Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Passes /PostProcessPass.cs
| using System; | |
| using System.Runtime.CompilerServices; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// Renders the post-processing effect stack. | |
| /// </summary> | |
| internal partial class PostProcessPass : ScriptableRenderPass | |
| { | |
| // META CHANGE START: Disable MSAA during all post process passes for VR performance | |
| public const bool EnablePostAA = false; | |
| // META CHANGE END | |
| RenderTextureDescriptor m_Descriptor; | |
| RTHandle m_Source; | |
| RTHandle m_Destination; | |
| RTHandle m_Depth; | |
| RTHandle m_InternalLut; | |
| RTHandle m_MotionVectors; | |
| RTHandle m_FullCoCTexture; | |
| RTHandle m_HalfCoCTexture; | |
| RTHandle m_PingTexture; | |
| RTHandle m_PongTexture; | |
| RTHandle[] m_BloomMipDown; | |
| RTHandle[] m_BloomMipUp; | |
| TextureHandle[] _BloomMipUp; | |
| TextureHandle[] _BloomMipDown; | |
| RTHandle m_BlendTexture; | |
| RTHandle m_EdgeColorTexture; | |
| RTHandle m_EdgeStencilTexture; | |
| RTHandle m_TempTarget; | |
| RTHandle m_TempTarget2; | |
| RTHandle m_StreakTmpTexture; | |
| RTHandle m_StreakTmpTexture2; | |
| RTHandle m_ScreenSpaceLensFlareResult; | |
| RTHandle m_UserLut; | |
| const string k_RenderPostProcessingTag = "Blit PostProcessing Effects"; | |
| const string k_RenderFinalPostProcessingTag = "Blit Final PostProcessing"; | |
| private static readonly ProfilingSampler m_ProfilingRenderPostProcessing = new ProfilingSampler(k_RenderPostProcessingTag); | |
| private static readonly ProfilingSampler m_ProfilingRenderFinalPostProcessing = new ProfilingSampler(k_RenderFinalPostProcessingTag); | |
| MaterialLibrary m_Materials; | |
| PostProcessData m_Data; | |
| // Builtin effects settings | |
| DepthOfField m_DepthOfField; | |
| MotionBlur m_MotionBlur; | |
| ScreenSpaceLensFlare m_LensFlareScreenSpace; | |
| PaniniProjection m_PaniniProjection; | |
| Bloom m_Bloom; | |
| LensDistortion m_LensDistortion; | |
| ChromaticAberration m_ChromaticAberration; | |
| Vignette m_Vignette; | |
| ColorLookup m_ColorLookup; | |
| ColorAdjustments m_ColorAdjustments; | |
| Tonemapping m_Tonemapping; | |
| FilmGrain m_FilmGrain; | |
| // Depth Of Field shader passes | |
| const int k_GaussianDoFPassComputeCoc = 0; | |
| const int k_GaussianDoFPassDownscalePrefilter = 1; | |
| const int k_GaussianDoFPassBlurH = 2; | |
| const int k_GaussianDoFPassBlurV = 3; | |
| const int k_GaussianDoFPassComposite = 4; | |
| const int k_BokehDoFPassComputeCoc = 0; | |
| const int k_BokehDoFPassDownscalePrefilter = 1; | |
| const int k_BokehDoFPassBlur = 2; | |
| const int k_BokehDoFPassPostFilter = 3; | |
| const int k_BokehDoFPassComposite = 4; | |
| // Misc | |
| const int k_MaxPyramidSize = 16; | |
| readonly GraphicsFormat m_DefaultColorFormat; // The default format for post-processing, follows back-buffer format in URP. | |
| bool m_DefaultColorFormatIsAlpha; | |
| readonly GraphicsFormat m_SMAAEdgeFormat; | |
| readonly GraphicsFormat m_GaussianCoCFormat; | |
| int m_DitheringTextureIndex; | |
| RenderTargetIdentifier[] m_MRT2; | |
| Vector4[] m_BokehKernel; | |
| int m_BokehHash; | |
| // Needed if the device changes its render target width/height (ex, Mobile platform allows change of orientation) | |
| float m_BokehMaxRadius; | |
| float m_BokehRCPAspect; | |
| // True when this is the very last pass in the pipeline | |
| bool m_IsFinalPass; | |
| // If there's a final post process pass after this pass. | |
| // If yes, Film Grain and Dithering are setup in the final pass, otherwise they are setup in this pass. | |
| bool m_HasFinalPass; | |
| // Some Android devices do not support sRGB backbuffer | |
| // We need to do the conversion manually on those | |
| // Also if HDR output is active | |
| bool m_EnableColorEncodingIfNeeded; | |
| // Use Fast conversions between SRGB and Linear | |
| bool m_UseFastSRGBLinearConversion; | |
| // Support Screen Space Lens Flare post process effect | |
| bool m_SupportScreenSpaceLensFlare; | |
| // Support Data Driven Lens Flare post process effect | |
| bool m_SupportDataDrivenLensFlare; | |
| // Blit to screen or color frontbuffer at the end | |
| bool m_ResolveToScreen; | |
| // Renderer is using swapbuffer system | |
| bool m_UseSwapBuffer; | |
| // RTHandle used as a temporary target when operations need to be performed before image scaling | |
| RTHandle m_ScalingSetupTarget; | |
| // RTHandle used as a temporary target when operations need to be performed after upscaling | |
| RTHandle m_UpscaledTarget; | |
| Material m_BlitMaterial; | |
| // Cached bloom params from previous frame to avoid unnecessary material updates | |
| BloomMaterialParams m_BloomParamsPrev; | |
| /// <summary> | |
| /// Creates a new <c>PostProcessPass</c> instance. | |
| /// </summary> | |
| /// <param name="evt">The <c>RenderPassEvent</c> to use.</param> | |
| /// <param name="data">The <c>PostProcessData</c> resources to use.</param> | |
| /// <param name="postProcessParams">The <c>PostProcessParams</c> run-time params to use.</param> | |
| /// <seealso cref="RenderPassEvent"/> | |
| /// <seealso cref="PostProcessData"/> | |
| /// <seealso cref="PostProcessParams"/> | |
| public PostProcessPass(RenderPassEvent evt, PostProcessData data, ref PostProcessParams postProcessParams) | |
| { | |
| profilingSampler = new ProfilingSampler(nameof(PostProcessPass)); | |
| renderPassEvent = evt; | |
| m_Data = data; | |
| m_Materials = new MaterialLibrary(data); | |
| // Bloom pyramid shader ids - can't use a simple stackalloc in the bloom function as we | |
| // unfortunately need to allocate strings | |
| ShaderConstants._BloomMipUp = new int[k_MaxPyramidSize]; | |
| ShaderConstants._BloomMipDown = new int[k_MaxPyramidSize]; | |
| m_BloomMipUp = new RTHandle[k_MaxPyramidSize]; | |
| m_BloomMipDown = new RTHandle[k_MaxPyramidSize]; | |
| // Bloom pyramid TextureHandles | |
| _BloomMipUp = new TextureHandle[k_MaxPyramidSize]; | |
| _BloomMipDown = new TextureHandle[k_MaxPyramidSize]; | |
| for (int i = 0; i < k_MaxPyramidSize; i++) | |
| { | |
| ShaderConstants._BloomMipUp[i] = Shader.PropertyToID("_BloomMipUp" + i); | |
| ShaderConstants._BloomMipDown[i] = Shader.PropertyToID("_BloomMipDown" + i); | |
| // Get name, will get Allocated with descriptor later | |
| m_BloomMipUp[i] = RTHandles.Alloc(ShaderConstants._BloomMipUp[i], name: "_BloomMipUp" + i); | |
| m_BloomMipDown[i] = RTHandles.Alloc(ShaderConstants._BloomMipDown[i], name: "_BloomMipDown" + i); | |
| } | |
| m_MRT2 = new RenderTargetIdentifier[2]; | |
| base.useNativeRenderPass = false; | |
| m_BlitMaterial = postProcessParams.blitMaterial; | |
| // NOTE: Request color format is the back-buffer color format. It can be HDR or SDR (when HDR disabled). | |
| // Request color might have alpha or might not have alpha. | |
| // The actual post-process target can be different. A RenderTexture with a custom format. Not necessarily a back-buffer. | |
| // A RenderTexture with a custom format can have an alpha channel, regardless of the back-buffer setting, | |
| // so the post-processing should just use the current target format/alpha to toggle alpha output. | |
| // | |
| // However, we want to filter out the alpha shader variants when not used (common case). | |
| // The rule is that URP post-processing format follows the back-buffer format setting. | |
| bool requestHDR = IsHDRFormat(postProcessParams.requestColorFormat); | |
| bool requestAlpha = IsAlphaFormat(postProcessParams.requestColorFormat); | |
| // Texture format pre-lookup | |
| // UUM-41070: We require `Linear | Render` but with the deprecated FormatUsage this was checking `Blend` | |
| // For now, we keep checking for `Blend` until the performance hit of doing the correct checks is evaluated | |
| if (requestHDR) | |
| { | |
| m_DefaultColorFormatIsAlpha = requestAlpha; | |
| const GraphicsFormatUsage usage = GraphicsFormatUsage.Blend; | |
| if (SystemInfo.IsFormatSupported(postProcessParams.requestColorFormat, usage)) // Typically, RGBA16Float. | |
| { | |
| m_DefaultColorFormat = postProcessParams.requestColorFormat; | |
| } | |
| else if (SystemInfo.IsFormatSupported(GraphicsFormat.B10G11R11_UFloatPack32, usage)) // HDR fallback | |
| { | |
| // NOTE: Technically request format can be with alpha, however if it's not supported and we fall back here | |
| // , we assume no alpha. Post-process default format follows the back buffer format. | |
| // If support failed, it must have failed for back buffer too. | |
| m_DefaultColorFormat = GraphicsFormat.B10G11R11_UFloatPack32; | |
| m_DefaultColorFormatIsAlpha = false; | |
| } | |
| else | |
| { | |
| m_DefaultColorFormat = QualitySettings.activeColorSpace == ColorSpace.Linear | |
| ? GraphicsFormat.R8G8B8A8_SRGB | |
| : GraphicsFormat.R8G8B8A8_UNorm; | |
| } | |
| } | |
| else // SDR | |
| { | |
| m_DefaultColorFormat = QualitySettings.activeColorSpace == ColorSpace.Linear | |
| ? GraphicsFormat.R8G8B8A8_SRGB | |
| : GraphicsFormat.R8G8B8A8_UNorm; | |
| m_DefaultColorFormatIsAlpha = true; | |
| } | |
| // Only two components are needed for edge render texture, but on some vendors four components may be faster. | |
| if (SystemInfo.IsFormatSupported(GraphicsFormat.R8G8_UNorm, GraphicsFormatUsage.Render) && SystemInfo.graphicsDeviceVendor.ToLowerInvariant().Contains("arm")) | |
| m_SMAAEdgeFormat = GraphicsFormat.R8G8_UNorm; | |
| else | |
| m_SMAAEdgeFormat = GraphicsFormat.R8G8B8A8_UNorm; | |
| // UUM-41070: We require `Linear | Render` but with the deprecated FormatUsage this was checking `Blend` | |
| // For now, we keep checking for `Blend` until the performance hit of doing the correct checks is evaluated | |
| if (SystemInfo.IsFormatSupported(GraphicsFormat.R16_UNorm, GraphicsFormatUsage.Blend)) | |
| m_GaussianCoCFormat = GraphicsFormat.R16_UNorm; | |
| else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, GraphicsFormatUsage.Blend)) | |
| m_GaussianCoCFormat = GraphicsFormat.R16_SFloat; | |
| else // Expect CoC banding | |
| m_GaussianCoCFormat = GraphicsFormat.R8_UNorm; | |
| } | |
| /// <summary> | |
| /// Cleans up the Material Library used in the passes. | |
| /// </summary> | |
| public void Cleanup() | |
| { | |
| m_Materials.Cleanup(); | |
| Dispose(); | |
| } | |
| /// <summary> | |
| /// Disposes used resources. | |
| /// </summary> | |
| public void Dispose() | |
| { | |
| foreach (var handle in m_BloomMipDown) | |
| handle?.Release(); | |
| foreach (var handle in m_BloomMipUp) | |
| handle?.Release(); | |
| m_ScalingSetupTarget?.Release(); | |
| m_UpscaledTarget?.Release(); | |
| m_FullCoCTexture?.Release(); | |
| m_HalfCoCTexture?.Release(); | |
| m_PingTexture?.Release(); | |
| m_PongTexture?.Release(); | |
| m_BlendTexture?.Release(); | |
| m_EdgeColorTexture?.Release(); | |
| m_EdgeStencilTexture?.Release(); | |
| m_TempTarget?.Release(); | |
| m_TempTarget2?.Release(); | |
| m_StreakTmpTexture?.Release(); | |
| m_StreakTmpTexture2?.Release(); | |
| m_ScreenSpaceLensFlareResult?.Release(); | |
| m_UserLut?.Release(); | |
| } | |
| /// <summary> | |
| /// Configures the pass. | |
| /// </summary> | |
| /// <param name="baseDescriptor"></param> | |
| /// <param name="source"></param> | |
| /// <param name="resolveToScreen"></param> | |
| /// <param name="depth"></param> | |
| /// <param name="internalLut"></param> | |
| /// <param name="hasFinalPass"></param> | |
| /// <param name="enableColorEncoding"></param> | |
| public void Setup(in RenderTextureDescriptor baseDescriptor, in RTHandle source, bool resolveToScreen, in RTHandle depth, in RTHandle internalLut, in RTHandle motionVectors, bool hasFinalPass, bool enableColorEncoding) | |
| { | |
| m_Descriptor = baseDescriptor; | |
| m_Descriptor.useMipMap = false; | |
| m_Descriptor.autoGenerateMips = false; | |
| m_Source = source; | |
| m_Depth = depth; | |
| m_InternalLut = internalLut; | |
| m_MotionVectors = motionVectors; | |
| m_IsFinalPass = false; | |
| m_HasFinalPass = hasFinalPass; | |
| m_EnableColorEncodingIfNeeded = enableColorEncoding; | |
| m_ResolveToScreen = resolveToScreen; | |
| m_UseSwapBuffer = true; | |
| // Disable obsolete warning for internal usage | |
| m_Destination = k_CameraTarget; | |
| } | |
| /// <summary> | |
| /// Configures the Final pass. | |
| /// </summary> | |
| /// <param name="source"></param> | |
| /// <param name="useSwapBuffer"></param> | |
| /// <param name="enableColorEncoding"></param> | |
| public void SetupFinalPass(in RTHandle source, bool useSwapBuffer = false, bool enableColorEncoding = true) | |
| { | |
| m_Source = source; | |
| m_IsFinalPass = true; | |
| m_HasFinalPass = false; | |
| m_EnableColorEncodingIfNeeded = enableColorEncoding; | |
| m_UseSwapBuffer = useSwapBuffer; | |
| // Disable obsolete warning for internal usage | |
| m_Destination = k_CameraTarget; | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) | |
| { | |
| overrideCameraTarget = true; | |
| } | |
| public bool CanRunOnTile() | |
| { | |
| // Check builtin & user effects here | |
| return false; | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| // Start by pre-fetching all builtin effect settings we need | |
| // Some of the color-grading settings are only used in the color grading lut pass | |
| var stack = VolumeManager.instance.stack; | |
| m_DepthOfField = stack.GetComponent<DepthOfField>(); | |
| m_MotionBlur = stack.GetComponent<MotionBlur>(); | |
| m_LensFlareScreenSpace = stack.GetComponent<ScreenSpaceLensFlare>(); | |
| m_PaniniProjection = stack.GetComponent<PaniniProjection>(); | |
| m_Bloom = stack.GetComponent<Bloom>(); | |
| m_LensDistortion = stack.GetComponent<LensDistortion>(); | |
| m_ChromaticAberration = stack.GetComponent<ChromaticAberration>(); | |
| m_Vignette = stack.GetComponent<Vignette>(); | |
| m_ColorLookup = stack.GetComponent<ColorLookup>(); | |
| m_ColorAdjustments = stack.GetComponent<ColorAdjustments>(); | |
| m_Tonemapping = stack.GetComponent<Tonemapping>(); | |
| m_FilmGrain = stack.GetComponent<FilmGrain>(); | |
| m_UseFastSRGBLinearConversion = renderingData.postProcessingData.useFastSRGBLinearConversion; | |
| m_SupportScreenSpaceLensFlare = renderingData.postProcessingData.supportScreenSpaceLensFlare; | |
| m_SupportDataDrivenLensFlare = renderingData.postProcessingData.supportDataDrivenLensFlare; | |
| var cmd = renderingData.commandBuffer; | |
| if (m_IsFinalPass) | |
| { | |
| using (new ProfilingScope(cmd, m_ProfilingRenderFinalPostProcessing)) | |
| { | |
| RenderFinalPass(cmd, ref renderingData); | |
| } | |
| } | |
| else if (CanRunOnTile()) | |
| { | |
| // TODO: Add a fast render path if only on-tile compatible effects are used and we're actually running on a platform that supports it | |
| // Note: we can still work on-tile if FXAA is enabled, it'd be part of the final pass | |
| } | |
| else | |
| { | |
| // Regular render path (not on-tile) - we do everything in a single command buffer as it | |
| // makes it easier to manage temporary targets' lifetime | |
| using (new ProfilingScope(cmd, m_ProfilingRenderPostProcessing)) | |
| { | |
| Render(cmd, ref renderingData); | |
| } | |
| } | |
| } | |
| bool IsHDRFormat(GraphicsFormat format) | |
| { | |
| return format == GraphicsFormat.B10G11R11_UFloatPack32 || | |
| GraphicsFormatUtility.IsHalfFormat(format) || | |
| GraphicsFormatUtility.IsFloatFormat(format); | |
| } | |
| bool IsAlphaFormat(GraphicsFormat format) | |
| { | |
| return GraphicsFormatUtility.HasAlphaChannel(format); | |
| } | |
| RenderTextureDescriptor GetCompatibleDescriptor() | |
| => GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_Descriptor.graphicsFormat); | |
| RenderTextureDescriptor GetCompatibleDescriptor(int width, int height, GraphicsFormat format, GraphicsFormat depthStencilFormat = GraphicsFormat.None) | |
| => GetCompatibleDescriptor(m_Descriptor, width, height, format, depthStencilFormat); | |
| internal static RenderTextureDescriptor GetCompatibleDescriptor(RenderTextureDescriptor desc, int width, int height, GraphicsFormat format, GraphicsFormat depthStencilFormat = GraphicsFormat.None) | |
| { | |
| desc.depthStencilFormat = depthStencilFormat; | |
| desc.msaaSamples = 1; | |
| desc.width = width; | |
| desc.height = height; | |
| desc.graphicsFormat = format; | |
| return desc; | |
| } | |
| bool RequireSRGBConversionBlitToBackBuffer(bool requireSrgbConversion) | |
| { | |
| return requireSrgbConversion && m_EnableColorEncodingIfNeeded; | |
| } | |
| bool RequireHDROutput(UniversalCameraData cameraData) | |
| { | |
| // If capturing, don't convert to HDR. | |
| // If not last in the stack, don't convert to HDR. | |
| return cameraData.isHDROutputActive && cameraData.captureActions == null; | |
| } | |
| void Render(CommandBuffer cmd, ref RenderingData renderingData) | |
| { | |
| UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>(); | |
| ref ScriptableRenderer renderer = ref cameraData.renderer; | |
| bool isSceneViewCamera = cameraData.isSceneViewCamera; | |
| //Check amount of swaps we have to do | |
| //We blit back and forth without msaa until the last blit. | |
| bool useStopNan = cameraData.isStopNaNEnabled && m_Materials.stopNaN != null; | |
| bool useSubPixeMorpAA = cameraData.antialiasing == AntialiasingMode.SubpixelMorphologicalAntiAliasing; | |
| var dofMaterial = m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian ? m_Materials.gaussianDepthOfField : m_Materials.bokehDepthOfField; | |
| bool useDepthOfField = m_DepthOfField.IsActive() && !isSceneViewCamera && dofMaterial != null; | |
| bool useLensFlare = !LensFlareCommonSRP.Instance.IsEmpty() && m_SupportDataDrivenLensFlare; | |
| bool useLensFlareScreenSpace = m_LensFlareScreenSpace.IsActive() && m_SupportScreenSpaceLensFlare; | |
| bool useMotionBlur = m_MotionBlur.IsActive() && !isSceneViewCamera; | |
| bool usePaniniProjection = m_PaniniProjection.IsActive() && !isSceneViewCamera; | |
| // Disable MotionBlur in EditMode, so that editing remains clear and readable. | |
| // NOTE: HDRP does the same via CoreUtils::AreAnimatedMaterialsEnabled(). | |
| useMotionBlur = useMotionBlur && Application.isPlaying; | |
| // Note that enabling jitters uses the same CameraData::IsTemporalAAEnabled(). So if we add any other kind of overrides (like | |
| // disable useTemporalAA if another feature is disabled) then we need to put it in CameraData::IsTemporalAAEnabled() as opposed | |
| // to tweaking the value here. | |
| bool useTemporalAA = cameraData.IsTemporalAAEnabled(); | |
| if (cameraData.IsTemporalAARequested() && !useTemporalAA) | |
| TemporalAA.ValidateAndWarn(cameraData); | |
| int amountOfPassesRemaining = (useStopNan ? 1 : 0) + (useSubPixeMorpAA ? 1 : 0) + (useDepthOfField ? 1 : 0) + (useLensFlare ? 1 : 0) + (useTemporalAA ? 1 : 0) + (useMotionBlur ? 1 : 0) + (usePaniniProjection ? 1 : 0); | |
| // META CHANGE START: Disable MSAA if EnablePostAA is false for VR performance | |
| if (!EnablePostAA || m_UseSwapBuffer && amountOfPassesRemaining > 0) | |
| { | |
| renderer.EnableSwapBufferMSAA(false); | |
| } | |
| // META CHANGE END | |
| // Disable obsolete warning for internal usage | |
| // Don't use these directly unless you have a good reason to, use GetSource() and | |
| // GetDestination() instead | |
| RTHandle source = m_UseSwapBuffer ? renderer.cameraColorTargetHandle : m_Source; | |
| RTHandle destination = m_UseSwapBuffer ? renderer.GetCameraColorFrontBuffer(cmd) : null; | |
| RTHandle GetSource() => source; | |
| RTHandle GetDestination() | |
| { | |
| if (destination == null) | |
| { | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_TempTarget, GetCompatibleDescriptor(), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_TempTarget"); | |
| destination = m_TempTarget; | |
| } | |
| else if (destination == m_Source && m_Descriptor.msaaSamples > 1) | |
| { | |
| // Avoid using m_Source.id as new destination, it may come with a depth buffer that we don't want, may have MSAA that we don't want etc | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_TempTarget2, GetCompatibleDescriptor(), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_TempTarget2"); | |
| destination = m_TempTarget2; | |
| } | |
| return destination; | |
| } | |
| void Swap(ref ScriptableRenderer r) | |
| { | |
| --amountOfPassesRemaining; | |
| if (m_UseSwapBuffer) | |
| { | |
| r.SwapColorBuffer(cmd); | |
| // Disable obsolete warning for internal usage | |
| source = r.cameraColorTargetHandle; | |
| //we want the last blit to be to MSAA | |
| // META CHANGE START: Only enable MSAA if EnablePostAA is true for VR performance | |
| if (EnablePostAA && amountOfPassesRemaining == 0 && !m_HasFinalPass) | |
| r.EnableSwapBufferMSAA(true); | |
| // META CHANGE END | |
| // Disable obsolete warning for internal usage | |
| destination = r.GetCameraColorFrontBuffer(cmd); | |
| } | |
| else | |
| { | |
| CoreUtils.Swap(ref source, ref destination); | |
| } | |
| } | |
| // Setup projection matrix for cmd.DrawMesh() | |
| cmd.SetGlobalMatrix(ShaderConstants._FullscreenProjMat, GL.GetGPUProjectionMatrix(Matrix4x4.identity, true)); | |
| // Optional NaN killer before post-processing kicks in | |
| // stopNaN may be null on Adreno 3xx. It doesn't support full shader level 3.5, but SystemInfo.graphicsShaderLevel is 35. | |
| if (useStopNan) | |
| { | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.StopNaNs))) | |
| { | |
| Blitter.BlitCameraTexture(cmd, GetSource(), GetDestination(), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, m_Materials.stopNaN, 0); | |
| Swap(ref renderer); | |
| } | |
| } | |
| // Anti-aliasing | |
| if (useSubPixeMorpAA) | |
| { | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.SMAA))) | |
| { | |
| DoSubpixelMorphologicalAntialiasing(ref renderingData.cameraData, cmd, GetSource(), GetDestination()); | |
| Swap(ref renderer); | |
| } | |
| } | |
| // Depth of Field | |
| // Adreno 3xx SystemInfo.graphicsShaderLevel is 35, but instancing support is disabled due to buggy drivers. | |
| // DOF shader uses #pragma target 3.5 which adds requirement for instancing support, thus marking the shader unsupported on those devices. | |
| if (useDepthOfField) | |
| { | |
| var markerName = m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian | |
| ? URPProfileId.GaussianDepthOfField | |
| : URPProfileId.BokehDepthOfField; | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(markerName))) | |
| { | |
| DoDepthOfField(ref renderingData.cameraData, cmd, GetSource(), GetDestination(), cameraData.pixelRect); | |
| Swap(ref renderer); | |
| } | |
| } | |
| // Temporal Anti Aliasing | |
| if (useTemporalAA) | |
| { | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.TemporalAA))) | |
| { | |
| Debug.Assert(m_MotionVectors != null, "MotionVectors are invalid. TAA requires a motion vector texture."); | |
| TemporalAA.ExecutePass(cmd, m_Materials.temporalAntialiasing, ref renderingData.cameraData, source, destination, m_MotionVectors?.rt); | |
| Swap(ref renderer); | |
| } | |
| } | |
| // Motion blur | |
| if (useMotionBlur) | |
| { | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MotionBlur))) | |
| { | |
| DoMotionBlur(cmd, GetSource(), GetDestination(), m_MotionVectors, ref renderingData.cameraData); | |
| Swap(ref renderer); | |
| } | |
| } | |
| // Panini projection is done as a fullscreen pass after all depth-based effects are done | |
| // and before bloom kicks in | |
| if (usePaniniProjection) | |
| { | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.PaniniProjection))) | |
| { | |
| DoPaniniProjection(cameraData.camera, cmd, GetSource(), GetDestination()); | |
| Swap(ref renderer); | |
| } | |
| } | |
| // Combined post-processing stack | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.UberPostProcess))) | |
| { | |
| // Reset uber keywords | |
| m_Materials.uber.shaderKeywords = null; | |
| // Bloom goes first | |
| bool bloomActive = m_Bloom.IsActive(); | |
| bool lensFlareScreenSpaceActive = m_LensFlareScreenSpace.IsActive(); | |
| // We need to still do the bloom pass if lens flare screen space is active because it uses _Bloom_Texture. | |
| if (bloomActive || lensFlareScreenSpaceActive) | |
| { | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.Bloom))) | |
| SetupBloom(cmd, GetSource(), m_Materials.uber, cameraData.isAlphaOutputEnabled); | |
| } | |
| // Lens Flare Screen Space | |
| if (useLensFlareScreenSpace) | |
| { | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.LensFlareScreenSpace))) | |
| { | |
| // We clamp the bloomMip value to avoid picking a mip that doesn't exist, since in URP you can set the number of maxIteration of the bloomPass. | |
| int maxBloomMip = Mathf.Clamp(m_LensFlareScreenSpace.bloomMip.value, 0, m_Bloom.maxIterations.value/2); | |
| DoLensFlareScreenSpace(cameraData.camera, cmd, GetSource(), m_BloomMipUp[0], m_BloomMipUp[maxBloomMip]); | |
| } | |
| } | |
| // Lens Flare | |
| if (useLensFlare) | |
| { | |
| bool usePanini; | |
| float paniniDistance; | |
| float paniniCropToFit; | |
| if (m_PaniniProjection.IsActive()) | |
| { | |
| usePanini = true; | |
| paniniDistance = m_PaniniProjection.distance.value; | |
| paniniCropToFit = m_PaniniProjection.cropToFit.value; | |
| } | |
| else | |
| { | |
| usePanini = false; | |
| paniniDistance = 1.0f; | |
| paniniCropToFit = 1.0f; | |
| } | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.LensFlareDataDrivenComputeOcclusion))) | |
| { | |
| LensFlareDataDrivenComputeOcclusion(ref cameraData, cmd, GetSource(), usePanini, paniniDistance, paniniCropToFit); | |
| } | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.LensFlareDataDriven))) | |
| { | |
| LensFlareDataDriven(ref cameraData, cmd, GetSource(), usePanini, paniniDistance, paniniCropToFit); | |
| } | |
| } | |
| // Setup other effects constants | |
| SetupLensDistortion(m_Materials.uber, isSceneViewCamera); | |
| SetupChromaticAberration(m_Materials.uber); | |
| SetupVignette(m_Materials.uber, cameraData.xr); | |
| SetupColorGrading(cmd, ref renderingData, m_Materials.uber); | |
| // Only apply dithering & grain if there isn't a final pass. | |
| SetupGrain(cameraData, m_Materials.uber); | |
| SetupDithering(cameraData, m_Materials.uber); | |
| if (RequireSRGBConversionBlitToBackBuffer(cameraData.requireSrgbConversion)) | |
| m_Materials.uber.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion); | |
| bool requireHDROutput = RequireHDROutput(cameraData); | |
| if (requireHDROutput) | |
| { | |
| // Color space conversion is already applied through color grading, do encoding if uber post is the last pass | |
| // Otherwise encoding will happen in the final post process pass or the final blit pass | |
| HDROutputUtils.Operation hdrOperation = !m_HasFinalPass && m_EnableColorEncodingIfNeeded ? HDROutputUtils.Operation.ColorEncoding : HDROutputUtils.Operation.None; | |
| SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, m_Materials.uber, hdrOperation, cameraData.rendersOverlayUI); | |
| } | |
| if (m_UseFastSRGBLinearConversion) | |
| { | |
| m_Materials.uber.EnableKeyword(ShaderKeywordStrings.UseFastSRGBLinearConversion); | |
| } | |
| CoreUtils.SetKeyword(m_Materials.uber, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, cameraData.isAlphaOutputEnabled); | |
| DebugHandler debugHandler = GetActiveDebugHandler(cameraData); | |
| bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget); | |
| debugHandler?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, cameraData, !m_HasFinalPass && !resolveToDebugScreen); | |
| // Done with Uber, blit it | |
| var colorLoadAction = RenderBufferLoadAction.DontCare; | |
| // Disable obsolete warning for internal usage | |
| if (m_Destination == k_CameraTarget && !cameraData.isDefaultViewport) | |
| colorLoadAction = RenderBufferLoadAction.Load; | |
| // Note: We rendering to "camera target" we need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack. | |
| // Overlay cameras need to output to the target described in the base camera while doing camera stack. | |
| RenderTargetIdentifier cameraTargetID = BuiltinRenderTextureType.CameraTarget; | |
| if (cameraData.xr.enabled) | |
| cameraTargetID = cameraData.xr.renderTarget; | |
| if (!m_UseSwapBuffer) | |
| m_ResolveToScreen = cameraData.resolveFinalTarget || m_Destination.nameID == cameraTargetID || m_HasFinalPass == true; | |
| // With camera stacking we not always resolve post to final screen as we might run post-processing in the middle of the stack. | |
| if (m_UseSwapBuffer && !m_ResolveToScreen) | |
| { | |
| if (!m_HasFinalPass) | |
| { | |
| // META CHANGE START: Only enable MSAA if EnablePostAA is true for VR performance | |
| // We need to reenable this to be able to blit to the correct AA target | |
| if (EnablePostAA) renderer.EnableSwapBufferMSAA(true); | |
| // META CHANGE END | |
| // Disable obsolete warning for internal usage | |
| destination = renderer.GetCameraColorFrontBuffer(cmd); | |
| } | |
| Blitter.BlitCameraTexture(cmd, GetSource(), destination, colorLoadAction, RenderBufferStoreAction.Store, m_Materials.uber, 0); | |
| // Disable obsolete warning for internal usage | |
| renderer.ConfigureCameraColorTarget(destination); | |
| Swap(ref renderer); | |
| } | |
| // TODO: Implement swapbuffer in 2DRenderer so we can remove this | |
| // For now, when render post-processing in the middle of the camera stack (not resolving to screen) | |
| // we do an extra blit to ping pong results back to color texture. In future we should allow a Swap of the current active color texture | |
| // in the pipeline to avoid this extra blit. | |
| else if (!m_UseSwapBuffer) | |
| { | |
| var firstSource = GetSource(); | |
| Blitter.BlitCameraTexture(cmd, firstSource, GetDestination(), colorLoadAction, RenderBufferStoreAction.Store, m_Materials.uber, 0); | |
| Blitter.BlitCameraTexture(cmd, GetDestination(), m_Destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, m_BlitMaterial, m_Destination.rt?.filterMode == FilterMode.Bilinear ? 1 : 0); | |
| } | |
| else if (m_ResolveToScreen) | |
| { | |
| if (resolveToDebugScreen) | |
| { | |
| // Blit to the debugger texture instead of the camera target | |
| Blitter.BlitCameraTexture(cmd, GetSource(), debugHandler.DebugScreenColorHandle, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, m_Materials.uber, 0); | |
| // Disable obsolete warning for internal usage | |
| renderer.ConfigureCameraTarget(debugHandler.DebugScreenColorHandle, debugHandler.DebugScreenDepthHandle); | |
| } | |
| else | |
| { | |
| // Get RTHandle alias to use RTHandle apis | |
| RenderTargetIdentifier cameraTarget = cameraData.targetTexture != null ? new RenderTargetIdentifier(cameraData.targetTexture) : cameraTargetID; | |
| RTHandleStaticHelpers.SetRTHandleStaticWrapper(cameraTarget); | |
| var cameraTargetHandle = RTHandleStaticHelpers.s_RTHandleWrapper; | |
| RenderingUtils.FinalBlit(cmd, cameraData, GetSource(), cameraTargetHandle, colorLoadAction, RenderBufferStoreAction.Store, m_Materials.uber, 0); | |
| // Disable obsolete warning for internal usage | |
| renderer.ConfigureCameraColorTarget(cameraTargetHandle); | |
| } | |
| } | |
| } | |
| } | |
| void DoSubpixelMorphologicalAntialiasing(ref CameraData cameraData, CommandBuffer cmd, RTHandle source, RTHandle destination) | |
| { | |
| var pixelRect = new Rect(Vector2.zero, new Vector2(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height)); | |
| var material = m_Materials.subpixelMorphologicalAntialiasing; | |
| const int kStencilBit = 64; | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_EdgeStencilTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.None, GraphicsFormatUtility.GetDepthStencilFormat(24)), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_EdgeStencilTexture"); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_EdgeColorTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_SMAAEdgeFormat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_EdgeColorTexture"); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_BlendTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8G8B8A8_UNorm), FilterMode.Point, TextureWrapMode.Clamp, name: "_BlendTexture"); | |
| // Globals | |
| var targetSize = m_EdgeColorTexture.useScaling ? m_EdgeColorTexture.rtHandleProperties.currentRenderTargetSize : new Vector2Int(m_EdgeColorTexture.rt.width, m_EdgeColorTexture.rt.height); | |
| material.SetVector(ShaderConstants._Metrics, new Vector4(1f / targetSize.x, 1f / targetSize.y, targetSize.x, targetSize.y)); | |
| material.SetTexture(ShaderConstants._AreaTexture, m_Data.textures.smaaAreaTex); | |
| material.SetTexture(ShaderConstants._SearchTexture, m_Data.textures.smaaSearchTex); | |
| material.SetFloat(ShaderConstants._StencilRef, (float)kStencilBit); | |
| material.SetFloat(ShaderConstants._StencilMask, (float)kStencilBit); | |
| // Quality presets | |
| material.shaderKeywords = null; | |
| switch (cameraData.antialiasingQuality) | |
| { | |
| case AntialiasingQuality.Low: | |
| material.EnableKeyword(ShaderKeywordStrings.SmaaLow); | |
| break; | |
| case AntialiasingQuality.Medium: | |
| material.EnableKeyword(ShaderKeywordStrings.SmaaMedium); | |
| break; | |
| case AntialiasingQuality.High: | |
| material.EnableKeyword(ShaderKeywordStrings.SmaaHigh); | |
| break; | |
| } | |
| // Pass 1: Edge detection | |
| RenderingUtils.Blit(cmd, source, pixelRect, | |
| m_EdgeColorTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, | |
| m_EdgeStencilTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, | |
| ClearFlag.ColorStencil, Color.clear, // implicit depth=1.0f stencil=0x0 | |
| material, 0); | |
| // Pass 2: Blend weights | |
| RenderingUtils.Blit(cmd, m_EdgeColorTexture, pixelRect, | |
| m_BlendTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, | |
| m_EdgeStencilTexture, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare, | |
| ClearFlag.Color, Color.clear, material, 1); | |
| // Pass 3: Neighborhood blending | |
| cmd.SetGlobalTexture(ShaderConstants._BlendTexture, m_BlendTexture.nameID); | |
| Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 2); | |
| } | |
| // TODO: CoC reprojection once TAA gets in LW | |
| // TODO: Proper LDR/gamma support | |
| void DoDepthOfField(ref CameraData cameraData, CommandBuffer cmd, RTHandle source, RTHandle destination, Rect pixelRect) | |
| { | |
| if (m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian) | |
| DoGaussianDepthOfField(cmd, source, destination, pixelRect, cameraData.isAlphaOutputEnabled); | |
| else if (m_DepthOfField.mode.value == DepthOfFieldMode.Bokeh) | |
| DoBokehDepthOfField(cmd, source, destination, pixelRect, cameraData.isAlphaOutputEnabled); | |
| } | |
| void DoGaussianDepthOfField(CommandBuffer cmd, RTHandle source, RTHandle destination, Rect pixelRect, bool enableAlphaOutput) | |
| { | |
| int downSample = 2; | |
| var material = m_Materials.gaussianDepthOfField; | |
| int wh = m_Descriptor.width / downSample; | |
| int hh = m_Descriptor.height / downSample; | |
| float farStart = m_DepthOfField.gaussianStart.value; | |
| float farEnd = Mathf.Max(farStart, m_DepthOfField.gaussianEnd.value); | |
| // Assumes a radius of 1 is 1 at 1080p | |
| // Past a certain radius our gaussian kernel will look very bad so we'll clamp it for | |
| // very high resolutions (4K+). | |
| float maxRadius = m_DepthOfField.gaussianMaxRadius.value * (wh / 1080f); | |
| maxRadius = Mathf.Min(maxRadius, 2f); | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, enableAlphaOutput); | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings.HighQualitySampling, m_DepthOfField.highQualitySampling.value); | |
| material.SetVector(ShaderConstants._CoCParams, new Vector3(farStart, farEnd, maxRadius)); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_FullCoCTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_GaussianCoCFormat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_FullCoCTexture"); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_HalfCoCTexture, GetCompatibleDescriptor(wh, hh, m_GaussianCoCFormat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_HalfCoCTexture"); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_PingTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_PingTexture"); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_PongTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_PongTexture"); | |
| PostProcessUtils.SetSourceSize(cmd, m_FullCoCTexture); | |
| cmd.SetGlobalVector(ShaderConstants._DownSampleScaleFactor, new Vector4(1.0f / downSample, 1.0f / downSample, downSample, downSample)); | |
| // Compute CoC | |
| Blitter.BlitCameraTexture(cmd, source, m_FullCoCTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, k_GaussianDoFPassComputeCoc); | |
| // Downscale & prefilter color + coc | |
| m_MRT2[0] = m_HalfCoCTexture.nameID; | |
| m_MRT2[1] = m_PingTexture.nameID; | |
| cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture, m_FullCoCTexture.nameID); | |
| CoreUtils.SetRenderTarget(cmd, m_MRT2, m_HalfCoCTexture); | |
| Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, source, viewportScale, material, k_GaussianDoFPassDownscalePrefilter); | |
| // Blur | |
| cmd.SetGlobalTexture(ShaderConstants._HalfCoCTexture, m_HalfCoCTexture.nameID); | |
| cmd.SetGlobalTexture(ShaderConstants._ColorTexture, source); | |
| Blitter.BlitCameraTexture(cmd, m_PingTexture, m_PongTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, k_GaussianDoFPassBlurH); | |
| Blitter.BlitCameraTexture(cmd, m_PongTexture, m_PingTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, k_GaussianDoFPassBlurV); | |
| // Composite | |
| cmd.SetGlobalTexture(ShaderConstants._ColorTexture, m_PingTexture.nameID); | |
| cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture, m_FullCoCTexture.nameID); | |
| Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, k_GaussianDoFPassComposite); | |
| } | |
| void PrepareBokehKernel(float maxRadius, float rcpAspect) | |
| { | |
| const int kRings = 4; | |
| const int kPointsPerRing = 7; | |
| // Check the existing array | |
| if (m_BokehKernel == null) | |
| m_BokehKernel = new Vector4[42]; | |
| // Fill in sample points (concentric circles transformed to rotated N-Gon) | |
| int idx = 0; | |
| float bladeCount = m_DepthOfField.bladeCount.value; | |
| float curvature = 1f - m_DepthOfField.bladeCurvature.value; | |
| float rotation = m_DepthOfField.bladeRotation.value * Mathf.Deg2Rad; | |
| const float PI = Mathf.PI; | |
| const float TWO_PI = Mathf.PI * 2f; | |
| for (int ring = 1; ring < kRings; ring++) | |
| { | |
| float bias = 1f / kPointsPerRing; | |
| float radius = (ring + bias) / (kRings - 1f + bias); | |
| int points = ring * kPointsPerRing; | |
| for (int point = 0; point < points; point++) | |
| { | |
| // Angle on ring | |
| float phi = 2f * PI * point / points; | |
| // Transform to rotated N-Gon | |
| // Adapted from "CryEngine 3 Graphics Gems" [Sousa13] | |
| float nt = Mathf.Cos(PI / bladeCount); | |
| float dt = Mathf.Cos(phi - (TWO_PI / bladeCount) * Mathf.Floor((bladeCount * phi + Mathf.PI) / TWO_PI)); | |
| float r = radius * Mathf.Pow(nt / dt, curvature); | |
| float u = r * Mathf.Cos(phi - rotation); | |
| float v = r * Mathf.Sin(phi - rotation); | |
| float uRadius = u * maxRadius; | |
| float vRadius = v * maxRadius; | |
| float uRadiusPowTwo = uRadius * uRadius; | |
| float vRadiusPowTwo = vRadius * vRadius; | |
| float kernelLength = Mathf.Sqrt((uRadiusPowTwo + vRadiusPowTwo)); | |
| float uRCP = uRadius * rcpAspect; | |
| m_BokehKernel[idx] = new Vector4(uRadius, vRadius, kernelLength, uRCP); | |
| idx++; | |
| } | |
| } | |
| } | |
| [] | |
| static float GetMaxBokehRadiusInPixels(float viewportHeight) | |
| { | |
| // Estimate the maximum radius of bokeh (empirically derived from the ring count) | |
| const float kRadiusInPixels = 14f; | |
| return Mathf.Min(0.05f, kRadiusInPixels / viewportHeight); | |
| } | |
| void DoBokehDepthOfField(CommandBuffer cmd, RTHandle source, RTHandle destination, Rect pixelRect, bool enableAlphaOutput) | |
| { | |
| int downSample = 2; | |
| var material = m_Materials.bokehDepthOfField; | |
| int wh = m_Descriptor.width / downSample; | |
| int hh = m_Descriptor.height / downSample; | |
| // "A Lens and Aperture Camera Model for Synthetic Image Generation" [Potmesil81] | |
| float F = m_DepthOfField.focalLength.value / 1000f; | |
| float A = m_DepthOfField.focalLength.value / m_DepthOfField.aperture.value; | |
| float P = m_DepthOfField.focusDistance.value; | |
| float maxCoC = (A * F) / (P - F); | |
| float maxRadius = GetMaxBokehRadiusInPixels(m_Descriptor.height); | |
| float rcpAspect = 1f / (wh / (float)hh); | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, enableAlphaOutput); | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings.UseFastSRGBLinearConversion, m_UseFastSRGBLinearConversion); | |
| cmd.SetGlobalVector(ShaderConstants._CoCParams, new Vector4(P, maxCoC, maxRadius, rcpAspect)); | |
| // Prepare the bokeh kernel constant buffer | |
| int hash = m_DepthOfField.GetHashCode(); | |
| if (hash != m_BokehHash || maxRadius != m_BokehMaxRadius || rcpAspect != m_BokehRCPAspect) | |
| { | |
| m_BokehHash = hash; | |
| m_BokehMaxRadius = maxRadius; | |
| m_BokehRCPAspect = rcpAspect; | |
| PrepareBokehKernel(maxRadius, rcpAspect); | |
| } | |
| cmd.SetGlobalVectorArray(ShaderConstants._BokehKernel, m_BokehKernel); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_FullCoCTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8_UNorm), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_FullCoCTexture"); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_PingTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_PingTexture"); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_PongTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_PongTexture"); | |
| PostProcessUtils.SetSourceSize(cmd, m_FullCoCTexture); | |
| cmd.SetGlobalVector(ShaderConstants._DownSampleScaleFactor, new Vector4(1.0f / downSample, 1.0f / downSample, downSample, downSample)); | |
| float uvMargin = (1.0f / m_Descriptor.height) * downSample; | |
| cmd.SetGlobalVector(ShaderConstants._BokehConstants, new Vector4(uvMargin, uvMargin * 2.0f)); | |
| // Compute CoC | |
| Blitter.BlitCameraTexture(cmd, source, m_FullCoCTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, k_BokehDoFPassComputeCoc); | |
| cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture, m_FullCoCTexture.nameID); | |
| // Downscale & prefilter color + coc | |
| Blitter.BlitCameraTexture(cmd, source, m_PingTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, k_BokehDoFPassDownscalePrefilter); | |
| // Bokeh blur | |
| Blitter.BlitCameraTexture(cmd, m_PingTexture, m_PongTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, k_BokehDoFPassBlur); | |
| // Post-filtering | |
| Blitter.BlitCameraTexture(cmd, m_PongTexture, m_PingTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, k_BokehDoFPassPostFilter); | |
| // Composite | |
| cmd.SetGlobalTexture(ShaderConstants._DofTexture, m_PingTexture.nameID); | |
| Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, k_BokehDoFPassComposite); | |
| } | |
| static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo) | |
| { | |
| // Must always be true | |
| if (light != null) | |
| { | |
| switch (light.type) | |
| { | |
| case LightType.Directional: | |
| return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, cam.transform.forward); | |
| case LightType.Point: | |
| return LensFlareCommonSRP.ShapeAttenuationPointLight(); | |
| case LightType.Spot: | |
| return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f); | |
| default: | |
| return 1.0f; | |
| } | |
| } | |
| return 1.0f; | |
| } | |
| void LensFlareDataDrivenComputeOcclusion(ref UniversalCameraData cameraData, CommandBuffer cmd, RenderTargetIdentifier source, bool usePanini, float paniniDistance, float paniniCropToFit) | |
| { | |
| if (!LensFlareCommonSRP.IsOcclusionRTCompatible()) | |
| return; | |
| Camera camera = cameraData.camera; | |
| Matrix4x4 nonJitteredViewProjMatrix0; | |
| int xrId0; | |
| // Not VR or Multi-Pass | |
| if (cameraData.xr.enabled) | |
| { | |
| if (cameraData.xr.singlePassEnabled) | |
| { | |
| nonJitteredViewProjMatrix0 = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrixNoJitter(0), true) * cameraData.GetViewMatrix(0); | |
| xrId0 = 0; | |
| } | |
| else | |
| { | |
| var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true); | |
| nonJitteredViewProjMatrix0 = gpuNonJitteredProj * camera.worldToCameraMatrix; | |
| xrId0 = cameraData.xr.multipassId; | |
| } | |
| } | |
| else | |
| { | |
| nonJitteredViewProjMatrix0 = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrixNoJitter(0), true) * cameraData.GetViewMatrix(0); | |
| xrId0 = 0; | |
| } | |
| var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true); | |
| nonJitteredViewProjMatrix0 = gpuNonJitteredProj * camera.worldToCameraMatrix; | |
| xrId0 = cameraData.xr.multipassId; | |
| cmd.SetGlobalTexture(m_Depth.name, m_Depth.nameID); | |
| LensFlareCommonSRP.ComputeOcclusion( | |
| m_Materials.lensFlareDataDriven, camera, cameraData.xr, cameraData.xr.multipassId, | |
| (float)m_Descriptor.width, (float)m_Descriptor.height, | |
| usePanini, paniniDistance, paniniCropToFit, true, | |
| camera.transform.position, | |
| nonJitteredViewProjMatrix0, | |
| cmd, | |
| false, false, null, null); | |
| if (cameraData.xr.enabled && cameraData.xr.singlePassEnabled) | |
| { | |
| for (int xrIdx = 1; xrIdx < cameraData.xr.viewCount; ++xrIdx) | |
| { | |
| Matrix4x4 gpuVPXR = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrixNoJitter(xrIdx), true) * cameraData.GetViewMatrix(xrIdx); | |
| cmd.SetGlobalTexture(m_Depth.name, m_Depth.nameID); | |
| // Bypass single pass version | |
| LensFlareCommonSRP.ComputeOcclusion( | |
| m_Materials.lensFlareDataDriven, camera, cameraData.xr, xrIdx, | |
| (float)m_Descriptor.width, (int)m_Descriptor.height, | |
| usePanini, paniniDistance, paniniCropToFit, true, | |
| camera.transform.position, | |
| gpuVPXR, | |
| cmd, | |
| false, false, null, null); | |
| } | |
| } | |
| } | |
| void LensFlareDataDriven(ref UniversalCameraData cameraData, CommandBuffer cmd, RenderTargetIdentifier source, bool usePanini, float paniniDistance, float paniniCropToFit) | |
| { | |
| Camera camera = cameraData.camera; | |
| var pixelRect = new Rect(Vector2.zero, new Vector2(m_Descriptor.width, m_Descriptor.height)); | |
| // Not VR or Multi-Pass | |
| if (!cameraData.xr.enabled || | |
| (cameraData.xr.enabled && !cameraData.xr.singlePassEnabled)) | |
| { | |
| var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true); | |
| var gpuVP = gpuNonJitteredProj * camera.worldToCameraMatrix; | |
| LensFlareCommonSRP.DoLensFlareDataDrivenCommon( | |
| m_Materials.lensFlareDataDriven, camera, pixelRect, cameraData.xr, cameraData.xr.multipassId, | |
| (float)m_Descriptor.width, (float)m_Descriptor.height, | |
| usePanini, paniniDistance, paniniCropToFit, true, | |
| camera.transform.position, | |
| gpuVP, | |
| cmd, | |
| false, false, null, null, | |
| source, | |
| (Light light, Camera cam, Vector3 wo) => { return GetLensFlareLightAttenuation(light, cam, wo); }, | |
| false); | |
| } | |
| else // data.hdCamera.xr.enabled && data.hdCamera.xr.singlePassEnabled | |
| { | |
| // Bypass single pass version | |
| for (int xrIdx = 0; xrIdx < cameraData.xr.viewCount; ++xrIdx) | |
| { | |
| Matrix4x4 gpuVPXR = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrixNoJitter(xrIdx), true) * cameraData.GetViewMatrix(xrIdx); | |
| LensFlareCommonSRP.DoLensFlareDataDrivenCommon( | |
| m_Materials.lensFlareDataDriven, camera, pixelRect, cameraData.xr, cameraData.xr.multipassId, | |
| (float)m_Descriptor.width, (float)m_Descriptor.height, | |
| usePanini, paniniDistance, paniniCropToFit, true, | |
| camera.transform.position, | |
| gpuVPXR, | |
| cmd, | |
| false, false, null, null, | |
| source, | |
| (Light light, Camera cam, Vector3 wo) => { return GetLensFlareLightAttenuation(light, cam, wo); }, | |
| false); | |
| } | |
| } | |
| } | |
| void DoLensFlareScreenSpace(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source, RTHandle originalBloomTexture, RTHandle screenSpaceLensFlareBloomMipTexture) | |
| { | |
| int ratio = (int)m_LensFlareScreenSpace.resolution.value; | |
| int width = Mathf.Max(1, (int)m_Descriptor.width / ratio); | |
| int height = Mathf.Max(1, (int)m_Descriptor.height / ratio); | |
| var desc = GetCompatibleDescriptor(width, height, m_DefaultColorFormat); | |
| if (m_LensFlareScreenSpace.IsStreaksActive()) | |
| { | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_StreakTmpTexture, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_StreakTmpTexture"); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_StreakTmpTexture2, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_StreakTmpTexture2"); | |
| } | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_ScreenSpaceLensFlareResult, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_ScreenSpaceLensFlareResult"); | |
| LensFlareCommonSRP.DoLensFlareScreenSpaceCommon( | |
| m_Materials.lensFlareScreenSpace, | |
| camera, | |
| (float)m_Descriptor.width, | |
| (float)m_Descriptor.height, | |
| m_LensFlareScreenSpace.tintColor.value, | |
| originalBloomTexture, | |
| screenSpaceLensFlareBloomMipTexture, | |
| null, // We don't have any spectral LUT in URP | |
| m_StreakTmpTexture, | |
| m_StreakTmpTexture2, | |
| new Vector4( | |
| m_LensFlareScreenSpace.intensity.value, | |
| m_LensFlareScreenSpace.firstFlareIntensity.value, | |
| m_LensFlareScreenSpace.secondaryFlareIntensity.value, | |
| m_LensFlareScreenSpace.warpedFlareIntensity.value), | |
| new Vector4( | |
| m_LensFlareScreenSpace.vignetteEffect.value, | |
| m_LensFlareScreenSpace.startingPosition.value, | |
| m_LensFlareScreenSpace.scale.value, | |
| 0), // Free slot, not used | |
| new Vector4( | |
| m_LensFlareScreenSpace.samples.value, | |
| m_LensFlareScreenSpace.sampleDimmer.value, | |
| m_LensFlareScreenSpace.chromaticAbberationIntensity.value, | |
| 0), // No need to pass a chromatic aberration sample count, hardcoded at 3 in shader | |
| new Vector4( | |
| m_LensFlareScreenSpace.streaksIntensity.value, | |
| m_LensFlareScreenSpace.streaksLength.value, | |
| m_LensFlareScreenSpace.streaksOrientation.value, | |
| m_LensFlareScreenSpace.streaksThreshold.value), | |
| new Vector4( | |
| ratio, | |
| m_LensFlareScreenSpace.warpedFlareScale.value.x, | |
| m_LensFlareScreenSpace.warpedFlareScale.value.y, | |
| 0), // Free slot, not used | |
| cmd, | |
| m_ScreenSpaceLensFlareResult, | |
| false); | |
| cmd.SetGlobalTexture(ShaderConstants._Bloom_Texture, originalBloomTexture); | |
| } | |
| internal static readonly int k_ShaderPropertyId_ViewProjM = Shader.PropertyToID("_ViewProjM"); | |
| internal static readonly int k_ShaderPropertyId_PrevViewProjM = Shader.PropertyToID("_PrevViewProjM"); | |
| internal static readonly int k_ShaderPropertyId_ViewProjMStereo = Shader.PropertyToID("_ViewProjMStereo"); | |
| internal static readonly int k_ShaderPropertyId_PrevViewProjMStereo = Shader.PropertyToID("_PrevViewProjMStereo"); | |
| internal static void UpdateMotionBlurMatrices(ref Material material, Camera camera, XRPass xr) | |
| { | |
| MotionVectorsPersistentData motionData = null; | |
| if(camera.TryGetComponent<UniversalAdditionalCameraData>(out var additionalCameraData)) | |
| motionData = additionalCameraData.motionVectorsPersistentData; | |
| if (motionData == null) | |
| return; | |
| if (xr.enabled && xr.singlePassEnabled) | |
| { | |
| material.SetMatrixArray(k_ShaderPropertyId_PrevViewProjMStereo, motionData.previousViewProjectionStereo); | |
| material.SetMatrixArray(k_ShaderPropertyId_ViewProjMStereo, motionData.viewProjectionStereo); | |
| } | |
| else | |
| { | |
| int viewProjMIdx = 0; | |
| if (xr.enabled) | |
| viewProjMIdx = xr.multipassId; | |
| // TODO: These should be part of URP main matrix set. For now, we set them here for motion vector rendering. | |
| material.SetMatrix(k_ShaderPropertyId_PrevViewProjM, motionData.previousViewProjectionStereo[viewProjMIdx]); | |
| material.SetMatrix(k_ShaderPropertyId_ViewProjM, motionData.viewProjectionStereo[viewProjMIdx]); | |
| } | |
| } | |
| void DoMotionBlur(CommandBuffer cmd, RTHandle source, RTHandle destination, RTHandle motionVectors, ref CameraData cameraData) | |
| { | |
| var material = m_Materials.cameraMotionBlur; | |
| UpdateMotionBlurMatrices(ref material, cameraData.camera, cameraData.xr); | |
| material.SetFloat("_Intensity", m_MotionBlur.intensity.value); | |
| material.SetFloat("_Clamp", m_MotionBlur.clamp.value); | |
| int pass = (int)m_MotionBlur.quality.value; | |
| var mode = m_MotionBlur.mode.value; | |
| if (mode == MotionBlurMode.CameraAndObjects) | |
| { | |
| Debug.Assert(motionVectors != null, "Motion vectors are invalid. Per-object motion blur requires a motion vector texture."); | |
| pass += 3; | |
| material.SetTexture(MotionVectorRenderPass.k_MotionVectorTextureName, motionVectors); | |
| } | |
| PostProcessUtils.SetSourceSize(cmd, source); | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, cameraData.isAlphaOutputEnabled); | |
| Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, pass); | |
| } | |
| // Back-ported & adapted from the work of the Stockholm demo team - thanks Lasse! | |
| void DoPaniniProjection(Camera camera, CommandBuffer cmd, RTHandle source, RTHandle destination) | |
| { | |
| float distance = m_PaniniProjection.distance.value; | |
| var viewExtents = CalcViewExtents(camera); | |
| var cropExtents = CalcCropExtents(camera, distance); | |
| float scaleX = cropExtents.x / viewExtents.x; | |
| float scaleY = cropExtents.y / viewExtents.y; | |
| float scaleF = Mathf.Min(scaleX, scaleY); | |
| float paniniD = distance; | |
| float paniniS = Mathf.Lerp(1f, Mathf.Clamp01(scaleF), m_PaniniProjection.cropToFit.value); | |
| var material = m_Materials.paniniProjection; | |
| material.SetVector(ShaderConstants._Params, new Vector4(viewExtents.x, viewExtents.y, paniniD, paniniS)); | |
| material.EnableKeyword( | |
| 1f - Mathf.Abs(paniniD) > float.Epsilon | |
| ? ShaderKeywordStrings.PaniniGeneric : ShaderKeywordStrings.PaniniUnitDistance | |
| ); | |
| Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 0); | |
| } | |
| Vector2 CalcViewExtents(Camera camera) | |
| { | |
| float fovY = camera.fieldOfView * Mathf.Deg2Rad; | |
| float aspect = m_Descriptor.width / (float)m_Descriptor.height; | |
| float viewExtY = Mathf.Tan(0.5f * fovY); | |
| float viewExtX = aspect * viewExtY; | |
| return new Vector2(viewExtX, viewExtY); | |
| } | |
| Vector2 CalcCropExtents(Camera camera, float d) | |
| { | |
| // given | |
| // S----------- E--X------- | |
| // | ` ~. /,´ | |
| // |-- --- Q | |
| // | ,/ ` | |
| // 1 | ,´/ ` | |
| // | ,´ / ´ | |
| // | ,´ / ´ | |
| // |,` / , | |
| // O / | |
| // | / , | |
| // d | / | |
| // | / , | |
| // |/ . | |
| // P | |
| // | ´ | |
| // | , ´ | |
| // +- ´ | |
| // | |
| // have X | |
| // want to find E | |
| float viewDist = 1f + d; | |
| var projPos = CalcViewExtents(camera); | |
| var projHyp = Mathf.Sqrt(projPos.x * projPos.x + 1f); | |
| float cylDistMinusD = 1f / projHyp; | |
| float cylDist = cylDistMinusD + d; | |
| var cylPos = projPos * cylDistMinusD; | |
| return cylPos * (viewDist / cylDist); | |
| } | |
| void SetupBloom(CommandBuffer cmd, RTHandle source, Material uberMaterial, bool enableAlphaOutput) | |
| { | |
| // Start at half-res | |
| int downres = 1; | |
| switch (m_Bloom.downscale.value) | |
| { | |
| case BloomDownscaleMode.Half: | |
| downres = 1; | |
| break; | |
| case BloomDownscaleMode.Quarter: | |
| downres = 2; | |
| break; | |
| default: | |
| throw new System.ArgumentOutOfRangeException(); | |
| } | |
| int tw = m_Descriptor.width >> downres; | |
| int th = m_Descriptor.height >> downres; | |
| // Determine the iteration count | |
| int maxSize = Mathf.Max(tw, th); | |
| int iterations = Mathf.FloorToInt(Mathf.Log(maxSize, 2f) - 1); | |
| int mipCount = Mathf.Clamp(iterations, 1, m_Bloom.maxIterations.value); | |
| // Pre-filtering parameters | |
| float clamp = m_Bloom.clamp.value; | |
| float threshold = Mathf.GammaToLinearSpace(m_Bloom.threshold.value); | |
| float thresholdKnee = threshold * 0.5f; // Hardcoded soft knee | |
| // Material setup | |
| float scatter = Mathf.Lerp(0.05f, 0.95f, m_Bloom.scatter.value); | |
| var bloomMaterial = m_Materials.bloom; | |
| bloomMaterial.SetVector(ShaderConstants._Params, new Vector4(scatter, clamp, threshold, thresholdKnee)); | |
| CoreUtils.SetKeyword(bloomMaterial, ShaderKeywordStrings.BloomHQ, m_Bloom.highQualityFiltering.value); | |
| CoreUtils.SetKeyword(bloomMaterial, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, enableAlphaOutput); | |
| // Prefilter | |
| var desc = GetCompatibleDescriptor(tw, th, m_DefaultColorFormat); | |
| for (int i = 0; i < mipCount; i++) | |
| { | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_BloomMipUp[i], desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: m_BloomMipUp[i].name); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_BloomMipDown[i], desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: m_BloomMipDown[i].name); | |
| desc.width = Mathf.Max(1, desc.width >> 1); | |
| desc.height = Mathf.Max(1, desc.height >> 1); | |
| } | |
| Blitter.BlitCameraTexture(cmd, source, m_BloomMipDown[0], RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, bloomMaterial, 0); | |
| // Downsample - gaussian pyramid | |
| var lastDown = m_BloomMipDown[0]; | |
| for (int i = 1; i < mipCount; i++) | |
| { | |
| // Classic two pass gaussian blur - use mipUp as a temporary target | |
| // First pass does 2x downsampling + 9-tap gaussian | |
| // Second pass does 9-tap gaussian using a 5-tap filter + bilinear filtering | |
| Blitter.BlitCameraTexture(cmd, lastDown, m_BloomMipUp[i], RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, bloomMaterial, 1); | |
| Blitter.BlitCameraTexture(cmd, m_BloomMipUp[i], m_BloomMipDown[i], RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, bloomMaterial, 2); | |
| lastDown = m_BloomMipDown[i]; | |
| } | |
| // Upsample (bilinear by default, HQ filtering does bicubic instead | |
| for (int i = mipCount - 2; i >= 0; i--) | |
| { | |
| var lowMip = (i == mipCount - 2) ? m_BloomMipDown[i + 1] : m_BloomMipUp[i + 1]; | |
| var highMip = m_BloomMipDown[i]; | |
| var dst = m_BloomMipUp[i]; | |
| cmd.SetGlobalTexture(ShaderConstants._SourceTexLowMip, lowMip); | |
| Blitter.BlitCameraTexture(cmd, highMip, dst, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, bloomMaterial, 3); | |
| } | |
| // Setup bloom on uber | |
| var tint = m_Bloom.tint.value.linear; | |
| var luma = ColorUtils.Luminance(tint); | |
| tint = luma > 0f ? tint * (1f / luma) : Color.white; | |
| var bloomParams = new Vector4(m_Bloom.intensity.value, tint.r, tint.g, tint.b); | |
| uberMaterial.SetVector(ShaderConstants._Bloom_Params, bloomParams); | |
| cmd.SetGlobalTexture(ShaderConstants._Bloom_Texture, m_BloomMipUp[0]); | |
| // Setup lens dirtiness on uber | |
| // Keep the aspect ratio correct & center the dirt texture, we don't want it to be | |
| // stretched or squashed | |
| var dirtTexture = m_Bloom.dirtTexture.value == null ? Texture2D.blackTexture : m_Bloom.dirtTexture.value; | |
| float dirtRatio = dirtTexture.width / (float)dirtTexture.height; | |
| float screenRatio = m_Descriptor.width / (float)m_Descriptor.height; | |
| var dirtScaleOffset = new Vector4(1f, 1f, 0f, 0f); | |
| float dirtIntensity = m_Bloom.dirtIntensity.value; | |
| if (dirtRatio > screenRatio) | |
| { | |
| dirtScaleOffset.x = screenRatio / dirtRatio; | |
| dirtScaleOffset.z = (1f - dirtScaleOffset.x) * 0.5f; | |
| } | |
| else if (screenRatio > dirtRatio) | |
| { | |
| dirtScaleOffset.y = dirtRatio / screenRatio; | |
| dirtScaleOffset.w = (1f - dirtScaleOffset.y) * 0.5f; | |
| } | |
| uberMaterial.SetVector(ShaderConstants._LensDirt_Params, dirtScaleOffset); | |
| uberMaterial.SetFloat(ShaderConstants._LensDirt_Intensity, dirtIntensity); | |
| uberMaterial.SetTexture(ShaderConstants._LensDirt_Texture, dirtTexture); | |
| // Keyword setup - a bit convoluted as we're trying to save some variants in Uber... | |
| if (m_Bloom.highQualityFiltering.value) | |
| uberMaterial.EnableKeyword(dirtIntensity > 0f ? ShaderKeywordStrings.BloomHQDirt : ShaderKeywordStrings.BloomHQ); | |
| else | |
| uberMaterial.EnableKeyword(dirtIntensity > 0f ? ShaderKeywordStrings.BloomLQDirt : ShaderKeywordStrings.BloomLQ); | |
| } | |
| void SetupLensDistortion(Material material, bool isSceneView) | |
| { | |
| float amount = 1.6f * Mathf.Max(Mathf.Abs(m_LensDistortion.intensity.value * 100f), 1f); | |
| float theta = Mathf.Deg2Rad * Mathf.Min(160f, amount); | |
| float sigma = 2f * Mathf.Tan(theta * 0.5f); | |
| var center = m_LensDistortion.center.value * 2f - Vector2.one; | |
| var p1 = new Vector4( | |
| center.x, | |
| center.y, | |
| Mathf.Max(m_LensDistortion.xMultiplier.value, 1e-4f), | |
| Mathf.Max(m_LensDistortion.yMultiplier.value, 1e-4f) | |
| ); | |
| var p2 = new Vector4( | |
| m_LensDistortion.intensity.value >= 0f ? theta : 1f / theta, | |
| sigma, | |
| 1f / m_LensDistortion.scale.value, | |
| m_LensDistortion.intensity.value * 100f | |
| ); | |
| material.SetVector(ShaderConstants._Distortion_Params1, p1); | |
| material.SetVector(ShaderConstants._Distortion_Params2, p2); | |
| if (m_LensDistortion.IsActive() && !isSceneView) | |
| material.EnableKeyword(ShaderKeywordStrings.Distortion); | |
| } | |
| void SetupChromaticAberration(Material material) | |
| { | |
| material.SetFloat(ShaderConstants._Chroma_Params, m_ChromaticAberration.intensity.value * 0.05f); | |
| if (m_ChromaticAberration.IsActive()) | |
| material.EnableKeyword(ShaderKeywordStrings.ChromaticAberration); | |
| } | |
| void SetupVignette(Material material, XRPass xrPass) | |
| { | |
| var color = m_Vignette.color.value; | |
| var center = m_Vignette.center.value; | |
| var aspectRatio = m_Descriptor.width / (float)m_Descriptor.height; | |
| if (xrPass != null && xrPass.enabled) | |
| { | |
| if (xrPass.singlePassEnabled) | |
| material.SetVector(ShaderConstants._Vignette_ParamsXR, xrPass.ApplyXRViewCenterOffset(center)); | |
| else | |
| // In multi-pass mode we need to modify the eye center with the values from .xy of the corrected | |
| // center since the version of the shader that is not single-pass will use the value in _Vignette_Params2 | |
| center = xrPass.ApplyXRViewCenterOffset(center); | |
| } | |
| var v1 = new Vector4( | |
| color.r, color.g, color.b, | |
| m_Vignette.rounded.value ? aspectRatio : 1f | |
| ); | |
| var v2 = new Vector4( | |
| center.x, center.y, | |
| m_Vignette.intensity.value * 3f, | |
| m_Vignette.smoothness.value * 5f | |
| ); | |
| material.SetVector(ShaderConstants._Vignette_Params1, v1); | |
| material.SetVector(ShaderConstants._Vignette_Params2, v2); | |
| } | |
| void SetupColorGrading(CommandBuffer cmd, ref RenderingData renderingData, Material material) | |
| { | |
| ref var postProcessingData = ref renderingData.postProcessingData; | |
| bool hdr = postProcessingData.gradingMode == ColorGradingMode.HighDynamicRange; | |
| int lutHeight = postProcessingData.lutSize; | |
| int lutWidth = lutHeight * lutHeight; | |
| // Source material setup | |
| float postExposureLinear = Mathf.Pow(2f, m_ColorAdjustments.postExposure.value); | |
| material.SetTexture(ShaderConstants._InternalLut, m_InternalLut); | |
| material.SetVector(ShaderConstants._Lut_Params, new Vector4(1f / lutWidth, 1f / lutHeight, lutHeight - 1f, postExposureLinear)); | |
| material.SetTexture(ShaderConstants._UserLut, m_ColorLookup.texture.value); | |
| material.SetVector(ShaderConstants._UserLut_Params, !m_ColorLookup.IsActive() | |
| ? Vector4.zero | |
| : new Vector4(1f / m_ColorLookup.texture.value.width, | |
| 1f / m_ColorLookup.texture.value.height, | |
| m_ColorLookup.texture.value.height - 1f, | |
| m_ColorLookup.contribution.value) | |
| ); | |
| if (hdr) | |
| { | |
| material.EnableKeyword(ShaderKeywordStrings.HDRGrading); | |
| } | |
| else | |
| { | |
| switch (m_Tonemapping.mode.value) | |
| { | |
| case TonemappingMode.Neutral: material.EnableKeyword(ShaderKeywordStrings.TonemapNeutral); break; | |
| case TonemappingMode.ACES: material.EnableKeyword(ShaderKeywordStrings.TonemapACES); break; | |
| default: break; // None | |
| } | |
| } | |
| } | |
| void SetupGrain(UniversalCameraData cameraData, Material material) | |
| { | |
| if (!m_HasFinalPass && m_FilmGrain.IsActive()) | |
| { | |
| material.EnableKeyword(ShaderKeywordStrings.FilmGrain); | |
| PostProcessUtils.ConfigureFilmGrain( | |
| m_Data, | |
| m_FilmGrain, | |
| cameraData.pixelWidth, cameraData.pixelHeight, | |
| material | |
| ); | |
| } | |
| } | |
| void SetupDithering(UniversalCameraData cameraData, Material material) | |
| { | |
| if (!m_HasFinalPass && cameraData.isDitheringEnabled) | |
| { | |
| material.EnableKeyword(ShaderKeywordStrings.Dithering); | |
| m_DitheringTextureIndex = PostProcessUtils.ConfigureDithering( | |
| m_Data, | |
| m_DitheringTextureIndex, | |
| cameraData.pixelWidth, cameraData.pixelHeight, | |
| material | |
| ); | |
| } | |
| } | |
| void SetupHDROutput(HDROutputUtils.HDRDisplayInformation hdrDisplayInformation, ColorGamut hdrDisplayColorGamut, Material material, HDROutputUtils.Operation hdrOperations, bool rendersOverlayUI) | |
| { | |
| Vector4 hdrOutputLuminanceParams; | |
| UniversalRenderPipeline.GetHDROutputLuminanceParameters(hdrDisplayInformation, hdrDisplayColorGamut, m_Tonemapping, out hdrOutputLuminanceParams); | |
| material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, hdrOutputLuminanceParams); | |
| HDROutputUtils.ConfigureHDROutput(material, hdrDisplayColorGamut, hdrOperations); | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings.HDROverlay, rendersOverlayUI); | |
| } | |
| void RenderFinalPass(CommandBuffer cmd, ref RenderingData renderingData) | |
| { | |
| UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>(); | |
| var material = m_Materials.finalPass; | |
| material.shaderKeywords = null; | |
| // Disable obsolete warning for internal usage | |
| PostProcessUtils.SetSourceSize(cmd, cameraData.renderer.cameraColorTargetHandle); | |
| SetupGrain(renderingData.cameraData.universalCameraData, material); | |
| SetupDithering(renderingData.cameraData.universalCameraData, material); | |
| if (RequireSRGBConversionBlitToBackBuffer(renderingData.cameraData.requireSrgbConversion)) | |
| material.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion); | |
| HDROutputUtils.Operation hdrOperations = HDROutputUtils.Operation.None; | |
| bool requireHDROutput = RequireHDROutput(renderingData.cameraData.universalCameraData); | |
| if (requireHDROutput) | |
| { | |
| // If there is a final post process pass, it's always the final pass so do color encoding | |
| hdrOperations = m_EnableColorEncodingIfNeeded ? HDROutputUtils.Operation.ColorEncoding : HDROutputUtils.Operation.None; | |
| // If the color space conversion wasn't applied by the uber pass, do it here | |
| if (!cameraData.postProcessEnabled) | |
| hdrOperations |= HDROutputUtils.Operation.ColorConversion; | |
| SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, material, hdrOperations, cameraData.rendersOverlayUI); | |
| } | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, cameraData.isAlphaOutputEnabled); | |
| DebugHandler debugHandler = GetActiveDebugHandler(cameraData); | |
| bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget); | |
| debugHandler?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, cameraData, m_IsFinalPass && !resolveToDebugScreen); | |
| if (m_UseSwapBuffer) | |
| { | |
| // Disable obsolete warning for internal usage | |
| m_Source = cameraData.renderer.GetCameraColorBackBuffer(cmd); | |
| } | |
| RTHandle sourceTex = m_Source; | |
| var colorLoadAction = cameraData.isDefaultViewport ? RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load; | |
| bool isFxaaEnabled = (cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing); | |
| // FSR is only considered "enabled" when we're performing upscaling. (downscaling uses a linear filter unconditionally) | |
| bool isFsrEnabled = ((cameraData.imageScalingMode == ImageScalingMode.Upscaling) && (cameraData.upscalingFilter == ImageUpscalingFilter.FSR)); | |
| // Reuse RCAS pass as an optional standalone post sharpening pass for TAA. | |
| // This avoids the cost of EASU and is available for other upscaling options. | |
| // If FSR is enabled then FSR settings override the TAA settings and we perform RCAS only once. | |
| bool isTaaSharpeningEnabled = (cameraData.IsTemporalAAEnabled() && cameraData.taaSettings.contrastAdaptiveSharpening > 0.0f) && !isFsrEnabled; | |
| // If target format has alpha and post-process needs to process/output alpha. | |
| bool isAlphaOutputEnabled = cameraData.isAlphaOutputEnabled; | |
| if (cameraData.imageScalingMode != ImageScalingMode.None) | |
| { | |
| // When FXAA is enabled in scaled renders, we execute it in a separate blit since it's not designed to be used in | |
| // situations where the input and output resolutions do not match. | |
| // When FSR is active, we always need an additional pass since it has a very particular color encoding requirement. | |
| // NOTE: An ideal implementation could inline this color conversion logic into the UberPost pass, but the current code structure would make | |
| // this process very complex. Specifically, we'd need to guarantee that the uber post output is always written to a UNORM format render | |
| // target in order to preserve the precision of specially encoded color data. | |
| bool isSetupRequired = (isFxaaEnabled || isFsrEnabled); | |
| // Make sure to remove any MSAA and attached depth buffers from the temporary render targets | |
| var tempRtDesc = cameraData.cameraTargetDescriptor; | |
| tempRtDesc.msaaSamples = 1; | |
| tempRtDesc.depthStencilFormat = GraphicsFormat.None; | |
| // Select a UNORM format since we've already performed tonemapping. (Values are in 0-1 range) | |
| // This improves precision and is required if we want to avoid excessive banding when FSR is in use. | |
| if (!requireHDROutput) | |
| tempRtDesc.graphicsFormat = UniversalRenderPipeline.MakeUnormRenderTextureGraphicsFormat(); | |
| m_Materials.scalingSetup.shaderKeywords = null; | |
| if (isSetupRequired) | |
| { | |
| if (requireHDROutput) | |
| { | |
| SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, m_Materials.scalingSetup, hdrOperations, cameraData.rendersOverlayUI); | |
| } | |
| if (isFxaaEnabled) | |
| { | |
| m_Materials.scalingSetup.EnableKeyword(ShaderKeywordStrings.Fxaa); | |
| } | |
| if (isFsrEnabled) | |
| { | |
| m_Materials.scalingSetup.EnableKeyword(hdrOperations.HasFlag(HDROutputUtils.Operation.ColorEncoding) ? ShaderKeywordStrings.Gamma20AndHDRInput : ShaderKeywordStrings.Gamma20); | |
| } | |
| if (isAlphaOutputEnabled) | |
| { | |
| m_Materials.scalingSetup.EnableKeyword(ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT); | |
| } | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_ScalingSetupTarget, tempRtDesc, FilterMode.Point, TextureWrapMode.Clamp, name: "_ScalingSetupTexture"); | |
| Blitter.BlitCameraTexture(cmd, m_Source, m_ScalingSetupTarget, colorLoadAction, RenderBufferStoreAction.Store, m_Materials.scalingSetup, 0); | |
| sourceTex = m_ScalingSetupTarget; | |
| } | |
| switch (cameraData.imageScalingMode) | |
| { | |
| case ImageScalingMode.Upscaling: | |
| { | |
| // In the upscaling case, set material keywords based on the selected upscaling filter | |
| // Note: If FSR is enabled, we go down this path regardless of the current render scale. We do this because | |
| // FSR still provides visual benefits at 100% scale. This will also make the transition between 99% and 100% | |
| // scale less obvious for cases where FSR is used with dynamic resolution scaling. | |
| switch (cameraData.upscalingFilter) | |
| { | |
| case ImageUpscalingFilter.Point: | |
| { | |
| // TAA post sharpening is an RCAS pass, avoid overriding it with point sampling. | |
| if(!isTaaSharpeningEnabled) | |
| material.EnableKeyword(ShaderKeywordStrings.PointSampling); | |
| break; | |
| } | |
| case ImageUpscalingFilter.Linear: | |
| { | |
| // Do nothing as linear is the default filter in the shader | |
| break; | |
| } | |
| case ImageUpscalingFilter.FSR: | |
| { | |
| m_Materials.easu.shaderKeywords = null; | |
| var upscaleRtDesc = cameraData.cameraTargetDescriptor; | |
| upscaleRtDesc.msaaSamples = 1; | |
| upscaleRtDesc.depthStencilFormat = GraphicsFormat.None; | |
| upscaleRtDesc.width = cameraData.pixelWidth; | |
| upscaleRtDesc.height = cameraData.pixelHeight; | |
| // EASU | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_UpscaledTarget, upscaleRtDesc, FilterMode.Point, TextureWrapMode.Clamp, name: "_UpscaledTexture"); | |
| var fsrInputSize = new Vector2(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height); | |
| var fsrOutputSize = new Vector2(cameraData.pixelWidth, cameraData.pixelHeight); | |
| FSRUtils.SetEasuConstants(cmd, fsrInputSize, fsrInputSize, fsrOutputSize); | |
| if (isAlphaOutputEnabled) | |
| CoreUtils.SetKeyword(m_Materials.easu, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, isAlphaOutputEnabled); | |
| Blitter.BlitCameraTexture(cmd, sourceTex, m_UpscaledTarget, colorLoadAction, RenderBufferStoreAction.Store, m_Materials.easu, 0); | |
| // RCAS | |
| // Use the override value if it's available, otherwise use the default. | |
| float sharpness = cameraData.fsrOverrideSharpness ? cameraData.fsrSharpness : FSRUtils.kDefaultSharpnessLinear; | |
| // Set up the parameters for the RCAS pass unless the sharpness value indicates that it wont have any effect. | |
| if (cameraData.fsrSharpness > 0.0f) | |
| { | |
| // RCAS is performed during the final post blit, but we set up the parameters here for better logical grouping. | |
| material.EnableKeyword(requireHDROutput ? ShaderKeywordStrings.EasuRcasAndHDRInput : ShaderKeywordStrings.Rcas); | |
| FSRUtils.SetRcasConstantsLinear(cmd, sharpness); | |
| } | |
| // Update the source texture for the next operation | |
| sourceTex = m_UpscaledTarget; | |
| PostProcessUtils.SetSourceSize(cmd, m_UpscaledTarget); | |
| break; | |
| } | |
| } | |
| break; | |
| } | |
| case ImageScalingMode.Downscaling: | |
| { | |
| // In the downscaling case, we don't perform any sort of filter override logic since we always want linear filtering | |
| // and it's already the default option in the shader. | |
| // Also disable TAA post sharpening pass when downscaling. | |
| isTaaSharpeningEnabled = false; | |
| break; | |
| } | |
| } | |
| } | |
| else if (isFxaaEnabled) | |
| { | |
| // In unscaled renders, FXAA can be safely performed in the FinalPost shader | |
| material.EnableKeyword(ShaderKeywordStrings.Fxaa); | |
| } | |
| // Reuse RCAS as a standalone sharpening filter for TAA. | |
| // If FSR is enabled then it overrides the TAA setting and we skip it. | |
| if(isTaaSharpeningEnabled) | |
| { | |
| material.EnableKeyword(ShaderKeywordStrings.Rcas); | |
| FSRUtils.SetRcasConstantsLinear(cmd, cameraData.taaSettings.contrastAdaptiveSharpening); | |
| } | |
| var cameraTarget = RenderingUtils.GetCameraTargetIdentifier(ref renderingData); | |
| if (resolveToDebugScreen) | |
| { | |
| // Blit to the debugger texture instead of the camera target | |
| Blitter.BlitCameraTexture(cmd, sourceTex, debugHandler.DebugScreenColorHandle, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, material, 0); | |
| // Disable obsolete warning for internal usage | |
| cameraData.renderer.ConfigureCameraTarget(debugHandler.DebugScreenColorHandle, debugHandler.DebugScreenDepthHandle); | |
| } | |
| else | |
| { | |
| // Get RTHandle alias to use RTHandle apis | |
| RTHandleStaticHelpers.SetRTHandleStaticWrapper(cameraTarget); | |
| var cameraTargetHandle = RTHandleStaticHelpers.s_RTHandleWrapper; | |
| RenderingUtils.FinalBlit(cmd, cameraData, sourceTex, cameraTargetHandle, colorLoadAction, RenderBufferStoreAction.Store, material, 0); | |
| } | |
| } | |
| class MaterialLibrary | |
| { | |
| public readonly Material stopNaN; | |
| public readonly Material subpixelMorphologicalAntialiasing; | |
| public readonly Material gaussianDepthOfField; | |
| public readonly Material gaussianDepthOfFieldCoC; | |
| public readonly Material bokehDepthOfField; | |
| public readonly Material bokehDepthOfFieldCoC; | |
| public readonly Material cameraMotionBlur; | |
| public readonly Material paniniProjection; | |
| public readonly Material bloom; | |
| public readonly Material[] bloomUpsample; | |
| public readonly Material temporalAntialiasing; | |
| public readonly Material scalingSetup; | |
| public readonly Material easu; | |
| public readonly Material uber; | |
| public readonly Material finalPass; | |
| public readonly Material lensFlareDataDriven; | |
| public readonly Material lensFlareScreenSpace; | |
| public MaterialLibrary(PostProcessData data) | |
| { | |
| // NOTE NOTE NOTE NOTE NOTE NOTE | |
| // If you create something here you must also destroy it in Cleanup() | |
| // or it will leak during enter/leave play mode cycles | |
| // NOTE NOTE NOTE NOTE NOTE NOTE | |
| stopNaN = Load(data.shaders.stopNanPS); | |
| subpixelMorphologicalAntialiasing = Load(data.shaders.subpixelMorphologicalAntialiasingPS); | |
| gaussianDepthOfField = Load(data.shaders.gaussianDepthOfFieldPS); | |
| gaussianDepthOfFieldCoC = Load(data.shaders.gaussianDepthOfFieldPS); | |
| bokehDepthOfField = Load(data.shaders.bokehDepthOfFieldPS); | |
| bokehDepthOfFieldCoC = Load(data.shaders.bokehDepthOfFieldPS); | |
| cameraMotionBlur = Load(data.shaders.cameraMotionBlurPS); | |
| paniniProjection = Load(data.shaders.paniniProjectionPS); | |
| bloom = Load(data.shaders.bloomPS); | |
| temporalAntialiasing = Load(data.shaders.temporalAntialiasingPS); | |
| scalingSetup = Load(data.shaders.scalingSetupPS); | |
| easu = Load(data.shaders.easuPS); | |
| uber = Load(data.shaders.uberPostPS); | |
| finalPass = Load(data.shaders.finalPostPassPS); | |
| lensFlareDataDriven = Load(data.shaders.LensFlareDataDrivenPS); | |
| lensFlareScreenSpace = Load(data.shaders.LensFlareScreenSpacePS); | |
| bloomUpsample = new Material[k_MaxPyramidSize]; | |
| for (uint i = 0; i < k_MaxPyramidSize; ++i) | |
| bloomUpsample[i] = Load(data.shaders.bloomPS); | |
| } | |
| Material Load(Shader shader) | |
| { | |
| if (shader == null) | |
| { | |
| Debug.LogErrorFormat($"Missing shader. PostProcessing render passes will not execute. Check for missing reference in the renderer resources."); | |
| return null; | |
| } | |
| else if (!shader.isSupported) | |
| { | |
| return null; | |
| } | |
| return CoreUtils.CreateEngineMaterial(shader); | |
| } | |
| internal void Cleanup() | |
| { | |
| CoreUtils.Destroy(stopNaN); | |
| CoreUtils.Destroy(subpixelMorphologicalAntialiasing); | |
| CoreUtils.Destroy(gaussianDepthOfField); | |
| CoreUtils.Destroy(gaussianDepthOfFieldCoC); | |
| CoreUtils.Destroy(bokehDepthOfField); | |
| CoreUtils.Destroy(bokehDepthOfFieldCoC); | |
| CoreUtils.Destroy(cameraMotionBlur); | |
| CoreUtils.Destroy(paniniProjection); | |
| CoreUtils.Destroy(bloom); | |
| CoreUtils.Destroy(temporalAntialiasing); | |
| CoreUtils.Destroy(scalingSetup); | |
| CoreUtils.Destroy(easu); | |
| CoreUtils.Destroy(uber); | |
| CoreUtils.Destroy(finalPass); | |
| CoreUtils.Destroy(lensFlareDataDriven); | |
| CoreUtils.Destroy(lensFlareScreenSpace); | |
| for (uint i = 0; i < k_MaxPyramidSize; ++i) | |
| CoreUtils.Destroy(bloomUpsample[i]); | |
| } | |
| } | |
| // Precomputed shader ids to same some CPU cycles (mostly affects mobile) | |
| static class ShaderConstants | |
| { | |
| public static readonly int _TempTarget = Shader.PropertyToID("_TempTarget"); | |
| public static readonly int _TempTarget2 = Shader.PropertyToID("_TempTarget2"); | |
| public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef"); | |
| public static readonly int _StencilMask = Shader.PropertyToID("_StencilMask"); | |
| public static readonly int _FullCoCTexture = Shader.PropertyToID("_FullCoCTexture"); | |
| public static readonly int _HalfCoCTexture = Shader.PropertyToID("_HalfCoCTexture"); | |
| public static readonly int _DofTexture = Shader.PropertyToID("_DofTexture"); | |
| public static readonly int _CoCParams = Shader.PropertyToID("_CoCParams"); | |
| public static readonly int _BokehKernel = Shader.PropertyToID("_BokehKernel"); | |
| public static readonly int _BokehConstants = Shader.PropertyToID("_BokehConstants"); | |
| public static readonly int _PongTexture = Shader.PropertyToID("_PongTexture"); | |
| public static readonly int _PingTexture = Shader.PropertyToID("_PingTexture"); | |
| public static readonly int _Metrics = Shader.PropertyToID("_Metrics"); | |
| public static readonly int _AreaTexture = Shader.PropertyToID("_AreaTexture"); | |
| public static readonly int _SearchTexture = Shader.PropertyToID("_SearchTexture"); | |
| public static readonly int _EdgeTexture = Shader.PropertyToID("_EdgeTexture"); | |
| public static readonly int _BlendTexture = Shader.PropertyToID("_BlendTexture"); | |
| public static readonly int _ColorTexture = Shader.PropertyToID("_ColorTexture"); | |
| public static readonly int _Params = Shader.PropertyToID("_Params"); | |
| public static readonly int _SourceTexLowMip = Shader.PropertyToID("_SourceTexLowMip"); | |
| public static readonly int _Bloom_Params = Shader.PropertyToID("_Bloom_Params"); | |
| public static readonly int _Bloom_Texture = Shader.PropertyToID("_Bloom_Texture"); | |
| public static readonly int _LensDirt_Texture = Shader.PropertyToID("_LensDirt_Texture"); | |
| public static readonly int _LensDirt_Params = Shader.PropertyToID("_LensDirt_Params"); | |
| public static readonly int _LensDirt_Intensity = Shader.PropertyToID("_LensDirt_Intensity"); | |
| public static readonly int _Distortion_Params1 = Shader.PropertyToID("_Distortion_Params1"); | |
| public static readonly int _Distortion_Params2 = Shader.PropertyToID("_Distortion_Params2"); | |
| public static readonly int _Chroma_Params = Shader.PropertyToID("_Chroma_Params"); | |
| public static readonly int _Vignette_Params1 = Shader.PropertyToID("_Vignette_Params1"); | |
| public static readonly int _Vignette_Params2 = Shader.PropertyToID("_Vignette_Params2"); | |
| public static readonly int _Vignette_ParamsXR = Shader.PropertyToID("_Vignette_ParamsXR"); | |
| public static readonly int _Lut_Params = Shader.PropertyToID("_Lut_Params"); | |
| public static readonly int _UserLut_Params = Shader.PropertyToID("_UserLut_Params"); | |
| public static readonly int _InternalLut = Shader.PropertyToID("_InternalLut"); | |
| public static readonly int _UserLut = Shader.PropertyToID("_UserLut"); | |
| public static readonly int _DownSampleScaleFactor = Shader.PropertyToID("_DownSampleScaleFactor"); | |
| public static readonly int _FlareOcclusionRemapTex = Shader.PropertyToID("_FlareOcclusionRemapTex"); | |
| public static readonly int _FlareOcclusionTex = Shader.PropertyToID("_FlareOcclusionTex"); | |
| public static readonly int _FlareOcclusionIndex = Shader.PropertyToID("_FlareOcclusionIndex"); | |
| public static readonly int _FlareTex = Shader.PropertyToID("_FlareTex"); | |
| public static readonly int _FlareColorValue = Shader.PropertyToID("_FlareColorValue"); | |
| public static readonly int _FlareData0 = Shader.PropertyToID("_FlareData0"); | |
| public static readonly int _FlareData1 = Shader.PropertyToID("_FlareData1"); | |
| public static readonly int _FlareData2 = Shader.PropertyToID("_FlareData2"); | |
| public static readonly int _FlareData3 = Shader.PropertyToID("_FlareData3"); | |
| public static readonly int _FlareData4 = Shader.PropertyToID("_FlareData4"); | |
| public static readonly int _FlareData5 = Shader.PropertyToID("_FlareData5"); | |
| public static readonly int _FullscreenProjMat = Shader.PropertyToID("_FullscreenProjMat"); | |
| public static int[] _BloomMipUp; | |
| public static int[] _BloomMipDown; | |
| } | |
| } | |
| } | |