FiE-Game/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs
2023-07-25 00:52:50 +05:00

408 lines
19 KiB
C#

using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
[AddComponentMenu ("Image Effects/Camera/Camera Motion Blur") ]
public class CameraMotionBlur : PostEffectsBase
{
// make sure to match this to MAX_RADIUS in shader ('k' in paper)
static float MAX_RADIUS = 10.0f;
public enum MotionBlurFilter {
CameraMotion = 0, // global screen blur based on cam motion
LocalBlur = 1, // cheap blur, no dilation or scattering
Reconstruction = 2, // advanced filter (simulates scattering) as in plausible motion blur paper
ReconstructionDX11 = 3, // advanced filter (simulates scattering) as in plausible motion blur paper
ReconstructionDisc = 4, // advanced filter using scaled poisson disc sampling
}
// settings
public MotionBlurFilter filterType = MotionBlurFilter.Reconstruction;
public bool preview = false; // show how blur would look like in action ...
public Vector3 previewScale = Vector3.one; // ... given this movement vector
// params
public float movementScale = 0.0f;
public float rotationScale = 1.0f;
public float maxVelocity = 8.0f; // maximum velocity in pixels
public float minVelocity = 0.1f; // minimum velocity in pixels
public float velocityScale = 0.375f; // global velocity scale
public float softZDistance = 0.005f; // for z overlap check softness (reconstruction filter only)
public int velocityDownsample = 1; // low resolution velocity buffer? (optimization)
public LayerMask excludeLayers = 0;
private GameObject tmpCam = null;
// resources
public Shader shader;
public Shader dx11MotionBlurShader;
public Shader replacementClear;
private Material motionBlurMaterial = null;
private Material dx11MotionBlurMaterial = null;
public Texture2D noiseTexture = null;
public float jitter = 0.05f;
// (internal) debug
public bool showVelocity = false;
public float showVelocityScale = 1.0f;
// camera transforms
private Matrix4x4 currentViewProjMat;
private Matrix4x4[] currentStereoViewProjMat;
private Matrix4x4 prevViewProjMat;
private Matrix4x4[] prevStereoViewProjMat;
private int prevFrameCount;
private bool wasActive;
// shortcuts to calculate global blur direction when using 'CameraMotion'
private Vector3 prevFrameForward = Vector3.forward;
private Vector3 prevFrameUp = Vector3.up;
private Vector3 prevFramePos = Vector3.zero;
private Camera _camera;
private void CalculateViewProjection () {
Matrix4x4 viewMat = _camera.worldToCameraMatrix;
Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true);
currentViewProjMat = projMat * viewMat;
if(_camera.stereoEnabled)
{
for (int eye = 0; eye < 2; ++eye)
{
Matrix4x4 stereoViewMat = _camera.GetStereoViewMatrix(eye == 0 ? Camera.StereoscopicEye.Left : Camera.StereoscopicEye.Right);
Matrix4x4 stereoProjMat = _camera.GetStereoProjectionMatrix(eye == 0 ? Camera.StereoscopicEye.Left : Camera.StereoscopicEye.Right);
stereoProjMat = GL.GetGPUProjectionMatrix(stereoProjMat, true);
currentStereoViewProjMat[eye] = stereoProjMat * stereoViewMat;
}
}
}
new void Start () {
CheckResources ();
if (_camera == null)
_camera = GetComponent<Camera>();
wasActive = gameObject.activeInHierarchy;
currentStereoViewProjMat = new Matrix4x4[2];
prevStereoViewProjMat = new Matrix4x4[2];
CalculateViewProjection ();
Remember ();
wasActive = false; // hack to fake position/rotation update and prevent bad blurs
}
void OnEnable () {
if (_camera == null)
_camera = GetComponent<Camera>();
_camera.depthTextureMode |= DepthTextureMode.Depth;
}
void OnDisable () {
if (null != motionBlurMaterial) {
DestroyImmediate (motionBlurMaterial);
motionBlurMaterial = null;
}
if (null != dx11MotionBlurMaterial) {
DestroyImmediate (dx11MotionBlurMaterial);
dx11MotionBlurMaterial = null;
}
if (null != tmpCam) {
DestroyImmediate (tmpCam);
tmpCam = null;
}
}
public override bool CheckResources () {
CheckSupport (true, true); // depth & hdr needed
motionBlurMaterial = CheckShaderAndCreateMaterial (shader, motionBlurMaterial);
if (supportDX11 && filterType == MotionBlurFilter.ReconstructionDX11) {
dx11MotionBlurMaterial = CheckShaderAndCreateMaterial (dx11MotionBlurShader, dx11MotionBlurMaterial);
}
if (!isSupported)
ReportAutoDisable ();
return isSupported;
}
void OnRenderImage (RenderTexture source, RenderTexture destination) {
if (false == CheckResources ()) {
Graphics.Blit (source, destination);
return;
}
if (filterType == MotionBlurFilter.CameraMotion)
StartFrame ();
// use if possible new RG format ... fallback to half otherwise
var rtFormat= SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf;
// get temp textures
RenderTexture velBuffer = RenderTexture.GetTemporary (divRoundUp (source.width, velocityDownsample), divRoundUp (source.height, velocityDownsample), 0, rtFormat);
int tileWidth = 1;
int tileHeight = 1;
maxVelocity = Mathf.Max (2.0f, maxVelocity);
float _maxVelocity = maxVelocity; // calculate 'k'
// note: 's' is hardcoded in shaders except for DX11 path
// auto DX11 fallback!
bool fallbackFromDX11 = filterType == MotionBlurFilter.ReconstructionDX11 && dx11MotionBlurMaterial == null;
if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11 || filterType == MotionBlurFilter.ReconstructionDisc) {
maxVelocity = Mathf.Min (maxVelocity, MAX_RADIUS);
tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity);
tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity);
_maxVelocity = velBuffer.width/tileWidth;
}
else {
tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity);
tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity);
_maxVelocity = velBuffer.width/tileWidth;
}
RenderTexture tileMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat);
RenderTexture neighbourMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat);
velBuffer.filterMode = FilterMode.Point;
tileMax.filterMode = FilterMode.Point;
neighbourMax.filterMode = FilterMode.Point;
if (noiseTexture) noiseTexture.filterMode = FilterMode.Point;
source.wrapMode = TextureWrapMode.Clamp;
velBuffer.wrapMode = TextureWrapMode.Clamp;
neighbourMax.wrapMode = TextureWrapMode.Clamp;
tileMax.wrapMode = TextureWrapMode.Clamp;
// calc correct viewprj matrix
CalculateViewProjection ();
// just started up?
if (gameObject.activeInHierarchy && !wasActive) {
Remember ();
}
wasActive = gameObject.activeInHierarchy;
// matrices
Matrix4x4 invViewPrj = Matrix4x4.Inverse (currentViewProjMat);
motionBlurMaterial.SetMatrix ("_InvViewProj", invViewPrj);
motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat);
motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj);
if(_camera.stereoEnabled)
{
Matrix4x4[] invStereoViewPrj = new Matrix4x4[2];
invStereoViewPrj[0] = Matrix4x4.Inverse(currentStereoViewProjMat[0]);
invStereoViewPrj[1] = Matrix4x4.Inverse(currentStereoViewProjMat[1]);
Matrix4x4 combined = prevStereoViewProjMat[0] * invStereoViewPrj[0];
motionBlurMaterial.SetMatrix("_StereoToPrevViewProjCombined0", combined);
motionBlurMaterial.SetMatrix("_StereoToPrevViewProjCombined1", prevStereoViewProjMat[1] * invStereoViewPrj[1]);
}
motionBlurMaterial.SetFloat ("_MaxVelocity", _maxVelocity);
motionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity);
motionBlurMaterial.SetFloat ("_MinVelocity", minVelocity);
motionBlurMaterial.SetFloat ("_VelocityScale", velocityScale);
motionBlurMaterial.SetFloat ("_Jitter", jitter);
// texture samplers
motionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture);
motionBlurMaterial.SetTexture ("_VelTex", velBuffer);
motionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax);
motionBlurMaterial.SetTexture ("_TileTexDebug", tileMax);
if (preview) {
// generate an artificial 'previous' matrix to simulate blur look
Matrix4x4 viewMat = _camera.worldToCameraMatrix;
Matrix4x4 offset = Matrix4x4.identity;
offset.SetTRS(previewScale * 0.3333f, Quaternion.identity, Vector3.one); // using only translation
Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true);
prevViewProjMat = projMat * offset * viewMat;
motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat);
motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj);
}
if (filterType == MotionBlurFilter.CameraMotion)
{
// build blur vector to be used in shader to create a global blur direction
Vector4 blurVector = Vector4.zero;
float lookUpDown = Vector3.Dot (transform.up, Vector3.up);
Vector3 distanceVector = prevFramePos-transform.position;
float distMag = distanceVector.magnitude;
float farHeur = 1.0f;
// pitch (vertical)
farHeur = (Vector3.Angle (transform.up, prevFrameUp) / _camera.fieldOfView) * (source.width * 0.75f);
blurVector.x = rotationScale * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.up, prevFrameUp)));
// yaw #1 (horizontal, faded by pitch)
farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f);
blurVector.y = rotationScale * lookUpDown * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward)));
// yaw #2 (when looking down, faded by 1-pitch)
farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f);
blurVector.z = rotationScale * (1.0f- lookUpDown) * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward)));
if (distMag > Mathf.Epsilon && movementScale > Mathf.Epsilon) {
// forward (probably most important)
blurVector.w = movementScale * (Vector3.Dot (transform.forward, distanceVector) ) * (source.width * 0.5f);
// jump (maybe scale down further)
blurVector.x += movementScale * (Vector3.Dot (transform.up, distanceVector) ) * (source.width * 0.5f);
// strafe (maybe scale down further)
blurVector.y += movementScale * (Vector3.Dot (transform.right, distanceVector) ) * (source.width * 0.5f);
}
if (preview) // crude approximation
motionBlurMaterial.SetVector ("_BlurDirectionPacked", new Vector4 (previewScale.y, previewScale.x, 0.0f, previewScale.z) * 0.5f * _camera.fieldOfView);
else
motionBlurMaterial.SetVector ("_BlurDirectionPacked", blurVector);
}
else {
// generate velocity buffer
Graphics.Blit (source, velBuffer, motionBlurMaterial, 0);
// patch up velocity buffer:
// exclude certain layers (e.g. skinned objects as we cant really support that atm)
Camera cam = null;
if (excludeLayers.value != 0)// || dynamicLayers.value)
cam = GetTmpCam ();
if (cam && excludeLayers.value != 0 && replacementClear && replacementClear.isSupported) {
cam.targetTexture = velBuffer;
cam.cullingMask = excludeLayers;
cam.RenderWithShader (replacementClear, "");
}
}
if (!preview && Time.frameCount != prevFrameCount) {
// remember current transformation data for next frame
prevFrameCount = Time.frameCount;
Remember ();
}
source.filterMode = FilterMode.Bilinear;
// debug vel buffer:
if (showVelocity) {
// generate tile max and neighbour max
//Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2);
//Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3);
motionBlurMaterial.SetFloat ("_DisplayVelocityScale", showVelocityScale);
Graphics.Blit (velBuffer, destination, motionBlurMaterial, 1);
}
else {
if (filterType == MotionBlurFilter.ReconstructionDX11 && !fallbackFromDX11) {
// need to reset some parameters for dx11 shader
dx11MotionBlurMaterial.SetFloat ("_MinVelocity", minVelocity);
dx11MotionBlurMaterial.SetFloat ("_VelocityScale", velocityScale);
dx11MotionBlurMaterial.SetFloat ("_Jitter", jitter);
// texture samplers
dx11MotionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture);
dx11MotionBlurMaterial.SetTexture ("_VelTex", velBuffer);
dx11MotionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax);
dx11MotionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) );
dx11MotionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity);
// generate tile max and neighbour max
Graphics.Blit (velBuffer, tileMax, dx11MotionBlurMaterial, 0);
Graphics.Blit (tileMax, neighbourMax, dx11MotionBlurMaterial, 1);
// final blur
Graphics.Blit (source, destination, dx11MotionBlurMaterial, 2);
}
else if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11) {
// 'reconstructing' properly integrated color
motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) );
// generate tile max and neighbour max
Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2);
Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3);
// final blur
Graphics.Blit (source, destination, motionBlurMaterial, 4);
}
else if (filterType == MotionBlurFilter.CameraMotion) {
// orange box style motion blur
Graphics.Blit (source, destination, motionBlurMaterial, 6);
}
else if (filterType == MotionBlurFilter.ReconstructionDisc) {
// dof style motion blur defocuing and ellipse around the princical blur direction
// 'reconstructing' properly integrated color
motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) );
// generate tile max and neighbour max
Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2);
Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3);
Graphics.Blit (source, destination, motionBlurMaterial, 7);
}
else {
// simple & fast blur (low quality): just blurring along velocity
Graphics.Blit (source, destination, motionBlurMaterial, 5);
}
}
// cleanup
RenderTexture.ReleaseTemporary (velBuffer);
RenderTexture.ReleaseTemporary (tileMax);
RenderTexture.ReleaseTemporary (neighbourMax);
}
void Remember () {
prevViewProjMat = currentViewProjMat;
prevFrameForward = transform.forward;
prevFrameUp = transform.up;
prevFramePos = transform.position;
prevStereoViewProjMat[0] = currentStereoViewProjMat[0];
prevStereoViewProjMat[1] = currentStereoViewProjMat[1];
}
Camera GetTmpCam () {
if (tmpCam == null) {
string name = "_" + _camera.name + "_MotionBlurTmpCam";
GameObject go = GameObject.Find (name);
if (null == go) // couldn't find, recreate
tmpCam = new GameObject (name, typeof (Camera));
else
tmpCam = go;
}
tmpCam.hideFlags = HideFlags.DontSave;
tmpCam.transform.position = _camera.transform.position;
tmpCam.transform.rotation = _camera.transform.rotation;
tmpCam.transform.localScale = _camera.transform.localScale;
tmpCam.GetComponent<Camera>().CopyFrom(_camera);
tmpCam.GetComponent<Camera>().enabled = false;
tmpCam.GetComponent<Camera>().depthTextureMode = DepthTextureMode.None;
tmpCam.GetComponent<Camera>().clearFlags = CameraClearFlags.Nothing;
return tmpCam.GetComponent<Camera>();
}
void StartFrame () {
// take only x% of positional changes into account (camera motion)
// TODO: possibly do the same for rotational part
prevFramePos = Vector3.Slerp(prevFramePos, transform.position, 0.75f);
}
static int divRoundUp (int x, int d)
{
return (x + d - 1) / d;
}
}
}