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

274 lines
9.2 KiB
C#

using System;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent(typeof (Camera))]
[AddComponentMenu("Image Effects/Color Adjustments/Tonemapping")]
public class Tonemapping : PostEffectsBase
{
public enum TonemapperType
{
SimpleReinhard,
UserCurve,
Hable,
Photographic,
OptimizedHejiDawson,
AdaptiveReinhard,
AdaptiveReinhardAutoWhite,
};
public enum AdaptiveTexSize
{
Square16 = 16,
Square32 = 32,
Square64 = 64,
Square128 = 128,
Square256 = 256,
Square512 = 512,
Square1024 = 1024,
};
public TonemapperType type = TonemapperType.Photographic;
public AdaptiveTexSize adaptiveTextureSize = AdaptiveTexSize.Square256;
// CURVE parameter
public AnimationCurve remapCurve;
private Texture2D curveTex = null;
// UNCHARTED parameter
public float exposureAdjustment = 1.5f;
// REINHARD parameter
public float middleGrey = 0.4f;
public float white = 2.0f;
public float adaptionSpeed = 1.5f;
// usual & internal stuff
public Shader tonemapper = null;
public bool validRenderTextureFormat = true;
private Material tonemapMaterial = null;
private RenderTexture rt = null;
private RenderTextureFormat rtFormat = RenderTextureFormat.ARGBHalf;
public override bool CheckResources()
{
CheckSupport(false, true);
tonemapMaterial = CheckShaderAndCreateMaterial(tonemapper, tonemapMaterial);
if (!curveTex && type == TonemapperType.UserCurve)
{
curveTex = new Texture2D(256, 1, TextureFormat.ARGB32, false, true);
curveTex.filterMode = FilterMode.Bilinear;
curveTex.wrapMode = TextureWrapMode.Clamp;
curveTex.hideFlags = HideFlags.DontSave;
}
if (!isSupported)
ReportAutoDisable();
return isSupported;
}
public float UpdateCurve()
{
float range = 1.0f;
if (remapCurve.keys.Length < 1)
remapCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(2, 1));
if (remapCurve != null)
{
if (remapCurve.length > 0)
range = remapCurve[remapCurve.length - 1].time;
for (float i = 0.0f; i <= 1.0f; i += 1.0f/255.0f)
{
float c = remapCurve.Evaluate(i*1.0f*range);
curveTex.SetPixel((int) Mathf.Floor(i*255.0f), 0, new Color(c, c, c));
}
curveTex.Apply();
}
return 1.0f/range;
}
private void OnDisable()
{
if (rt)
{
DestroyImmediate(rt);
rt = null;
}
if (tonemapMaterial)
{
DestroyImmediate(tonemapMaterial);
tonemapMaterial = null;
}
if (curveTex)
{
DestroyImmediate(curveTex);
curveTex = null;
}
}
private bool CreateInternalRenderTexture()
{
if (rt)
{
return false;
}
rtFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf;
rt = new RenderTexture(1, 1, 0, rtFormat);
rt.hideFlags = HideFlags.DontSave;
return true;
}
// attribute indicates that the image filter chain will continue in LDR
[ImageEffectTransformsToLDR]
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (CheckResources() == false)
{
Graphics.Blit(source, destination);
return;
}
#if UNITY_EDITOR
validRenderTextureFormat = true;
if (source.format != RenderTextureFormat.ARGBHalf)
{
validRenderTextureFormat = false;
}
#endif
// clamp some values to not go out of a valid range
exposureAdjustment = exposureAdjustment < 0.001f ? 0.001f : exposureAdjustment;
// SimpleReinhard tonemappers (local, non adaptive)
if (type == TonemapperType.UserCurve)
{
float rangeScale = UpdateCurve();
tonemapMaterial.SetFloat("_RangeScale", rangeScale);
tonemapMaterial.SetTexture("_Curve", curveTex);
Graphics.Blit(source, destination, tonemapMaterial, 4);
return;
}
if (type == TonemapperType.SimpleReinhard)
{
tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment);
Graphics.Blit(source, destination, tonemapMaterial, 6);
return;
}
if (type == TonemapperType.Hable)
{
tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment);
Graphics.Blit(source, destination, tonemapMaterial, 5);
return;
}
if (type == TonemapperType.Photographic)
{
tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment);
Graphics.Blit(source, destination, tonemapMaterial, 8);
return;
}
if (type == TonemapperType.OptimizedHejiDawson)
{
tonemapMaterial.SetFloat("_ExposureAdjustment", 0.5f*exposureAdjustment);
Graphics.Blit(source, destination, tonemapMaterial, 7);
return;
}
// still here?
// => adaptive tone mapping:
// builds an average log luminance, tonemaps according to
// middle grey and white values (user controlled)
// AdaptiveReinhardAutoWhite will calculate white value automagically
bool freshlyBrewedInternalRt = CreateInternalRenderTexture(); // this retrieves rtFormat, so should happen before rt allocations
RenderTexture rtSquared = RenderTexture.GetTemporary((int) adaptiveTextureSize, (int) adaptiveTextureSize, 0, rtFormat);
Graphics.Blit(source, rtSquared);
int downsample = (int) Mathf.Log(rtSquared.width*1.0f, 2);
int div = 2;
var rts = new RenderTexture[downsample];
for (int i = 0; i < downsample; i++)
{
rts[i] = RenderTexture.GetTemporary(rtSquared.width/div, rtSquared.width/div, 0, rtFormat);
div *= 2;
}
// downsample pyramid
var lumRt = rts[downsample - 1];
Graphics.Blit(rtSquared, rts[0], tonemapMaterial, 1);
if (type == TonemapperType.AdaptiveReinhardAutoWhite)
{
for (int i = 0; i < downsample - 1; i++)
{
Graphics.Blit(rts[i], rts[i + 1], tonemapMaterial, 9);
lumRt = rts[i + 1];
}
}
else if (type == TonemapperType.AdaptiveReinhard)
{
for (int i = 0; i < downsample - 1; i++)
{
Graphics.Blit(rts[i], rts[i + 1]);
lumRt = rts[i + 1];
}
}
// we have the needed values, let's apply adaptive tonemapping
adaptionSpeed = adaptionSpeed < 0.001f ? 0.001f : adaptionSpeed;
tonemapMaterial.SetFloat("_AdaptionSpeed", adaptionSpeed);
rt.MarkRestoreExpected(); // keeping luminance values between frames, RT restore expected
#if UNITY_EDITOR
if (Application.isPlaying && !freshlyBrewedInternalRt)
Graphics.Blit(lumRt, rt, tonemapMaterial, 2);
else
Graphics.Blit(lumRt, rt, tonemapMaterial, 3);
#else
Graphics.Blit (lumRt, rt, tonemapMaterial, freshlyBrewedInternalRt ? 3 : 2);
#endif
middleGrey = middleGrey < 0.001f ? 0.001f : middleGrey;
tonemapMaterial.SetVector("_HdrParams", new Vector4(middleGrey, middleGrey, middleGrey, white*white));
tonemapMaterial.SetTexture("_SmallTex", rt);
if (type == TonemapperType.AdaptiveReinhard)
{
Graphics.Blit(source, destination, tonemapMaterial, 0);
}
else if (type == TonemapperType.AdaptiveReinhardAutoWhite)
{
Graphics.Blit(source, destination, tonemapMaterial, 10);
}
else
{
Debug.LogError("No valid adaptive tonemapper type found!");
Graphics.Blit(source, destination); // at least we get the TransformToLDR effect
}
// cleanup for adaptive
for (int i = 0; i < downsample; i++)
{
RenderTexture.ReleaseTemporary(rts[i]);
}
RenderTexture.ReleaseTemporary(rtSquared);
}
}
}