您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
74 行
3.0 KiB
74 行
3.0 KiB
namespace UnityEngine.Rendering.Universal
|
|
{
|
|
public static class PostProcessUtils
|
|
{
|
|
public static int ConfigureDithering(PostProcessData data, int index, Camera camera, Material material)
|
|
{
|
|
var blueNoise = data.textures.blueNoise16LTex;
|
|
|
|
if (blueNoise == null || blueNoise.Length == 0)
|
|
return 0; // Safe guard
|
|
|
|
#if LWRP_DEBUG_STATIC_POSTFX // Used by QA for automated testing
|
|
index = 0;
|
|
float rndOffsetX = 0f;
|
|
float rndOffsetY = 0f;
|
|
#else
|
|
if (++index >= blueNoise.Length)
|
|
index = 0;
|
|
|
|
float rndOffsetX = Random.value;
|
|
float rndOffsetY = Random.value;
|
|
#endif
|
|
|
|
// Ideally we would be sending a texture array once and an index to the slice to use
|
|
// on every frame but these aren't supported on all Universal targets
|
|
var noiseTex = blueNoise[index];
|
|
|
|
material.SetTexture(ShaderConstants._BlueNoise_Texture, noiseTex);
|
|
material.SetVector(ShaderConstants._Dithering_Params, new Vector4(
|
|
camera.pixelWidth / (float)noiseTex.width,
|
|
camera.pixelHeight / (float)noiseTex.height,
|
|
rndOffsetX,
|
|
rndOffsetY
|
|
));
|
|
|
|
return index;
|
|
}
|
|
|
|
public static void ConfigureFilmGrain(PostProcessData data, FilmGrain settings, Camera camera, Material material)
|
|
{
|
|
var texture = settings.texture.value;
|
|
|
|
if (settings.type.value != FilmGrainLookup.Custom)
|
|
texture = data.textures.filmGrainTex[(int)settings.type.value];
|
|
|
|
#if LWRP_DEBUG_STATIC_POSTFX
|
|
float offsetX = 0f;
|
|
float offsetY = 0f;
|
|
#else
|
|
float offsetX = Random.value;
|
|
float offsetY = Random.value;
|
|
#endif
|
|
|
|
var tilingParams = texture == null
|
|
? Vector4.zero
|
|
: new Vector4(camera.pixelWidth / (float)texture.width, camera.pixelHeight / (float)texture.height, offsetX, offsetY);
|
|
|
|
material.SetTexture(ShaderConstants._Grain_Texture, texture);
|
|
material.SetVector(ShaderConstants._Grain_Params, new Vector2(settings.intensity.value * 4f, settings.response.value));
|
|
material.SetVector(ShaderConstants._Grain_TilingParams, tilingParams);
|
|
}
|
|
|
|
// Precomputed shader ids to same some CPU cycles (mostly affects mobile)
|
|
static class ShaderConstants
|
|
{
|
|
public static readonly int _Grain_Texture = Shader.PropertyToID("_Grain_Texture");
|
|
public static readonly int _Grain_Params = Shader.PropertyToID("_Grain_Params");
|
|
public static readonly int _Grain_TilingParams = Shader.PropertyToID("_Grain_TilingParams");
|
|
|
|
public static readonly int _BlueNoise_Texture = Shader.PropertyToID("_BlueNoise_Texture");
|
|
public static readonly int _Dithering_Params = Shader.PropertyToID("_Dithering_Params");
|
|
}
|
|
}
|
|
}
|