mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 00:27:59 +01:00
444 lines
19 KiB
C#
444 lines
19 KiB
C#
using UnityEngine.Rendering;
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namespace UnityEngine.PostProcessing
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{
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using Settings = MotionBlurModel.Settings;
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public sealed class MotionBlurComponent : PostProcessingComponentCommandBuffer<MotionBlurModel>
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{
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static class Uniforms
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{
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internal static readonly int _VelocityScale = Shader.PropertyToID("_VelocityScale");
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internal static readonly int _MaxBlurRadius = Shader.PropertyToID("_MaxBlurRadius");
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internal static readonly int _RcpMaxBlurRadius = Shader.PropertyToID("_RcpMaxBlurRadius");
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internal static readonly int _VelocityTex = Shader.PropertyToID("_VelocityTex");
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internal static readonly int _MainTex = Shader.PropertyToID("_MainTex");
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internal static readonly int _Tile2RT = Shader.PropertyToID("_Tile2RT");
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internal static readonly int _Tile4RT = Shader.PropertyToID("_Tile4RT");
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internal static readonly int _Tile8RT = Shader.PropertyToID("_Tile8RT");
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internal static readonly int _TileMaxOffs = Shader.PropertyToID("_TileMaxOffs");
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internal static readonly int _TileMaxLoop = Shader.PropertyToID("_TileMaxLoop");
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internal static readonly int _TileVRT = Shader.PropertyToID("_TileVRT");
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internal static readonly int _NeighborMaxTex = Shader.PropertyToID("_NeighborMaxTex");
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internal static readonly int _LoopCount = Shader.PropertyToID("_LoopCount");
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internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
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internal static readonly int _History1LumaTex = Shader.PropertyToID("_History1LumaTex");
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internal static readonly int _History2LumaTex = Shader.PropertyToID("_History2LumaTex");
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internal static readonly int _History3LumaTex = Shader.PropertyToID("_History3LumaTex");
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internal static readonly int _History4LumaTex = Shader.PropertyToID("_History4LumaTex");
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internal static readonly int _History1ChromaTex = Shader.PropertyToID("_History1ChromaTex");
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internal static readonly int _History2ChromaTex = Shader.PropertyToID("_History2ChromaTex");
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internal static readonly int _History3ChromaTex = Shader.PropertyToID("_History3ChromaTex");
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internal static readonly int _History4ChromaTex = Shader.PropertyToID("_History4ChromaTex");
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internal static readonly int _History1Weight = Shader.PropertyToID("_History1Weight");
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internal static readonly int _History2Weight = Shader.PropertyToID("_History2Weight");
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internal static readonly int _History3Weight = Shader.PropertyToID("_History3Weight");
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internal static readonly int _History4Weight = Shader.PropertyToID("_History4Weight");
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}
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enum Pass
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{
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VelocitySetup,
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TileMax1,
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TileMax2,
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TileMaxV,
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NeighborMax,
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Reconstruction,
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FrameCompression,
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FrameBlendingChroma,
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FrameBlendingRaw
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}
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public class ReconstructionFilter
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{
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// Texture format for storing 2D vectors.
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RenderTextureFormat m_VectorRTFormat = RenderTextureFormat.RGHalf;
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// Texture format for storing packed velocity/depth.
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RenderTextureFormat m_PackedRTFormat = RenderTextureFormat.ARGB2101010;
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public ReconstructionFilter()
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{
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CheckTextureFormatSupport();
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}
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void CheckTextureFormatSupport()
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{
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// If 2:10:10:10 isn't supported, use ARGB32 instead.
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if (!SystemInfo.SupportsRenderTextureFormat(m_PackedRTFormat))
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m_PackedRTFormat = RenderTextureFormat.ARGB32;
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}
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public bool IsSupported()
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{
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return SystemInfo.supportsMotionVectors;
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}
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public void ProcessImage(PostProcessingContext context, CommandBuffer cb, ref Settings settings, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material)
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{
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const float kMaxBlurRadius = 5f;
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// Calculate the maximum blur radius in pixels.
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int maxBlurPixels = (int)(kMaxBlurRadius * context.height / 100);
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// Calculate the TileMax size.
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// It should be a multiple of 8 and larger than maxBlur.
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int tileSize = ((maxBlurPixels - 1) / 8 + 1) * 8;
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// Pass 1 - Velocity/depth packing
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var velocityScale = settings.shutterAngle / 360f;
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cb.SetGlobalFloat(Uniforms._VelocityScale, velocityScale);
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cb.SetGlobalFloat(Uniforms._MaxBlurRadius, maxBlurPixels);
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cb.SetGlobalFloat(Uniforms._RcpMaxBlurRadius, 1f / maxBlurPixels);
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int vbuffer = Uniforms._VelocityTex;
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cb.GetTemporaryRT(vbuffer, context.width, context.height, 0, FilterMode.Point, m_PackedRTFormat, RenderTextureReadWrite.Linear);
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cb.Blit((Texture)null, vbuffer, material, (int)Pass.VelocitySetup);
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// Pass 2 - First TileMax filter (1/2 downsize)
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int tile2 = Uniforms._Tile2RT;
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cb.GetTemporaryRT(tile2, context.width / 2, context.height / 2, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
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cb.SetGlobalTexture(Uniforms._MainTex, vbuffer);
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cb.Blit(vbuffer, tile2, material, (int)Pass.TileMax1);
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// Pass 3 - Second TileMax filter (1/2 downsize)
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int tile4 = Uniforms._Tile4RT;
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cb.GetTemporaryRT(tile4, context.width / 4, context.height / 4, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
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cb.SetGlobalTexture(Uniforms._MainTex, tile2);
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cb.Blit(tile2, tile4, material, (int)Pass.TileMax2);
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cb.ReleaseTemporaryRT(tile2);
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// Pass 4 - Third TileMax filter (1/2 downsize)
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int tile8 = Uniforms._Tile8RT;
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cb.GetTemporaryRT(tile8, context.width / 8, context.height / 8, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
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cb.SetGlobalTexture(Uniforms._MainTex, tile4);
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cb.Blit(tile4, tile8, material, (int)Pass.TileMax2);
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cb.ReleaseTemporaryRT(tile4);
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// Pass 5 - Fourth TileMax filter (reduce to tileSize)
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var tileMaxOffs = Vector2.one * (tileSize / 8f - 1f) * -0.5f;
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cb.SetGlobalVector(Uniforms._TileMaxOffs, tileMaxOffs);
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cb.SetGlobalFloat(Uniforms._TileMaxLoop, (int)(tileSize / 8f));
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int tile = Uniforms._TileVRT;
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cb.GetTemporaryRT(tile, context.width / tileSize, context.height / tileSize, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
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cb.SetGlobalTexture(Uniforms._MainTex, tile8);
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cb.Blit(tile8, tile, material, (int)Pass.TileMaxV);
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cb.ReleaseTemporaryRT(tile8);
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// Pass 6 - NeighborMax filter
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int neighborMax = Uniforms._NeighborMaxTex;
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int neighborMaxWidth = context.width / tileSize;
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int neighborMaxHeight = context.height / tileSize;
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cb.GetTemporaryRT(neighborMax, neighborMaxWidth, neighborMaxHeight, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
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cb.SetGlobalTexture(Uniforms._MainTex, tile);
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cb.Blit(tile, neighborMax, material, (int)Pass.NeighborMax);
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cb.ReleaseTemporaryRT(tile);
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// Pass 7 - Reconstruction pass
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cb.SetGlobalFloat(Uniforms._LoopCount, Mathf.Clamp(settings.sampleCount / 2, 1, 64));
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cb.SetGlobalTexture(Uniforms._MainTex, source);
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cb.Blit(source, destination, material, (int)Pass.Reconstruction);
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cb.ReleaseTemporaryRT(vbuffer);
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cb.ReleaseTemporaryRT(neighborMax);
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}
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}
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public class FrameBlendingFilter
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{
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struct Frame
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{
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public RenderTexture lumaTexture;
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public RenderTexture chromaTexture;
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float m_Time;
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RenderTargetIdentifier[] m_MRT;
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public float CalculateWeight(float strength, float currentTime)
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{
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if (Mathf.Approximately(m_Time, 0f))
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return 0f;
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var coeff = Mathf.Lerp(80f, 16f, strength);
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return Mathf.Exp((m_Time - currentTime) * coeff);
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}
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public void Release()
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{
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if (lumaTexture != null)
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RenderTexture.ReleaseTemporary(lumaTexture);
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if (chromaTexture != null)
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RenderTexture.ReleaseTemporary(chromaTexture);
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lumaTexture = null;
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chromaTexture = null;
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}
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public void MakeRecord(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, Material material)
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{
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Release();
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lumaTexture = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear);
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chromaTexture = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear);
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lumaTexture.filterMode = FilterMode.Point;
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chromaTexture.filterMode = FilterMode.Point;
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if (m_MRT == null)
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m_MRT = new RenderTargetIdentifier[2];
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m_MRT[0] = lumaTexture;
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m_MRT[1] = chromaTexture;
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cb.SetGlobalTexture(Uniforms._MainTex, source);
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cb.SetRenderTarget(m_MRT, lumaTexture);
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cb.DrawMesh(GraphicsUtils.quad, Matrix4x4.identity, material, 0, (int)Pass.FrameCompression);
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m_Time = Time.time;
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}
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public void MakeRecordRaw(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, RenderTextureFormat format)
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{
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Release();
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lumaTexture = RenderTexture.GetTemporary(width, height, 0, format);
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lumaTexture.filterMode = FilterMode.Point;
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cb.SetGlobalTexture(Uniforms._MainTex, source);
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cb.Blit(source, lumaTexture);
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m_Time = Time.time;
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}
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}
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bool m_UseCompression;
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RenderTextureFormat m_RawTextureFormat;
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Frame[] m_FrameList;
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int m_LastFrameCount;
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public FrameBlendingFilter()
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{
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m_UseCompression = CheckSupportCompression();
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m_RawTextureFormat = GetPreferredRenderTextureFormat();
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m_FrameList = new Frame[4];
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}
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public void Dispose()
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{
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foreach (var frame in m_FrameList)
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frame.Release();
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}
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public void PushFrame(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, Material material)
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{
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// Push only when actual update (do nothing while pausing)
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var frameCount = Time.frameCount;
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if (frameCount == m_LastFrameCount) return;
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// Update the frame record.
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var index = frameCount % m_FrameList.Length;
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if (m_UseCompression)
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m_FrameList[index].MakeRecord(cb, source, width, height, material);
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else
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m_FrameList[index].MakeRecordRaw(cb, source, width, height, m_RawTextureFormat);
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m_LastFrameCount = frameCount;
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}
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public void BlendFrames(CommandBuffer cb, float strength, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material)
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{
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var t = Time.time;
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var f1 = GetFrameRelative(-1);
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var f2 = GetFrameRelative(-2);
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var f3 = GetFrameRelative(-3);
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var f4 = GetFrameRelative(-4);
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cb.SetGlobalTexture(Uniforms._History1LumaTex, f1.lumaTexture);
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cb.SetGlobalTexture(Uniforms._History2LumaTex, f2.lumaTexture);
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cb.SetGlobalTexture(Uniforms._History3LumaTex, f3.lumaTexture);
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cb.SetGlobalTexture(Uniforms._History4LumaTex, f4.lumaTexture);
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cb.SetGlobalTexture(Uniforms._History1ChromaTex, f1.chromaTexture);
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cb.SetGlobalTexture(Uniforms._History2ChromaTex, f2.chromaTexture);
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cb.SetGlobalTexture(Uniforms._History3ChromaTex, f3.chromaTexture);
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cb.SetGlobalTexture(Uniforms._History4ChromaTex, f4.chromaTexture);
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cb.SetGlobalFloat(Uniforms._History1Weight, f1.CalculateWeight(strength, t));
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cb.SetGlobalFloat(Uniforms._History2Weight, f2.CalculateWeight(strength, t));
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cb.SetGlobalFloat(Uniforms._History3Weight, f3.CalculateWeight(strength, t));
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cb.SetGlobalFloat(Uniforms._History4Weight, f4.CalculateWeight(strength, t));
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cb.SetGlobalTexture(Uniforms._MainTex, source);
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cb.Blit(source, destination, material, m_UseCompression ? (int)Pass.FrameBlendingChroma : (int)Pass.FrameBlendingRaw);
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}
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// Check if the platform has the capability of compression.
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static bool CheckSupportCompression()
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{
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return
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SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8) &&
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SystemInfo.supportedRenderTargetCount > 1;
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}
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// Determine which 16-bit render texture format is available.
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static RenderTextureFormat GetPreferredRenderTextureFormat()
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{
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RenderTextureFormat[] formats =
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{
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RenderTextureFormat.RGB565,
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RenderTextureFormat.ARGB1555,
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RenderTextureFormat.ARGB4444
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};
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foreach (var f in formats)
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if (SystemInfo.SupportsRenderTextureFormat(f)) return f;
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return RenderTextureFormat.Default;
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}
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// Retrieve a frame record with relative indexing.
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// Use a negative index to refer to previous frames.
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Frame GetFrameRelative(int offset)
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{
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var index = (Time.frameCount + m_FrameList.Length + offset) % m_FrameList.Length;
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return m_FrameList[index];
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}
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}
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ReconstructionFilter m_ReconstructionFilter;
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public ReconstructionFilter reconstructionFilter
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{
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get
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{
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if (m_ReconstructionFilter == null)
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m_ReconstructionFilter = new ReconstructionFilter();
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return m_ReconstructionFilter;
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}
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}
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FrameBlendingFilter m_FrameBlendingFilter;
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public FrameBlendingFilter frameBlendingFilter
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{
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get
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{
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if (m_FrameBlendingFilter == null)
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m_FrameBlendingFilter = new FrameBlendingFilter();
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return m_FrameBlendingFilter;
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}
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}
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int m_FrameCount = 0;
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public override bool active
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{
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get
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{
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var settings = model.settings;
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return model.enabled
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&& ((settings.shutterAngle > 0f && reconstructionFilter.IsSupported()) || settings.frameBlending > 0f)
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&& SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2 // No movecs on GLES2 platforms
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&& !context.interrupted;
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}
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}
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public override string GetName()
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{
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return "Motion Blur";
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}
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public void ResetHistory()
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{
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if (m_FrameBlendingFilter != null)
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m_FrameBlendingFilter.Dispose();
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m_FrameBlendingFilter = null;
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m_FrameCount = 0;
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}
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public override DepthTextureMode GetCameraFlags()
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{
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return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
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}
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public override CameraEvent GetCameraEvent()
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{
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return CameraEvent.BeforeImageEffects;
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}
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public override void OnEnable()
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{
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m_FrameCount = 0;
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}
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public override void PopulateCommandBuffer(CommandBuffer cb)
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{
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#if UNITY_EDITOR
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// Don't render motion blur preview when the editor is not playing as it can in some
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// cases results in ugly artifacts (i.e. when resizing the game view).
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if (!Application.isPlaying)
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return;
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#endif
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// Skip rendering in the first 2 frames - workaround for a weird repaint issue in editor
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if (m_FrameCount < 2)
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{
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m_FrameCount++;
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return;
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}
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var material = context.materialFactory.Get("Hidden/Post FX/Motion Blur");
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var blitMaterial = context.materialFactory.Get("Hidden/Post FX/Blit");
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var settings = model.settings;
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var fbFormat = context.isHdr
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? RenderTextureFormat.DefaultHDR
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: RenderTextureFormat.Default;
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int tempRT = Uniforms._TempRT;
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cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Point, fbFormat);
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if (settings.shutterAngle > 0f && settings.frameBlending > 0f)
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{
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// Motion blur + frame blending
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reconstructionFilter.ProcessImage(context, cb, ref settings, BuiltinRenderTextureType.CameraTarget, tempRT, material);
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frameBlendingFilter.BlendFrames(cb, settings.frameBlending, tempRT, BuiltinRenderTextureType.CameraTarget, material);
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frameBlendingFilter.PushFrame(cb, tempRT, context.width, context.height, material);
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}
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else if (settings.shutterAngle > 0f)
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{
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// No frame blending
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cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget);
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cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, blitMaterial, 0);
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reconstructionFilter.ProcessImage(context, cb, ref settings, tempRT, BuiltinRenderTextureType.CameraTarget, material);
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}
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else if (settings.frameBlending > 0f)
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{
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// Frame blending only
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cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget);
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cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, blitMaterial, 0);
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frameBlendingFilter.BlendFrames(cb, settings.frameBlending, tempRT, BuiltinRenderTextureType.CameraTarget, material);
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frameBlendingFilter.PushFrame(cb, tempRT, context.width, context.height, material);
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}
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// Cleaning up
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cb.ReleaseTemporaryRT(tempRT);
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}
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public override void OnDisable()
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{
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if (m_FrameBlendingFilter != null)
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m_FrameBlendingFilter.Dispose();
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}
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}
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}
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