173 lines
6.0 KiB
C#
173 lines
6.0 KiB
C#
namespace UnityEngine.PostProcessing
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{
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public sealed class EyeAdaptationComponent : PostProcessingComponentRenderTexture<EyeAdaptationModel>
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{
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private static class Uniforms
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{
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internal static readonly int _Params = Shader.PropertyToID("_Params");
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internal static readonly int _Speed = Shader.PropertyToID("_Speed");
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internal static readonly int _ScaleOffsetRes = Shader.PropertyToID("_ScaleOffsetRes");
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internal static readonly int _ExposureCompensation = Shader.PropertyToID("_ExposureCompensation");
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internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
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internal static readonly int _DebugWidth = Shader.PropertyToID("_DebugWidth");
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}
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private ComputeShader m_EyeCompute;
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private ComputeBuffer m_HistogramBuffer;
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private readonly RenderTexture[] m_AutoExposurePool = new RenderTexture[2];
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private int m_AutoExposurePingPing;
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private RenderTexture m_CurrentAutoExposure;
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private RenderTexture m_DebugHistogram;
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private static uint[] s_EmptyHistogramBuffer;
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private bool m_FirstFrame = true;
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private const int k_HistogramBins = 64;
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private const int k_HistogramThreadX = 16;
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private const int k_HistogramThreadY = 16;
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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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return base.model != null && base.model.enabled && SystemInfo.supportsComputeShaders && !context.interrupted;
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}
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}
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public void ResetHistory()
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{
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m_FirstFrame = true;
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}
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public override void OnEnable()
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{
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m_FirstFrame = true;
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}
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public override void OnDisable()
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{
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RenderTexture[] autoExposurePool = m_AutoExposurePool;
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foreach (RenderTexture obj in autoExposurePool)
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{
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GraphicsUtils.Destroy(obj);
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}
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if (m_HistogramBuffer != null)
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{
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m_HistogramBuffer.Release();
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}
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m_HistogramBuffer = null;
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if (m_DebugHistogram != null)
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{
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m_DebugHistogram.Release();
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}
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m_DebugHistogram = null;
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}
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private Vector4 GetHistogramScaleOffsetRes()
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{
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EyeAdaptationModel.Settings settings = base.model.settings;
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float num = settings.logMax - settings.logMin;
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float num2 = 1f / num;
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float y = (float)(-settings.logMin) * num2;
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return new Vector4(num2, y, Mathf.Floor((float)context.width / 2f), Mathf.Floor((float)context.height / 2f));
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}
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public Texture Prepare(RenderTexture source, Material uberMaterial)
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{
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EyeAdaptationModel.Settings settings = base.model.settings;
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if (m_EyeCompute == null)
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{
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m_EyeCompute = Resources.Load<ComputeShader>("Shaders/EyeHistogram");
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}
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Material material = context.materialFactory.Get("Hidden/Post FX/Eye Adaptation");
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if (m_HistogramBuffer == null)
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{
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m_HistogramBuffer = new ComputeBuffer(64, 4);
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}
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if (s_EmptyHistogramBuffer == null)
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{
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s_EmptyHistogramBuffer = new uint[64];
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}
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Vector4 histogramScaleOffsetRes = GetHistogramScaleOffsetRes();
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RenderTexture renderTexture = context.renderTextureFactory.Get((int)histogramScaleOffsetRes.z, (int)histogramScaleOffsetRes.w, 0, source.format);
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Graphics.Blit(source, renderTexture);
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if (m_AutoExposurePool[0] == null || !m_AutoExposurePool[0].IsCreated())
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{
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m_AutoExposurePool[0] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat);
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}
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if (m_AutoExposurePool[1] == null || !m_AutoExposurePool[1].IsCreated())
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{
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m_AutoExposurePool[1] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat);
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}
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m_HistogramBuffer.SetData(s_EmptyHistogramBuffer);
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int kernelIndex = m_EyeCompute.FindKernel("KEyeHistogram");
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m_EyeCompute.SetBuffer(kernelIndex, "_Histogram", m_HistogramBuffer);
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m_EyeCompute.SetTexture(kernelIndex, "_Source", renderTexture);
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m_EyeCompute.SetVector("_ScaleOffsetRes", histogramScaleOffsetRes);
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m_EyeCompute.Dispatch(kernelIndex, Mathf.CeilToInt((float)renderTexture.width / 16f), Mathf.CeilToInt((float)renderTexture.height / 16f), 1);
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context.renderTextureFactory.Release(renderTexture);
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settings.highPercent = Mathf.Clamp(settings.highPercent, 1.01f, 99f);
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settings.lowPercent = Mathf.Clamp(settings.lowPercent, 1f, settings.highPercent - 0.01f);
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material.SetBuffer("_Histogram", m_HistogramBuffer);
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material.SetVector(Uniforms._Params, new Vector4(settings.lowPercent * 0.01f, settings.highPercent * 0.01f, settings.minLuminance, settings.maxLuminance));
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material.SetVector(Uniforms._Speed, new Vector2(settings.speedDown, settings.speedUp));
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material.SetVector(Uniforms._ScaleOffsetRes, histogramScaleOffsetRes);
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material.SetFloat(Uniforms._ExposureCompensation, settings.exposureCompensation);
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if (m_FirstFrame || !Application.isPlaying)
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{
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m_CurrentAutoExposure = m_AutoExposurePool[0];
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Graphics.Blit(null, m_CurrentAutoExposure, material, 1);
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Graphics.Blit(m_AutoExposurePool[0], m_AutoExposurePool[1]);
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}
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else
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{
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int autoExposurePingPing = m_AutoExposurePingPing;
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RenderTexture source2 = m_AutoExposurePool[++autoExposurePingPing % 2];
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RenderTexture renderTexture2 = m_AutoExposurePool[++autoExposurePingPing % 2];
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Graphics.Blit(source2, renderTexture2, material, (int)settings.adaptationType);
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m_AutoExposurePingPing = ++autoExposurePingPing % 2;
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m_CurrentAutoExposure = renderTexture2;
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}
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uberMaterial.EnableKeyword("EYE_ADAPTATION");
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uberMaterial.SetTexture(Uniforms._AutoExposure, m_CurrentAutoExposure);
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if (context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.EyeAdaptation))
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{
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if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated())
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{
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m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32)
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{
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filterMode = FilterMode.Point,
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wrapMode = TextureWrapMode.Clamp
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};
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}
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material.SetFloat(Uniforms._DebugWidth, m_DebugHistogram.width);
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Graphics.Blit(null, m_DebugHistogram, material, 2);
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}
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m_FirstFrame = false;
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return m_CurrentAutoExposure;
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}
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public void OnGUI()
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{
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if (!(m_DebugHistogram == null) && m_DebugHistogram.IsCreated())
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{
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Rect position = new Rect(context.viewport.x * (float)Screen.width + 8f, 8f, m_DebugHistogram.width, m_DebugHistogram.height);
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GUI.DrawTexture(position, m_DebugHistogram);
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}
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}
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}
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}
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