Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/UnityEngine/PostProcessing/MotionBlurComponent.cs
2026-02-21 16:45:37 +08:00

421 lines
15 KiB
C#

using UnityEngine.Rendering;
namespace UnityEngine.PostProcessing
{
public sealed class MotionBlurComponent : PostProcessingComponentCommandBuffer<MotionBlurModel>
{
private static class Uniforms
{
internal static readonly int _VelocityScale = Shader.PropertyToID("_VelocityScale");
internal static readonly int _MaxBlurRadius = Shader.PropertyToID("_MaxBlurRadius");
internal static readonly int _RcpMaxBlurRadius = Shader.PropertyToID("_RcpMaxBlurRadius");
internal static readonly int _VelocityTex = Shader.PropertyToID("_VelocityTex");
internal static readonly int _MainTex = Shader.PropertyToID("_MainTex");
internal static readonly int _Tile2RT = Shader.PropertyToID("_Tile2RT");
internal static readonly int _Tile4RT = Shader.PropertyToID("_Tile4RT");
internal static readonly int _Tile8RT = Shader.PropertyToID("_Tile8RT");
internal static readonly int _TileMaxOffs = Shader.PropertyToID("_TileMaxOffs");
internal static readonly int _TileMaxLoop = Shader.PropertyToID("_TileMaxLoop");
internal static readonly int _TileVRT = Shader.PropertyToID("_TileVRT");
internal static readonly int _NeighborMaxTex = Shader.PropertyToID("_NeighborMaxTex");
internal static readonly int _LoopCount = Shader.PropertyToID("_LoopCount");
internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
internal static readonly int _History1LumaTex = Shader.PropertyToID("_History1LumaTex");
internal static readonly int _History2LumaTex = Shader.PropertyToID("_History2LumaTex");
internal static readonly int _History3LumaTex = Shader.PropertyToID("_History3LumaTex");
internal static readonly int _History4LumaTex = Shader.PropertyToID("_History4LumaTex");
internal static readonly int _History1ChromaTex = Shader.PropertyToID("_History1ChromaTex");
internal static readonly int _History2ChromaTex = Shader.PropertyToID("_History2ChromaTex");
internal static readonly int _History3ChromaTex = Shader.PropertyToID("_History3ChromaTex");
internal static readonly int _History4ChromaTex = Shader.PropertyToID("_History4ChromaTex");
internal static readonly int _History1Weight = Shader.PropertyToID("_History1Weight");
internal static readonly int _History2Weight = Shader.PropertyToID("_History2Weight");
internal static readonly int _History3Weight = Shader.PropertyToID("_History3Weight");
internal static readonly int _History4Weight = Shader.PropertyToID("_History4Weight");
}
private enum Pass
{
VelocitySetup = 0,
TileMax1 = 1,
TileMax2 = 2,
TileMaxV = 3,
NeighborMax = 4,
Reconstruction = 5,
FrameCompression = 6,
FrameBlendingChroma = 7,
FrameBlendingRaw = 8
}
public class ReconstructionFilter
{
private RenderTextureFormat m_VectorRTFormat = RenderTextureFormat.RGHalf;
private RenderTextureFormat m_PackedRTFormat = RenderTextureFormat.ARGB2101010;
public ReconstructionFilter()
{
CheckTextureFormatSupport();
}
private void CheckTextureFormatSupport()
{
if (!SystemInfo.SupportsRenderTextureFormat(m_PackedRTFormat))
{
m_PackedRTFormat = RenderTextureFormat.ARGB32;
}
}
public bool IsSupported()
{
return SystemInfo.supportsMotionVectors;
}
public void ProcessImage(PostProcessingContext context, CommandBuffer cb, ref MotionBlurModel.Settings settings, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material)
{
int num = (int)(5f * (float)context.height / 100f);
int num2 = ((num - 1) / 8 + 1) * 8;
float value = settings.shutterAngle / 360f;
cb.SetGlobalFloat(Uniforms._VelocityScale, value);
cb.SetGlobalFloat(Uniforms._MaxBlurRadius, num);
cb.SetGlobalFloat(Uniforms._RcpMaxBlurRadius, 1f / (float)num);
int velocityTex = Uniforms._VelocityTex;
cb.GetTemporaryRT(velocityTex, context.width, context.height, 0, FilterMode.Point, m_PackedRTFormat, RenderTextureReadWrite.Linear);
cb.Blit(null, velocityTex, material, 0);
int tile2RT = Uniforms._Tile2RT;
cb.GetTemporaryRT(tile2RT, context.width / 2, context.height / 2, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
cb.SetGlobalTexture(Uniforms._MainTex, velocityTex);
cb.Blit(velocityTex, tile2RT, material, 1);
int tile4RT = Uniforms._Tile4RT;
cb.GetTemporaryRT(tile4RT, context.width / 4, context.height / 4, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
cb.SetGlobalTexture(Uniforms._MainTex, tile2RT);
cb.Blit(tile2RT, tile4RT, material, 2);
cb.ReleaseTemporaryRT(tile2RT);
int tile8RT = Uniforms._Tile8RT;
cb.GetTemporaryRT(tile8RT, context.width / 8, context.height / 8, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
cb.SetGlobalTexture(Uniforms._MainTex, tile4RT);
cb.Blit(tile4RT, tile8RT, material, 2);
cb.ReleaseTemporaryRT(tile4RT);
Vector2 vector = Vector2.one * ((float)num2 / 8f - 1f) * -0.5f;
cb.SetGlobalVector(Uniforms._TileMaxOffs, vector);
cb.SetGlobalFloat(Uniforms._TileMaxLoop, (int)((float)num2 / 8f));
int tileVRT = Uniforms._TileVRT;
cb.GetTemporaryRT(tileVRT, context.width / num2, context.height / num2, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
cb.SetGlobalTexture(Uniforms._MainTex, tile8RT);
cb.Blit(tile8RT, tileVRT, material, 3);
cb.ReleaseTemporaryRT(tile8RT);
int neighborMaxTex = Uniforms._NeighborMaxTex;
int width = context.width / num2;
int height = context.height / num2;
cb.GetTemporaryRT(neighborMaxTex, width, height, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear);
cb.SetGlobalTexture(Uniforms._MainTex, tileVRT);
cb.Blit(tileVRT, neighborMaxTex, material, 4);
cb.ReleaseTemporaryRT(tileVRT);
cb.SetGlobalFloat(Uniforms._LoopCount, Mathf.Clamp(settings.sampleCount / 2, 1, 64));
cb.SetGlobalTexture(Uniforms._MainTex, source);
cb.Blit(source, destination, material, 5);
cb.ReleaseTemporaryRT(velocityTex);
cb.ReleaseTemporaryRT(neighborMaxTex);
}
}
public class FrameBlendingFilter
{
private struct Frame
{
public RenderTexture lumaTexture;
public RenderTexture chromaTexture;
private float m_Time;
private RenderTargetIdentifier[] m_MRT;
public float CalculateWeight(float strength, float currentTime)
{
if (Mathf.Approximately(m_Time, 0f))
{
return 0f;
}
float num = Mathf.Lerp(80f, 16f, strength);
return Mathf.Exp((m_Time - currentTime) * num);
}
public void Release()
{
if (lumaTexture != null)
{
RenderTexture.ReleaseTemporary(lumaTexture);
}
if (chromaTexture != null)
{
RenderTexture.ReleaseTemporary(chromaTexture);
}
lumaTexture = null;
chromaTexture = null;
}
public void MakeRecord(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, Material material)
{
Release();
lumaTexture = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear);
chromaTexture = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear);
lumaTexture.filterMode = FilterMode.Point;
chromaTexture.filterMode = FilterMode.Point;
if (m_MRT == null)
{
m_MRT = new RenderTargetIdentifier[2];
}
m_MRT[0] = lumaTexture;
m_MRT[1] = chromaTexture;
cb.SetGlobalTexture(Uniforms._MainTex, source);
cb.SetRenderTarget(m_MRT, lumaTexture);
cb.DrawMesh(GraphicsUtils.quad, Matrix4x4.identity, material, 0, 6);
m_Time = Time.time;
}
public void MakeRecordRaw(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, RenderTextureFormat format)
{
Release();
lumaTexture = RenderTexture.GetTemporary(width, height, 0, format);
lumaTexture.filterMode = FilterMode.Point;
cb.SetGlobalTexture(Uniforms._MainTex, source);
cb.Blit(source, lumaTexture);
m_Time = Time.time;
}
}
private bool m_UseCompression;
private RenderTextureFormat m_RawTextureFormat;
private Frame[] m_FrameList;
private int m_LastFrameCount;
public FrameBlendingFilter()
{
m_UseCompression = CheckSupportCompression();
m_RawTextureFormat = GetPreferredRenderTextureFormat();
m_FrameList = new Frame[4];
}
public void Dispose()
{
Frame[] frameList = m_FrameList;
foreach (Frame frame in frameList)
{
frame.Release();
}
}
public void PushFrame(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, Material material)
{
int frameCount = Time.frameCount;
if (frameCount != m_LastFrameCount)
{
int num = frameCount % m_FrameList.Length;
if (m_UseCompression)
{
m_FrameList[num].MakeRecord(cb, source, width, height, material);
}
else
{
m_FrameList[num].MakeRecordRaw(cb, source, width, height, m_RawTextureFormat);
}
m_LastFrameCount = frameCount;
}
}
public void BlendFrames(CommandBuffer cb, float strength, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material)
{
float time = Time.time;
Frame frameRelative = GetFrameRelative(-1);
Frame frameRelative2 = GetFrameRelative(-2);
Frame frameRelative3 = GetFrameRelative(-3);
Frame frameRelative4 = GetFrameRelative(-4);
cb.SetGlobalTexture(Uniforms._History1LumaTex, frameRelative.lumaTexture);
cb.SetGlobalTexture(Uniforms._History2LumaTex, frameRelative2.lumaTexture);
cb.SetGlobalTexture(Uniforms._History3LumaTex, frameRelative3.lumaTexture);
cb.SetGlobalTexture(Uniforms._History4LumaTex, frameRelative4.lumaTexture);
cb.SetGlobalTexture(Uniforms._History1ChromaTex, frameRelative.chromaTexture);
cb.SetGlobalTexture(Uniforms._History2ChromaTex, frameRelative2.chromaTexture);
cb.SetGlobalTexture(Uniforms._History3ChromaTex, frameRelative3.chromaTexture);
cb.SetGlobalTexture(Uniforms._History4ChromaTex, frameRelative4.chromaTexture);
cb.SetGlobalFloat(Uniforms._History1Weight, frameRelative.CalculateWeight(strength, time));
cb.SetGlobalFloat(Uniforms._History2Weight, frameRelative2.CalculateWeight(strength, time));
cb.SetGlobalFloat(Uniforms._History3Weight, frameRelative3.CalculateWeight(strength, time));
cb.SetGlobalFloat(Uniforms._History4Weight, frameRelative4.CalculateWeight(strength, time));
cb.SetGlobalTexture(Uniforms._MainTex, source);
cb.Blit(source, destination, material, (!m_UseCompression) ? 8 : 7);
}
private static bool CheckSupportCompression()
{
return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8) && SystemInfo.supportedRenderTargetCount > 1;
}
private static RenderTextureFormat GetPreferredRenderTextureFormat()
{
RenderTextureFormat[] array = new RenderTextureFormat[3]
{
RenderTextureFormat.RGB565,
RenderTextureFormat.ARGB1555,
RenderTextureFormat.ARGB4444
};
RenderTextureFormat[] array2 = array;
foreach (RenderTextureFormat renderTextureFormat in array2)
{
if (SystemInfo.SupportsRenderTextureFormat(renderTextureFormat))
{
return renderTextureFormat;
}
}
return RenderTextureFormat.Default;
}
private Frame GetFrameRelative(int offset)
{
int num = (Time.frameCount + m_FrameList.Length + offset) % m_FrameList.Length;
return m_FrameList[num];
}
}
private ReconstructionFilter m_ReconstructionFilter;
private FrameBlendingFilter m_FrameBlendingFilter;
private bool m_FirstFrame = true;
public ReconstructionFilter reconstructionFilter
{
get
{
if (m_ReconstructionFilter == null)
{
m_ReconstructionFilter = new ReconstructionFilter();
}
return m_ReconstructionFilter;
}
}
public FrameBlendingFilter frameBlendingFilter
{
get
{
if (m_FrameBlendingFilter == null)
{
m_FrameBlendingFilter = new FrameBlendingFilter();
}
return m_FrameBlendingFilter;
}
}
public override bool active
{
get
{
MotionBlurModel.Settings settings = base.model.settings;
return base.model != null && base.model.enabled && ((settings.shutterAngle > 0f && reconstructionFilter.IsSupported()) || settings.frameBlending > 0f) && SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2 && !context.interrupted;
}
}
public override string GetName()
{
return "Motion Blur";
}
public void ResetHistory()
{
if (m_FrameBlendingFilter != null)
{
m_FrameBlendingFilter.Dispose();
}
m_FrameBlendingFilter = null;
}
public override DepthTextureMode GetCameraFlags()
{
return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
}
public override CameraEvent GetCameraEvent()
{
return CameraEvent.BeforeImageEffects;
}
public override void OnEnable()
{
m_FirstFrame = true;
}
public override void PopulateCommandBuffer(CommandBuffer cb)
{
if (m_FirstFrame)
{
m_FirstFrame = false;
return;
}
Material material = context.materialFactory.Get("Hidden/Post FX/Motion Blur");
Material mat = context.materialFactory.Get("Hidden/Post FX/Blit");
MotionBlurModel.Settings settings = base.model.settings;
RenderTextureFormat format = ((!context.isHdr) ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR);
int tempRT = Uniforms._TempRT;
cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Point, format);
if (settings.shutterAngle > 0f && settings.frameBlending > 0f)
{
reconstructionFilter.ProcessImage(context, cb, ref settings, BuiltinRenderTextureType.CameraTarget, tempRT, material);
frameBlendingFilter.BlendFrames(cb, settings.frameBlending, tempRT, BuiltinRenderTextureType.CameraTarget, material);
frameBlendingFilter.PushFrame(cb, tempRT, context.width, context.height, material);
}
else if (settings.shutterAngle > 0f)
{
cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget);
cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, mat, 0);
reconstructionFilter.ProcessImage(context, cb, ref settings, tempRT, BuiltinRenderTextureType.CameraTarget, material);
}
else if (settings.frameBlending > 0f)
{
cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget);
cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, mat, 0);
frameBlendingFilter.BlendFrames(cb, settings.frameBlending, tempRT, BuiltinRenderTextureType.CameraTarget, material);
frameBlendingFilter.PushFrame(cb, tempRT, context.width, context.height, material);
}
cb.ReleaseTemporaryRT(tempRT);
}
public override void OnDisable()
{
if (m_FrameBlendingFilter != null)
{
m_FrameBlendingFilter.Dispose();
}
}
}
}