporary( dilatedRT );
|
|
}
|
|
|
|
#if TRIAL
|
|
void OnGUI()
|
|
{
|
|
GUI.DrawTexture( new Rect( 15, Screen.height - m_watermark.height - 12, m_watermark.width, m_watermark.height ), m_watermark );
|
|
}
|
|
#endif
|
|
|
|
//void OnGUI()
|
|
//{
|
|
// GUI.color = Color.black;
|
|
// GUILayout.BeginHorizontal();
|
|
// GUILayout.Space( 300 );
|
|
// GUILayout.BeginVertical();
|
|
// GUILayout.Label( "GPU / RT / SM3 => " + m_canUseGPU + " / " + SystemInfo.supportsRenderTextures + " / " + ( SystemInfo.graphicsShaderLevel >= 30 ) );
|
|
// GUILayout.Label( "TEX.RHalf => " + SystemInfo.SupportsTextureFormat( TextureFormat.RHalf ) );
|
|
// GUILayout.Label( "TEX.RGHalf => " + SystemInfo.SupportsTextureFormat( TextureFormat.RGHalf ) );
|
|
// GUILayout.Label( "TEX.RGBAHalf => " + SystemInfo.SupportsTextureFormat( TextureFormat.RGBAHalf ) );
|
|
// GUILayout.Label( "RT.RFloat => " + SystemInfo.SupportsRenderTextureFormat( RenderTextureFormat.RFloat ) );
|
|
// GUILayout.Label( "RT.ARGBFloat => " + SystemInfo.SupportsRenderTextureFormat( RenderTextureFormat.ARGBFloat ) );
|
|
// GUILayout.EndVertical();
|
|
// GUILayout.EndHorizontal();
|
|
//}
|
|
}
|