Files
2026-02-21 16:45:37 +08:00

355 lines
11 KiB
C#

using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Camera/Camera Motion Blur")]
public class CameraMotionBlur : PostEffectsBase
{
public enum MotionBlurFilter
{
CameraMotion = 0,
LocalBlur = 1,
Reconstruction = 2,
ReconstructionDX11 = 3,
ReconstructionDisc = 4
}
private static float MAX_RADIUS = 10f;
public MotionBlurFilter filterType = MotionBlurFilter.Reconstruction;
public bool preview;
public Vector3 previewScale = Vector3.one;
public float movementScale;
public float rotationScale = 1f;
public float maxVelocity = 8f;
public float minVelocity = 0.1f;
public float velocityScale = 0.375f;
public float softZDistance = 0.005f;
public int velocityDownsample = 1;
public LayerMask excludeLayers = 0;
private GameObject tmpCam;
public Shader shader;
public Shader dx11MotionBlurShader;
public Shader replacementClear;
private Material motionBlurMaterial;
private Material dx11MotionBlurMaterial;
public Texture2D noiseTexture;
public float jitter = 0.05f;
public bool showVelocity;
public float showVelocityScale = 1f;
private Matrix4x4 currentViewProjMat;
private Matrix4x4 prevViewProjMat;
private int prevFrameCount;
private bool wasActive;
private Vector3 prevFrameForward = Vector3.forward;
private Vector3 prevFrameUp = Vector3.up;
private Vector3 prevFramePos = Vector3.zero;
private Camera _camera;
private void CalculateViewProjection()
{
Matrix4x4 worldToCameraMatrix = _camera.worldToCameraMatrix;
Matrix4x4 gPUProjectionMatrix = GL.GetGPUProjectionMatrix(_camera.projectionMatrix, true);
currentViewProjMat = gPUProjectionMatrix * worldToCameraMatrix;
}
private new void Start()
{
CheckResources();
if (_camera == null)
{
_camera = GetComponent<Camera>();
}
wasActive = base.gameObject.activeInHierarchy;
CalculateViewProjection();
Remember();
wasActive = false;
}
private void OnEnable()
{
if (_camera == null)
{
_camera = GetComponent<Camera>();
}
_camera.depthTextureMode |= DepthTextureMode.Depth;
}
private void OnDisable()
{
if (null != motionBlurMaterial)
{
Object.DestroyImmediate(motionBlurMaterial);
motionBlurMaterial = null;
}
if (null != dx11MotionBlurMaterial)
{
Object.DestroyImmediate(dx11MotionBlurMaterial);
dx11MotionBlurMaterial = null;
}
if (null != tmpCam)
{
Object.DestroyImmediate(tmpCam);
tmpCam = null;
}
}
public override bool CheckResources()
{
CheckSupport(true, true);
motionBlurMaterial = CheckShaderAndCreateMaterial(shader, motionBlurMaterial);
if (supportDX11 && filterType == MotionBlurFilter.ReconstructionDX11)
{
dx11MotionBlurMaterial = CheckShaderAndCreateMaterial(dx11MotionBlurShader, dx11MotionBlurMaterial);
}
if (!isSupported)
{
ReportAutoDisable();
}
return isSupported;
}
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!CheckResources())
{
Graphics.Blit(source, destination);
return;
}
if (filterType == MotionBlurFilter.CameraMotion)
{
StartFrame();
}
RenderTextureFormat format = ((!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGHalf)) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.RGHalf);
RenderTexture temporary = RenderTexture.GetTemporary(divRoundUp(source.width, velocityDownsample), divRoundUp(source.height, velocityDownsample), 0, format);
int num = 1;
int num2 = 1;
maxVelocity = Mathf.Max(2f, maxVelocity);
float num3 = maxVelocity;
bool flag = filterType == MotionBlurFilter.ReconstructionDX11 && dx11MotionBlurMaterial == null;
if (filterType == MotionBlurFilter.Reconstruction || flag || filterType == MotionBlurFilter.ReconstructionDisc)
{
maxVelocity = Mathf.Min(maxVelocity, MAX_RADIUS);
num = divRoundUp(temporary.width, (int)maxVelocity);
num2 = divRoundUp(temporary.height, (int)maxVelocity);
num3 = temporary.width / num;
}
else
{
num = divRoundUp(temporary.width, (int)maxVelocity);
num2 = divRoundUp(temporary.height, (int)maxVelocity);
num3 = temporary.width / num;
}
RenderTexture temporary2 = RenderTexture.GetTemporary(num, num2, 0, format);
RenderTexture temporary3 = RenderTexture.GetTemporary(num, num2, 0, format);
temporary.filterMode = FilterMode.Point;
temporary2.filterMode = FilterMode.Point;
temporary3.filterMode = FilterMode.Point;
if ((bool)noiseTexture)
{
noiseTexture.filterMode = FilterMode.Point;
}
source.wrapMode = TextureWrapMode.Clamp;
temporary.wrapMode = TextureWrapMode.Clamp;
temporary3.wrapMode = TextureWrapMode.Clamp;
temporary2.wrapMode = TextureWrapMode.Clamp;
CalculateViewProjection();
if (base.gameObject.activeInHierarchy && !wasActive)
{
Remember();
}
wasActive = base.gameObject.activeInHierarchy;
Matrix4x4 matrix4x = Matrix4x4.Inverse(currentViewProjMat);
motionBlurMaterial.SetMatrix("_InvViewProj", matrix4x);
motionBlurMaterial.SetMatrix("_PrevViewProj", prevViewProjMat);
motionBlurMaterial.SetMatrix("_ToPrevViewProjCombined", prevViewProjMat * matrix4x);
motionBlurMaterial.SetFloat("_MaxVelocity", num3);
motionBlurMaterial.SetFloat("_MaxRadiusOrKInPaper", num3);
motionBlurMaterial.SetFloat("_MinVelocity", minVelocity);
motionBlurMaterial.SetFloat("_VelocityScale", velocityScale);
motionBlurMaterial.SetFloat("_Jitter", jitter);
motionBlurMaterial.SetTexture("_NoiseTex", noiseTexture);
motionBlurMaterial.SetTexture("_VelTex", temporary);
motionBlurMaterial.SetTexture("_NeighbourMaxTex", temporary3);
motionBlurMaterial.SetTexture("_TileTexDebug", temporary2);
if (preview)
{
Matrix4x4 worldToCameraMatrix = _camera.worldToCameraMatrix;
Matrix4x4 identity = Matrix4x4.identity;
identity.SetTRS(previewScale * 0.3333f, Quaternion.identity, Vector3.one);
Matrix4x4 gPUProjectionMatrix = GL.GetGPUProjectionMatrix(_camera.projectionMatrix, true);
prevViewProjMat = gPUProjectionMatrix * identity * worldToCameraMatrix;
motionBlurMaterial.SetMatrix("_PrevViewProj", prevViewProjMat);
motionBlurMaterial.SetMatrix("_ToPrevViewProjCombined", prevViewProjMat * matrix4x);
}
if (filterType == MotionBlurFilter.CameraMotion)
{
Vector4 zero = Vector4.zero;
float num4 = Vector3.Dot(base.transform.up, Vector3.up);
Vector3 rhs = prevFramePos - base.transform.position;
float magnitude = rhs.magnitude;
float num5 = 1f;
num5 = Vector3.Angle(base.transform.up, prevFrameUp) / _camera.fieldOfView * ((float)source.width * 0.75f);
zero.x = rotationScale * num5;
num5 = Vector3.Angle(base.transform.forward, prevFrameForward) / _camera.fieldOfView * ((float)source.width * 0.75f);
zero.y = rotationScale * num4 * num5;
num5 = Vector3.Angle(base.transform.forward, prevFrameForward) / _camera.fieldOfView * ((float)source.width * 0.75f);
zero.z = rotationScale * (1f - num4) * num5;
if (magnitude > Mathf.Epsilon && movementScale > Mathf.Epsilon)
{
zero.w = movementScale * Vector3.Dot(base.transform.forward, rhs) * ((float)source.width * 0.5f);
zero.x += movementScale * Vector3.Dot(base.transform.up, rhs) * ((float)source.width * 0.5f);
zero.y += movementScale * Vector3.Dot(base.transform.right, rhs) * ((float)source.width * 0.5f);
}
if (preview)
{
motionBlurMaterial.SetVector("_BlurDirectionPacked", new Vector4(previewScale.y, previewScale.x, 0f, previewScale.z) * 0.5f * _camera.fieldOfView);
}
else
{
motionBlurMaterial.SetVector("_BlurDirectionPacked", zero);
}
}
else
{
Graphics.Blit(source, temporary, motionBlurMaterial, 0);
Camera camera = null;
if (excludeLayers.value != 0)
{
camera = GetTmpCam();
}
if ((bool)camera && excludeLayers.value != 0 && (bool)replacementClear && replacementClear.isSupported)
{
camera.targetTexture = temporary;
camera.cullingMask = excludeLayers;
camera.RenderWithShader(replacementClear, string.Empty);
}
}
if (!preview && Time.frameCount != prevFrameCount)
{
prevFrameCount = Time.frameCount;
Remember();
}
source.filterMode = FilterMode.Bilinear;
if (showVelocity)
{
motionBlurMaterial.SetFloat("_DisplayVelocityScale", showVelocityScale);
Graphics.Blit(temporary, destination, motionBlurMaterial, 1);
}
else if (filterType == MotionBlurFilter.ReconstructionDX11 && !flag)
{
dx11MotionBlurMaterial.SetFloat("_MinVelocity", minVelocity);
dx11MotionBlurMaterial.SetFloat("_VelocityScale", velocityScale);
dx11MotionBlurMaterial.SetFloat("_Jitter", jitter);
dx11MotionBlurMaterial.SetTexture("_NoiseTex", noiseTexture);
dx11MotionBlurMaterial.SetTexture("_VelTex", temporary);
dx11MotionBlurMaterial.SetTexture("_NeighbourMaxTex", temporary3);
dx11MotionBlurMaterial.SetFloat("_SoftZDistance", Mathf.Max(0.00025f, softZDistance));
dx11MotionBlurMaterial.SetFloat("_MaxRadiusOrKInPaper", num3);
Graphics.Blit(temporary, temporary2, dx11MotionBlurMaterial, 0);
Graphics.Blit(temporary2, temporary3, dx11MotionBlurMaterial, 1);
Graphics.Blit(source, destination, dx11MotionBlurMaterial, 2);
}
else if (filterType == MotionBlurFilter.Reconstruction || flag)
{
motionBlurMaterial.SetFloat("_SoftZDistance", Mathf.Max(0.00025f, softZDistance));
Graphics.Blit(temporary, temporary2, motionBlurMaterial, 2);
Graphics.Blit(temporary2, temporary3, motionBlurMaterial, 3);
Graphics.Blit(source, destination, motionBlurMaterial, 4);
}
else if (filterType == MotionBlurFilter.CameraMotion)
{
Graphics.Blit(source, destination, motionBlurMaterial, 6);
}
else if (filterType == MotionBlurFilter.ReconstructionDisc)
{
motionBlurMaterial.SetFloat("_SoftZDistance", Mathf.Max(0.00025f, softZDistance));
Graphics.Blit(temporary, temporary2, motionBlurMaterial, 2);
Graphics.Blit(temporary2, temporary3, motionBlurMaterial, 3);
Graphics.Blit(source, destination, motionBlurMaterial, 7);
}
else
{
Graphics.Blit(source, destination, motionBlurMaterial, 5);
}
RenderTexture.ReleaseTemporary(temporary);
RenderTexture.ReleaseTemporary(temporary2);
RenderTexture.ReleaseTemporary(temporary3);
}
private void Remember()
{
prevViewProjMat = currentViewProjMat;
prevFrameForward = base.transform.forward;
prevFrameUp = base.transform.up;
prevFramePos = base.transform.position;
}
private Camera GetTmpCam()
{
if (tmpCam == null)
{
string text = "_" + _camera.name + "_MotionBlurTmpCam";
GameObject gameObject = GameObject.Find(text);
if (null == gameObject)
{
tmpCam = new GameObject(text, typeof(Camera));
}
else
{
tmpCam = gameObject;
}
}
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>();
}
private void StartFrame()
{
prevFramePos = Vector3.Slerp(prevFramePos, base.transform.position, 0.75f);
}
private static int divRoundUp(int x, int d)
{
return (x + d - 1) / d;
}
}
}