using System; namespace UnityEngine.PostProcessing { public sealed class TaaComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static int _Jitter = Shader.PropertyToID("_Jitter"); internal static int _SharpenParameters = Shader.PropertyToID("_SharpenParameters"); internal static int _FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters"); internal static int _HistoryTex = Shader.PropertyToID("_HistoryTex"); internal static int _MainTex = Shader.PropertyToID("_MainTex"); } const string k_ShaderString = "Hidden/Post FX/Temporal Anti-aliasing"; const int k_SampleCount = 8; readonly RenderBuffer[] m_MRT = new RenderBuffer[2]; int m_SampleIndex = 0; bool m_ResetHistory = true; RenderTexture m_HistoryTexture; public override bool active { get { return model.enabled && model.settings.method == AntialiasingModel.Method.Taa && SystemInfo.supportsMotionVectors && SystemInfo.supportedRenderTargetCount >= 2 && !context.interrupted; } } public override DepthTextureMode GetCameraFlags() { return DepthTextureMode.Depth | DepthTextureMode.MotionVectors; } public Vector2 jitterVector { get; private set; } public void ResetHistory() { m_ResetHistory = true; } public void SetProjectionMatrix(Func jitteredFunc) { var settings = model.settings.taaSettings; var jitter = GenerateRandomOffset(); jitter *= settings.jitterSpread; context.camera.nonJitteredProjectionMatrix = context.camera.projectionMatrix; if (jitteredFunc != null) { context.camera.projectionMatrix = jitteredFunc(jitter); } else { context.camera.projectionMatrix = context.camera.orthographic ? GetOrthographicProjectionMatrix(jitter) : GetPerspectiveProjectionMatrix(jitter); } #if UNITY_5_5_OR_NEWER context.camera.useJitteredProjectionMatrixForTransparentRendering = false; #endif jitter.x /= context.width; jitter.y /= context.height; var material = context.materialFactory.Get(k_ShaderString); material.SetVector(Uniforms._Jitter, jitter); jitterVector = jitter; } public void Render(RenderTexture source, RenderTexture destination) { var material = context.materialFactory.Get(k_ShaderString); material.shaderKeywords = null; var settings = model.settings.taaSettings; if (m_ResetHistory || m_HistoryTexture == null || m_HistoryTexture.width != source.width || m_HistoryTexture.height != source.height) { if (m_HistoryTexture) RenderTexture.ReleaseTemporary(m_HistoryTexture); m_HistoryTexture = RenderTexture.GetTemporary(source.width, source.height, 0, source.format); m_HistoryTexture.name = "TAA History"; Graphics.Blit(source, m_HistoryTexture, material, 2); } const float kMotionAmplification = 100f * 60f; material.SetVector(Uniforms._SharpenParameters, new Vector4(settings.sharpen, 0f, 0f, 0f)); material.SetVector(Uniforms._FinalBlendParameters, new Vector4(settings.stationaryBlending, settings.motionBlending, kMotionAmplification, 0f)); material.SetTexture(Uniforms._MainTex, source); material.SetTexture(Uniforms._HistoryTex, m_HistoryTexture); var tempHistory = RenderTexture.GetTemporary(source.width, source.height, 0, source.format); tempHistory.name = "TAA History"; m_MRT[0] = destination.colorBuffer; m_MRT[1] = tempHistory.colorBuffer; Graphics.SetRenderTarget(m_MRT, source.depthBuffer); GraphicsUtils.Blit(material, context.camera.orthographic ? 1 : 0); RenderTexture.ReleaseTemporary(m_HistoryTexture); m_HistoryTexture = tempHistory; m_ResetHistory = false; } float GetHaltonValue(int index, int radix) { float result = 0f; float fraction = 1f / (float)radix; while (index > 0) { result += (float)(index % radix) * fraction; index /= radix; fraction /= (float)radix; } return result; } Vector2 GenerateRandomOffset() { var offset = new Vector2( GetHaltonValue(m_SampleIndex & 1023, 2), GetHaltonValue(m_SampleIndex & 1023, 3)); if (++m_SampleIndex >= k_SampleCount) m_SampleIndex = 0; return offset; } // Adapted heavily from PlayDead's TAA code // https://github.com/playdeadgames/temporal/blob/master/Assets/Scripts/Extensions.cs Matrix4x4 GetPerspectiveProjectionMatrix(Vector2 offset) { float vertical = Mathf.Tan(0.5f * Mathf.Deg2Rad * context.camera.fieldOfView); float horizontal = vertical * context.camera.aspect; offset.x *= horizontal / (0.5f * context.width); offset.y *= vertical / (0.5f * context.height); float left = (offset.x - horizontal) * context.camera.nearClipPlane; float right = (offset.x + horizontal) * context.camera.nearClipPlane; float top = (offset.y + vertical) * context.camera.nearClipPlane; float bottom = (offset.y - vertical) * context.camera.nearClipPlane; var matrix = new Matrix4x4(); matrix[0, 0] = (2f * context.camera.nearClipPlane) / (right - left); matrix[0, 1] = 0f; matrix[0, 2] = (right + left) / (right - left); matrix[0, 3] = 0f; matrix[1, 0] = 0f; matrix[1, 1] = (2f * context.camera.nearClipPlane) / (top - bottom); matrix[1, 2] = (top + bottom) / (top - bottom); matrix[1, 3] = 0f; matrix[2, 0] = 0f; matrix[2, 1] = 0f; matrix[2, 2] = -(context.camera.farClipPlane + context.camera.nearClipPlane) / (context.camera.farClipPlane - context.camera.nearClipPlane); matrix[2, 3] = -(2f * context.camera.farClipPlane * context.camera.nearClipPlane) / (context.camera.farClipPlane - context.camera.nearClipPlane); matrix[3, 0] = 0f; matrix[3, 1] = 0f; matrix[3, 2] = -1f; matrix[3, 3] = 0f; return matrix; } Matrix4x4 GetOrthographicProjectionMatrix(Vector2 offset) { float vertical = context.camera.orthographicSize; float horizontal = vertical * context.camera.aspect; offset.x *= horizontal / (0.5f * context.width); offset.y *= vertical / (0.5f * context.height); float left = offset.x - horizontal; float right = offset.x + horizontal; float top = offset.y + vertical; float bottom = offset.y - vertical; return Matrix4x4.Ortho(left, right, bottom, top, context.camera.nearClipPlane, context.camera.farClipPlane); } public override void OnDisable() { if (m_HistoryTexture != null) RenderTexture.ReleaseTemporary(m_HistoryTexture); m_HistoryTexture = null; m_SampleIndex = 0; ResetHistory(); } } }