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- namespace UnityEngine.PostProcessing
- {
- public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
- {
- static class Uniforms
- {
- internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
- internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
- internal static readonly int _Curve = Shader.PropertyToID("_Curve");
- internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
- internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
- internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
- internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
- internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
- internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
- internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
- }
- const int k_MaxPyramidBlurLevel = 16;
- readonly RenderTexture[] m_BlurBuffer1 = new RenderTexture[k_MaxPyramidBlurLevel];
- readonly RenderTexture[] m_BlurBuffer2 = new RenderTexture[k_MaxPyramidBlurLevel];
- public override bool active
- {
- get
- {
- return model.enabled
- && model.settings.bloom.intensity > 0f
- && !context.interrupted;
- }
- }
- public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
- {
- var bloom = model.settings.bloom;
- var lensDirt = model.settings.lensDirt;
- var material = context.materialFactory.Get("Hidden/Post FX/Bloom");
- material.shaderKeywords = null;
- // Apply auto exposure before the prefiltering pass
- material.SetTexture(Uniforms._AutoExposure, autoExposure);
- // Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on
- // fillrate limited platforms
- var tw = context.width / 2;
- var th = context.height / 2;
- // Blur buffer format
- // TODO: Extend the use of RGBM to the whole chain for mobile platforms
- var useRGBM = Application.isMobilePlatform;
- var rtFormat = useRGBM
- ? RenderTextureFormat.Default
- : RenderTextureFormat.DefaultHDR;
- // Determine the iteration count
- float logh = Mathf.Log(th, 2f) + bloom.radius - 8f;
- int logh_i = (int)logh;
- int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidBlurLevel);
- // Uupdate the shader properties
- float lthresh = bloom.thresholdLinear;
- material.SetFloat(Uniforms._Threshold, lthresh);
- float knee = lthresh * bloom.softKnee + 1e-5f;
- var curve = new Vector3(lthresh - knee, knee * 2f, 0.25f / knee);
- material.SetVector(Uniforms._Curve, curve);
- material.SetFloat(Uniforms._PrefilterOffs, bloom.antiFlicker ? -0.5f : 0f);
- float sampleScale = 0.5f + logh - logh_i;
- material.SetFloat(Uniforms._SampleScale, sampleScale);
- // TODO: Probably can disable antiFlicker if TAA is enabled - need to do some testing
- if (bloom.antiFlicker)
- material.EnableKeyword("ANTI_FLICKER");
- // Prefilter pass
- var prefiltered = context.renderTextureFactory.Get(tw, th, 0, rtFormat);
- Graphics.Blit(source, prefiltered, material, 0);
- // Construct a mip pyramid
- var last = prefiltered;
- for (int level = 0; level < iterations; level++)
- {
- m_BlurBuffer1[level] = context.renderTextureFactory.Get(
- last.width / 2, last.height / 2, 0, rtFormat
- );
- int pass = (level == 0) ? 1 : 2;
- Graphics.Blit(last, m_BlurBuffer1[level], material, pass);
- last = m_BlurBuffer1[level];
- }
- // Upsample and combine loop
- for (int level = iterations - 2; level >= 0; level--)
- {
- var baseTex = m_BlurBuffer1[level];
- material.SetTexture(Uniforms._BaseTex, baseTex);
- m_BlurBuffer2[level] = context.renderTextureFactory.Get(
- baseTex.width, baseTex.height, 0, rtFormat
- );
- Graphics.Blit(last, m_BlurBuffer2[level], material, 3);
- last = m_BlurBuffer2[level];
- }
- var bloomTex = last;
- // Release the temporary buffers
- for (int i = 0; i < k_MaxPyramidBlurLevel; i++)
- {
- if (m_BlurBuffer1[i] != null)
- context.renderTextureFactory.Release(m_BlurBuffer1[i]);
- if (m_BlurBuffer2[i] != null && m_BlurBuffer2[i] != bloomTex)
- context.renderTextureFactory.Release(m_BlurBuffer2[i]);
- m_BlurBuffer1[i] = null;
- m_BlurBuffer2[i] = null;
- }
- context.renderTextureFactory.Release(prefiltered);
- // Push everything to the uber material
- uberMaterial.SetTexture(Uniforms._BloomTex, bloomTex);
- uberMaterial.SetVector(Uniforms._Bloom_Settings, new Vector2(sampleScale, bloom.intensity));
- if (lensDirt.intensity > 0f && lensDirt.texture != null)
- {
- uberMaterial.SetTexture(Uniforms._Bloom_DirtTex, lensDirt.texture);
- uberMaterial.SetFloat(Uniforms._Bloom_DirtIntensity, lensDirt.intensity);
- uberMaterial.EnableKeyword("BLOOM_LENS_DIRT");
- }
- else
- {
- uberMaterial.EnableKeyword("BLOOM");
- }
- }
- }
- }
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