FiE-Game/Assets/Cinematic Effects/Bloom/Bloom.cs

223 lines
7.1 KiB
C#

using System;
using UnityEngine;
namespace UnityStandardAssets.CinematicEffects
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Cinematic/Bloom")]
#if UNITY_5_4_OR_NEWER
[ImageEffectAllowedInSceneView]
#endif
public class Bloom : MonoBehaviour
{
[Serializable]
public struct Settings
{
[SerializeField]
[Tooltip("Filters out pixels under this level of brightness.")]
public float threshold;
public float thresholdGamma
{
set { threshold = value; }
get { return Mathf.Max(0.0f, threshold); }
}
public float thresholdLinear
{
set { threshold = Mathf.LinearToGammaSpace(value); }
get { return Mathf.GammaToLinearSpace(thresholdGamma); }
}
[SerializeField, Range(1, 7)]
[Tooltip("Changes extent of veiling effects in a screen resolution-independent fashion.")]
public float radius;
[SerializeField]
[Tooltip("Blend factor of the result image.")]
public float intensity;
[SerializeField]
[Tooltip("Controls filter quality and buffer resolution.")]
public bool highQuality;
[SerializeField]
[Tooltip("Reduces flashing noise with an additional filter.")]
public bool antiFlicker;
public static Settings defaultSettings
{
get
{
var settings = new Settings
{
threshold = 0.9f,
radius = 2.0f,
intensity = 0.7f,
highQuality = true,
antiFlicker = false
};
return settings;
}
}
}
#region Public Properties
[SerializeField]
public Settings settings = Settings.defaultSettings;
#endregion
[SerializeField, HideInInspector]
private Shader m_Shader;
public Shader shader
{
get
{
if (m_Shader == null)
{
const string shaderName = "Hidden/Image Effects/Cinematic/Bloom";
m_Shader = Shader.Find(shaderName);
}
return m_Shader;
}
}
private Material m_Material;
public Material material
{
get
{
if (m_Material == null)
m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(shader);
return m_Material;
}
}
#region Private Members
const int kMaxIterations = 16;
RenderTexture[] m_blurBuffer1 = new RenderTexture[kMaxIterations];
RenderTexture[] m_blurBuffer2 = new RenderTexture[kMaxIterations];
private void OnEnable()
{
if (!ImageEffectHelper.IsSupported(shader, true, false, this))
enabled = false;
}
private void OnDisable()
{
if (m_Material != null)
DestroyImmediate(m_Material);
m_Material = null;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
var useRGBM = Application.isMobilePlatform;
var isGamma = QualitySettings.activeColorSpace == ColorSpace.Gamma;
// source texture size
var tw = source.width;
var th = source.height;
// halve the texture size for the low quality mode
if (!settings.highQuality)
{
tw /= 2;
th /= 2;
}
// blur buffer format
var rtFormat = useRGBM ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR;
// determine the iteration count
var logh = Mathf.Log(th, 2) + settings.radius - 8;
var logh_i = (int)logh;
var iterations = Mathf.Clamp(logh_i, 1, kMaxIterations);
// update the shader properties
var threshold = settings.thresholdLinear;
material.SetFloat("_Threshold", threshold);
const float softKneeRatio = 0.5f;
var knee = threshold * softKneeRatio + 1e-5f;
var curve = new Vector3(threshold - knee, knee * 2, 0.25f / knee);
material.SetVector("_Curve", curve);
var pfo = !settings.highQuality && settings.antiFlicker;
material.SetFloat("_PrefilterOffs", pfo ? -0.5f : 0.0f);
material.SetFloat("_SampleScale", 0.5f + logh - logh_i);
material.SetFloat("_Intensity", Mathf.Max(0.0f, settings.intensity));
if (settings.highQuality)
material.EnableKeyword("HIGH_QUALITY");
else
material.DisableKeyword("HIGH_QUALITY");
if (settings.antiFlicker)
material.EnableKeyword("ANTI_FLICKER");
else
material.DisableKeyword("ANTI_FLICKER");
if (isGamma)
{
material.DisableKeyword("LINEAR_COLOR");
material.EnableKeyword("GAMMA_COLOR");
}
else
{
material.EnableKeyword("LINEAR_COLOR");
material.DisableKeyword("GAMMA_COLOR");
}
// prefilter pass
var prefiltered = RenderTexture.GetTemporary(tw, th, 0, rtFormat);
Graphics.Blit(source, prefiltered, material, 0);
// construct a mip pyramid
var last = prefiltered;
for (var level = 0; level < iterations; level++)
{
m_blurBuffer1[level] = RenderTexture.GetTemporary(last.width / 2, last.height / 2, 0, rtFormat);
Graphics.Blit(last, m_blurBuffer1[level], material, (level == 0) ? 1 : 2);
last = m_blurBuffer1[level];
}
// upsample and combine loop
for (var level = iterations - 2; level >= 0; level--)
{
var basetex = m_blurBuffer1[level];
material.SetTexture("_BaseTex", basetex);
m_blurBuffer2[level] = RenderTexture.GetTemporary(basetex.width, basetex.height, 0, rtFormat);
Graphics.Blit(last, m_blurBuffer2[level], material, 3);
last = m_blurBuffer2[level];
}
// finish process
material.SetTexture("_BaseTex", source);
Graphics.Blit(last, destination, material, 4);
// release the temporary buffers
for (var i = 0; i < kMaxIterations; i++)
{
if (m_blurBuffer1[i] != null) RenderTexture.ReleaseTemporary(m_blurBuffer1[i]);
if (m_blurBuffer2[i] != null) RenderTexture.ReleaseTemporary(m_blurBuffer2[i]);
m_blurBuffer1[i] = null;
m_blurBuffer2[i] = null;
}
RenderTexture.ReleaseTemporary(prefiltered);
}
#endregion
}
}