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Merge pull request #142 from Unity-Technologies/postfx-temp

Added more temporary post-processing effects per request
/Branch_Batching2
GitHub 8 年前
当前提交
26a09982
共有 157 个文件被更改,包括 6788 次插入164 次删除
  1. 202
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Editor/PostProcessingEditor.cs
  2. 446
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/PostProcessing.cs
  3. 114
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/FinalPass.shader
  4. 95
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/PostProcessing.Settings.cs
  5. 12
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/PostProcessing.Settings.cs.meta
  6. 52
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Bloom.hlsl
  7. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Bloom.hlsl.meta
  8. 171
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Bloom.shader
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  15. 121
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Textures/COPYING.txt
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202
Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Editor/PostProcessingEditor.cs


using System;
using System.Linq.Expressions;
using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;

[CustomEditor(typeof(PostProcessing))]
public class PostProcessingEditor : Editor
{
#region Serialized settings
public class ColorGradingSettings
{
public SerializedProperty type;

public SerializedProperty logMax;
}
public class ChromaticAberrationSettings
{
public SerializedProperty enabled;
public SerializedProperty spectralTexture;
public SerializedProperty intensity;
}
public class VignetteSettings
{
public SerializedProperty enabled;
public SerializedProperty color;
public SerializedProperty center;
public SerializedProperty intensity;
public SerializedProperty smoothness;
}
public class BloomSettings
{
public SerializedProperty enabled;
public SerializedProperty intensity;
public SerializedProperty threshold;
public SerializedProperty softKnee;
public SerializedProperty radius;
public SerializedProperty lensTexture;
public SerializedProperty lensIntensity;
}
#endregion
public ChromaticAberrationSettings chromaSettings;
public VignetteSettings vignetteSettings;
public BloomSettings bloomSettings;
public SerializedProperty globalDithering;
SerializedProperty FindProperty<TValue>(Expression<Func<PostProcessing, TValue>> expr)
{
var path = Utilities.GetFieldPath(expr);
return serializedObject.FindProperty(path);
}
colorGrading = new ColorGradingSettings()
colorGrading = new ColorGradingSettings
type = serializedObject.FindProperty("colorGrading.type"),
exposure = serializedObject.FindProperty("colorGrading.exposure"),
type = FindProperty(x => x.colorGrading.type),
exposure = FindProperty(x => x.colorGrading.exposure),
logLut = serializedObject.FindProperty("colorGrading.logLut"),
logLut = FindProperty(x => x.colorGrading.logLut),
neutralBlackIn = serializedObject.FindProperty("colorGrading.neutralBlackIn"),
neutralWhiteIn = serializedObject.FindProperty("colorGrading.neutralWhiteIn"),
neutralBlackOut = serializedObject.FindProperty("colorGrading.neutralBlackOut"),
neutralWhiteOut = serializedObject.FindProperty("colorGrading.neutralWhiteOut"),
neutralWhiteLevel = serializedObject.FindProperty("colorGrading.neutralWhiteLevel"),
neutralWhiteClip = serializedObject.FindProperty("colorGrading.neutralWhiteClip")
neutralBlackIn = FindProperty(x => x.colorGrading.neutralBlackIn),
neutralWhiteIn = FindProperty(x => x.colorGrading.neutralWhiteIn),
neutralBlackOut = FindProperty(x => x.colorGrading.neutralBlackOut),
neutralWhiteOut = FindProperty(x => x.colorGrading.neutralWhiteOut),
neutralWhiteLevel = FindProperty(x => x.colorGrading.neutralWhiteLevel),
neutralWhiteClip = FindProperty(x => x.colorGrading.neutralWhiteClip)
eyeAdaptation = new EyeAdaptationSettings()
eyeAdaptation = new EyeAdaptationSettings
enabled = serializedObject.FindProperty("eyeAdaptation.enabled"),
showDebugHistogramInGameView = serializedObject.FindProperty("eyeAdaptation.showDebugHistogramInGameView"),
enabled = FindProperty(x => x.eyeAdaptation.enabled),
showDebugHistogramInGameView = FindProperty(x => x.eyeAdaptation.showDebugHistogramInGameView),
lowPercent = serializedObject.FindProperty("eyeAdaptation.lowPercent"),
highPercent = serializedObject.FindProperty("eyeAdaptation.highPercent"),
lowPercent = FindProperty(x => x.eyeAdaptation.lowPercent),
highPercent = FindProperty(x => x.eyeAdaptation.highPercent),
minLuminance = serializedObject.FindProperty("eyeAdaptation.minLuminance"),
maxLuminance = serializedObject.FindProperty("eyeAdaptation.maxLuminance"),
exposureCompensation = serializedObject.FindProperty("eyeAdaptation.exposureCompensation"),
minLuminance = FindProperty(x => x.eyeAdaptation.minLuminance),
maxLuminance = FindProperty(x => x.eyeAdaptation.maxLuminance),
exposureCompensation = FindProperty(x => x.eyeAdaptation.exposureCompensation),
adaptationType = serializedObject.FindProperty("eyeAdaptation.adaptationType"),
adaptationType = FindProperty(x => x.eyeAdaptation.adaptationType),
speedUp = FindProperty(x => x.eyeAdaptation.speedUp),
speedDown = FindProperty(x => x.eyeAdaptation.speedDown),
speedUp = serializedObject.FindProperty("eyeAdaptation.speedUp"),
speedDown = serializedObject.FindProperty("eyeAdaptation.speedDown"),
logMin = FindProperty(x => x.eyeAdaptation.logMin),
logMax = FindProperty(x => x.eyeAdaptation.logMax)
};
logMin = serializedObject.FindProperty("eyeAdaptation.logMin"),
logMax = serializedObject.FindProperty("eyeAdaptation.logMax")
chromaSettings = new ChromaticAberrationSettings
{
enabled = FindProperty(x => x.chromaSettings.enabled),
spectralTexture = FindProperty(x => x.chromaSettings.spectralTexture),
intensity = FindProperty(x => x.chromaSettings.intensity)
vignetteSettings = new VignetteSettings
{
enabled = FindProperty(x => x.vignetteSettings.enabled),
color = FindProperty(x => x.vignetteSettings.color),
center = FindProperty(x => x.vignetteSettings.center),
intensity = FindProperty(x => x.vignetteSettings.intensity),
smoothness = FindProperty(x => x.vignetteSettings.smoothness)
};
bloomSettings = new BloomSettings
{
enabled = FindProperty(x => x.bloomSettings.enabled),
intensity = FindProperty(x => x.bloomSettings.intensity),
threshold = FindProperty(x => x.bloomSettings.threshold),
softKnee = FindProperty(x => x.bloomSettings.softKnee),
radius = FindProperty(x => x.bloomSettings.radius),
lensTexture = FindProperty(x => x.bloomSettings.lensTexture),
lensIntensity = FindProperty(x => x.bloomSettings.lensIntensity)
};
globalDithering = FindProperty(x => x.globalDithering);
}
public override void OnInspectorGUI()

var camera = (target as PostProcessing).GetComponent<Camera>();
if (camera == null)
EditorGUILayout.HelpBox("Global post-processing settings will be overriden by local camera settings. Global settings are the only one visible in the scene view.", MessageType.Info);
Do("Color Grading", ColorGradingUI);
Do("Eye Adaptation", EyeAdaptationUI);
Do("Bloom", BloomUI);
Do("Chromatic Aberration", ChromaticAberrationUI);
Do("Vignette", VignetteUI);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(globalDithering);
EditorGUILayout.LabelField("Color Grading", EditorStyles.boldLabel);
serializedObject.ApplyModifiedProperties();
}
void Do(string header, Action func)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(header, EditorStyles.boldLabel);
if (func != null)
func();
EditorGUI.indentLevel--;
}
void ColorGradingUI()
{
var camera = (target as PostProcessing).GetComponent<Camera>();
if (camera != null)
{
using (new EditorGUILayout.HorizontalScope())

}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
EditorGUILayout.LabelField("Eye Adaptation", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
void EyeAdaptationUI()
{
EditorGUILayout.PropertyField(eyeAdaptation.enabled);
if (eyeAdaptation.enabled.boolValue)

EditorGUI.indentLevel--;
}
}
}
void BloomUI()
{
EditorGUILayout.PropertyField(bloomSettings.enabled);
if (bloomSettings.enabled.boolValue)
{
EditorGUILayout.PropertyField(bloomSettings.intensity);
EditorGUILayout.PropertyField(bloomSettings.threshold);
EditorGUILayout.PropertyField(bloomSettings.softKnee);
EditorGUILayout.PropertyField(bloomSettings.radius);
EditorGUILayout.PropertyField(bloomSettings.lensTexture);
EditorGUILayout.PropertyField(bloomSettings.lensIntensity);
bloomSettings.intensity.floatValue = Mathf.Max(0f, bloomSettings.intensity.floatValue);
bloomSettings.threshold.floatValue = Mathf.Max(0f, bloomSettings.threshold.floatValue);
bloomSettings.lensIntensity.floatValue = Mathf.Max(0f, bloomSettings.lensIntensity.floatValue);
}
}
EditorGUI.indentLevel--;
void ChromaticAberrationUI()
{
EditorGUILayout.PropertyField(chromaSettings.enabled);
serializedObject.ApplyModifiedProperties();
if (chromaSettings.enabled.boolValue)
{
EditorGUILayout.PropertyField(chromaSettings.spectralTexture);
EditorGUILayout.PropertyField(chromaSettings.intensity);
}
void VignetteUI()
{
EditorGUILayout.PropertyField(vignetteSettings.enabled);
if (vignetteSettings.enabled.boolValue)
{
EditorGUILayout.PropertyField(vignetteSettings.color);
EditorGUILayout.PropertyField(vignetteSettings.center);
EditorGUILayout.PropertyField(vignetteSettings.intensity);
EditorGUILayout.PropertyField(vignetteSettings.smoothness);
}
}
#region Color grading stuff
void SetLUTImportSettings()
{
var lut = (target as PostProcessing).colorGrading.logLut;

File.WriteAllBytes(path, texture.EncodeToEXR(Texture2D.EXRFlags.CompressPIZ));
AssetDatabase.Refresh();
}
#endregion
}
}

446
Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/PostProcessing.cs


using GradingType = PostProcessing.ColorGradingSettings.GradingType;
using EyeAdaptationType = PostProcessing.EyeAdaptationSettings.EyeAdaptationType;
[ExecuteInEditMode]
public sealed class PostProcessing : MonoBehaviour
[ExecuteInEditMode, ImageEffectAllowedInSceneView]
[RequireComponent(typeof(Camera))]
public sealed partial class PostProcessing : MonoBehaviour
[Serializable]
public sealed class ColorGradingSettings
// Quick & very dirty temporary wrapper used for bloom (easy porting from old school render
// texture blitting to command buffers)
struct RenderTextureWrapper
public enum GradingType
{
None,
Neutral,
Custom
}
public GradingType type = GradingType.None;
public float exposure = 0f;
public Texture logLut = null;
static int s_Counter = 0;
[Range(-0.10f, 0.1f)] public float neutralBlackIn = 0.02f;
[Range( 1.00f, 20.0f)] public float neutralWhiteIn = 10f;
[Range(-0.09f, 0.1f)] public float neutralBlackOut = 0f;
[Range( 1.00f, 19.0f)] public float neutralWhiteOut = 10f;
[Range( 0.10f, 20.0f)] public float neutralWhiteLevel = 5.3f;
[Range( 1.00f, 10.0f)] public float neutralWhiteClip = 10f;
}
public int id;
public RenderTargetIdentifier identifier;
public int width;
public int height;
public int depth;
public FilterMode filter;
public RenderTextureFormat format;
[Serializable]
public sealed class EyeAdaptationSettings
{
public enum EyeAdaptationType
internal void Release(CommandBuffer cmd)
Progressive,
Fixed
cmd.ReleaseTemporaryRT(id);
id = 0;
public bool enabled = false;
public bool showDebugHistogramInGameView = true;
[Range(1f, 99f)] public float lowPercent = 65f;
[Range(1f, 99f)] public float highPercent = 95f;
public float minLuminance = 0.03f;
public float maxLuminance = 2f;
public float exposureCompensation = 0.5f;
public EyeAdaptationType adaptationType = EyeAdaptationType.Progressive;
internal static RenderTextureWrapper Create(CommandBuffer cmd, int width, int height, int depth = 0, FilterMode filter = FilterMode.Bilinear, RenderTextureFormat format = RenderTextureFormat.DefaultHDR)
{
s_Counter++;
public float speedUp = 2f;
public float speedDown = 1f;
int id = Shader.PropertyToID("_TempRenderTexture_" + s_Counter);
cmd.GetTemporaryRT(id, width, height, depth, filter, format);
[Range(-16, -1)] public int logMin = -8;
[Range( 1, 16)] public int logMax = 4;
return new RenderTextureWrapper
{
id = id,
identifier = new RenderTargetIdentifier(id),
width = width,
height = height,
depth = depth,
filter = filter,
format = format
};
}
public ChromaticAberrationSettings chromaSettings = new ChromaticAberrationSettings();
public VignetteSettings vignetteSettings = new VignetteSettings();
public BloomSettings bloomSettings = new BloomSettings();
public bool globalDithering = false;
Material m_BloomMaterial;
int m_TempRt;
Texture m_DefaultSpectralLut;
readonly RenderTexture[] m_AutoExposurePool = new RenderTexture[2];
int m_AutoExposurePingPing;
RenderTexture m_CurrentAutoExposure;

const int k_MaxPyramidBlurLevel = 16;
readonly RenderTextureWrapper[] m_BlurBuffer1 = new RenderTextureWrapper[k_MaxPyramidBlurLevel];
readonly RenderTextureWrapper[] m_BlurBuffer2 = new RenderTextureWrapper[k_MaxPyramidBlurLevel];
RenderTextureWrapper m_BloomTex;
bool m_FirstFrame = true;
// Don't forget to update 'EyeAdaptation.cginc' if you change these values !

// Holds 64 64x64 Alpha8 textures (256kb total)
const int k_BlueNoiseTextureCount = 64;
Texture2D[] m_BlueNoiseTextures;
int m_DitheringTexIndex = 0;
m_EyeAdaptationMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/EyeAdaptation");
m_BloomMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Bloom");
m_EyeAdaptationMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/EyeAdaptation");
m_EyeCompute = Resources.Load<ComputeShader>("EyeHistogram");
m_HistogramBuffer = new ComputeBuffer(k_HistogramBins, sizeof(uint));

m_BlueNoiseTextures = new Texture2D[k_BlueNoiseTextureCount];
for (int i = 0; i < k_BlueNoiseTextureCount; i++)
m_BlueNoiseTextures[i] = Resources.Load<Texture2D>("Textures/LDR_LLL1_" + i);
m_TempRt = Shader.PropertyToID("_Source");
m_DefaultSpectralLut = Resources.Load<Texture2D>("Textures/SpectralLut_GreenPurple");
m_FirstFrame = true;
}

Utilities.Destroy(m_BloomMaterial);
Utilities.Destroy(m_FinalPassMaterial);
foreach (var rt in m_AutoExposurePool)

Utilities.SafeRelease(m_HistogramBuffer);
m_EyeAdaptationMaterial = null;
m_BloomMaterial = null;
m_FinalPassMaterial = null;
}
public void Render(Camera camera, ScriptableRenderContext context, RenderTargetIdentifier source, RenderTargetIdentifier destination)

var cmd = new CommandBuffer { name = "Final Pass" };
if (eyeAdaptation.enabled)
{
int tempRt = Shader.PropertyToID("_Source");
DoEyeAdaptation(camera, cmd, source);
// Downscale the framebuffer, we don't need an absolute precision for auto exposure
// and it helps making it more stable - should be using a previously downscaled pass
var scaleOffsetRes = GetHistogramScaleOffsetRes(camera);
if (bloomSettings.enabled)
DoBloom(camera, cmd, source);
cmd.GetTemporaryRT(tempRt, (int)scaleOffsetRes.z, (int)scaleOffsetRes.w, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf);
cmd.Blit(source, tempRt);
if (chromaSettings.enabled)
DoChromaticAberration();
// Clears the buffer on every frame as we use it to accumulate luminance values on each frame
m_HistogramBuffer.SetData(s_EmptyHistogramBuffer);
if (vignetteSettings.enabled)
DoVignette();
// Gets a log histogram
int kernel = m_EyeCompute.FindKernel("KEyeHistogram");
if (globalDithering)
DoDithering(camera);
cmd.SetComputeBufferParam(m_EyeCompute, kernel, "_Histogram", m_HistogramBuffer);
cmd.SetComputeTextureParam(m_EyeCompute, kernel, "_Source", tempRt);
cmd.SetComputeVectorParam(m_EyeCompute, "_ScaleOffsetRes", scaleOffsetRes);
cmd.DispatchCompute(m_EyeCompute, kernel, Mathf.CeilToInt(scaleOffsetRes.z / (float)k_HistogramThreadX), Mathf.CeilToInt(scaleOffsetRes.w / (float)k_HistogramThreadY), 1);
DoColorGrading();
cmd.Blit(source, destination, m_FinalPassMaterial, 0);
// Cleanup
cmd.ReleaseTemporaryRT(tempRt);
if (bloomSettings.enabled)
m_BloomTex.Release(cmd);
context.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
Vector4 GetHistogramScaleOffsetRes(Camera camera)
{
float diff = eyeAdaptation.logMax - eyeAdaptation.logMin;
float scale = 1f / diff;
float offset = -eyeAdaptation.logMin * scale;
return new Vector4(scale, offset, Mathf.Floor(camera.pixelWidth / 2f), Mathf.Floor(camera.pixelHeight / 2f));
}
void DoEyeAdaptation(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source)
{
// Downscale the framebuffer, we don't need an absolute precision for auto exposure
// and it helps making it more stable - should be using a previously downscaled pass
var scaleOffsetRes = GetHistogramScaleOffsetRes(camera);
cmd.GetTemporaryRT(m_TempRt, (int)scaleOffsetRes.z, (int)scaleOffsetRes.w, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf);
cmd.Blit(source, m_TempRt);
// Clears the buffer on every frame as we use it to accumulate luminance values on each frame
m_HistogramBuffer.SetData(s_EmptyHistogramBuffer);
// Gets a log histogram
int kernel = m_EyeCompute.FindKernel("KEyeHistogram");
// Make sure filtering values are correct to avoid apocalyptic consequences
const float kMinDelta = 1e-2f;
eyeAdaptation.highPercent = Mathf.Clamp(eyeAdaptation.highPercent, 1f + kMinDelta, 99f);
eyeAdaptation.lowPercent = Mathf.Clamp(eyeAdaptation.lowPercent, 1f, eyeAdaptation.highPercent - kMinDelta);
cmd.SetComputeBufferParam(m_EyeCompute, kernel, "_Histogram", m_HistogramBuffer);
cmd.SetComputeTextureParam(m_EyeCompute, kernel, "_Source", m_TempRt);
cmd.SetComputeVectorParam(m_EyeCompute, "_ScaleOffsetRes", scaleOffsetRes);
cmd.DispatchCompute(m_EyeCompute, kernel, Mathf.CeilToInt(scaleOffsetRes.z / (float)k_HistogramThreadX), Mathf.CeilToInt(scaleOffsetRes.w / (float)k_HistogramThreadY), 1);
// Compute auto exposure
m_EyeAdaptationMaterial.SetBuffer("_Histogram", m_HistogramBuffer);
m_EyeAdaptationMaterial.SetVector("_Params", new Vector4(eyeAdaptation.lowPercent * 0.01f, eyeAdaptation.highPercent * 0.01f, eyeAdaptation.minLuminance, eyeAdaptation.maxLuminance));
m_EyeAdaptationMaterial.SetVector("_Speed", new Vector2(eyeAdaptation.speedDown, eyeAdaptation.speedUp));
m_EyeAdaptationMaterial.SetVector("_ScaleOffsetRes", scaleOffsetRes);
m_EyeAdaptationMaterial.SetFloat("_ExposureCompensation", eyeAdaptation.exposureCompensation);
// Cleanup
cmd.ReleaseTemporaryRT(m_TempRt);
if (m_FirstFrame || !Application.isPlaying)
{
// We don't want eye adaptation when not in play mode because the GameView isn't
// animated, thus making it harder to tweak. Just use the final audo exposure value.
m_CurrentAutoExposure = m_AutoExposurePool[0];
cmd.Blit(null, m_CurrentAutoExposure, m_EyeAdaptationMaterial, (int)EyeAdaptationType.Fixed);
// Make sure filtering values are correct to avoid apocalyptic consequences
const float kMinDelta = 1e-2f;
eyeAdaptation.highPercent = Mathf.Clamp(eyeAdaptation.highPercent, 1f + kMinDelta, 99f);
eyeAdaptation.lowPercent = Mathf.Clamp(eyeAdaptation.lowPercent, 1f, eyeAdaptation.highPercent - kMinDelta);
// Copy current exposure to the other pingpong target on first frame to avoid adapting from black
cmd.Blit(m_AutoExposurePool[0], m_AutoExposurePool[1]);
} else
{
int pp = m_AutoExposurePingPing;
var src = m_AutoExposurePool[++pp % 2];
var dst = m_AutoExposurePool[++pp % 2];
cmd.Blit(src, dst, m_EyeAdaptationMaterial, (int)eyeAdaptation.adaptationType);
m_AutoExposurePingPing = ++pp % 2;
m_CurrentAutoExposure = dst;
}
// Compute auto exposure
m_EyeAdaptationMaterial.SetBuffer(Uniforms._Histogram, m_HistogramBuffer);
m_EyeAdaptationMaterial.SetVector(Uniforms._Params, new Vector4(eyeAdaptation.lowPercent * 0.01f, eyeAdaptation.highPercent * 0.01f, eyeAdaptation.minLuminance, eyeAdaptation.maxLuminance));
m_EyeAdaptationMaterial.SetVector(Uniforms._Speed, new Vector2(eyeAdaptation.speedDown, eyeAdaptation.speedUp));
m_EyeAdaptationMaterial.SetVector(Uniforms._ScaleOffsetRes, scaleOffsetRes);
m_EyeAdaptationMaterial.SetFloat(Uniforms._ExposureCompensation, eyeAdaptation.exposureCompensation);
m_FinalPassMaterial.EnableKeyword("EYE_ADAPTATION");
m_FinalPassMaterial.SetTexture("_AutoExposure", m_CurrentAutoExposure);
if (m_FirstFrame || !Application.isPlaying)
{
// We don't want eye adaptation when not in play mode because the GameView isn't
// animated, thus making it harder to tweak. Just use the final audo exposure value.
m_CurrentAutoExposure = m_AutoExposurePool[0];
cmd.Blit(null, m_CurrentAutoExposure, m_EyeAdaptationMaterial, (int)EyeAdaptationType.Fixed);
// Debug histogram visualization
if (eyeAdaptation.showDebugHistogramInGameView)
// Copy current exposure to the other pingpong target on first frame to avoid adapting from black
cmd.Blit(m_AutoExposurePool[0], m_AutoExposurePool[1]);
}
else
{
int pp = m_AutoExposurePingPing;
var src = m_AutoExposurePool[++pp % 2];
var dst = m_AutoExposurePool[++pp % 2];
cmd.Blit(src, dst, m_EyeAdaptationMaterial, (int)eyeAdaptation.adaptationType);
m_AutoExposurePingPing = ++pp % 2;
m_CurrentAutoExposure = dst;
}
m_FinalPassMaterial.EnableKeyword("EYE_ADAPTATION");
m_FinalPassMaterial.SetTexture(Uniforms._AutoExposure, m_CurrentAutoExposure);
// Debug histogram visualization
if (eyeAdaptation.showDebugHistogramInGameView)
{
if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated())
if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated())
m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32)
m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32)
{
filterMode = FilterMode.Point,
wrapMode = TextureWrapMode.Clamp
};
}
filterMode = FilterMode.Point,
wrapMode = TextureWrapMode.Clamp
};
}
m_EyeAdaptationMaterial.SetFloat(Uniforms._DebugWidth, m_DebugHistogram.width);
cmd.Blit(null, m_DebugHistogram, m_EyeAdaptationMaterial, 2);
}
m_FirstFrame = false;
}
void DoBloom(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source)
{
m_BloomMaterial.shaderKeywords = null;
// Apply auto exposure before the prefiltering pass if needed
if (eyeAdaptation.enabled)
{
m_BloomMaterial.EnableKeyword("EYE_ADAPTATION");
m_BloomMaterial.SetTexture(Uniforms._AutoExposure, m_CurrentAutoExposure);
}
// Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on
// fillrate limited platforms
int tw = camera.pixelWidth / 2;
int th = camera.pixelHeight / 2;
// Determine the iteration count
float logh = Mathf.Log(th, 2f) + bloomSettings.radius - 8f;
int logh_i = (int)logh;
int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidBlurLevel);
// Uupdate the shader properties
float lthresh = Mathf.GammaToLinearSpace(bloomSettings.threshold);;
m_BloomMaterial.SetFloat(Uniforms._Threshold, lthresh);
float knee = lthresh * bloomSettings.softKnee + 1e-5f;
var curve = new Vector3(lthresh - knee, knee * 2f, 0.25f / knee);
m_BloomMaterial.SetVector(Uniforms._Curve, curve);
float sampleScale = 0.5f + logh - logh_i;
m_BloomMaterial.SetFloat(Uniforms._SampleScale, sampleScale);
// Prefilter pass
var prefiltered = RenderTextureWrapper.Create(cmd, tw, th, 0, FilterMode.Point);
cmd.Blit(source, prefiltered.identifier, m_BloomMaterial, 0);
var last = prefiltered;
// Construct a mip pyramid
for (int level = 0; level < iterations; level++)
{
m_BlurBuffer1[level] = RenderTextureWrapper.Create(cmd, last.width / 2, last.height / 2);
cmd.Blit(last.identifier, m_BlurBuffer1[level].identifier, m_BloomMaterial, level == 0 ? 1 : 2);
last = m_BlurBuffer1[level];
}
// Upsample and combine loop
for (int level = iterations - 2; level >= 0; level--)
{
var baseTex = m_BlurBuffer1[level];
cmd.SetGlobalTexture(Uniforms._BaseTex, baseTex.identifier); // Boooo
m_BlurBuffer2[level] = RenderTextureWrapper.Create(cmd, baseTex.width, baseTex.height);
cmd.Blit(last.identifier, m_BlurBuffer2[level].identifier, m_BloomMaterial, 3);
last = m_BlurBuffer2[level];
}
m_BloomTex = last;
// Release the temporary buffers
for (int i = 0; i < k_MaxPyramidBlurLevel; i++)
{
if (m_BlurBuffer1[i].id != 0)
m_BlurBuffer1[i].Release(cmd);
if (m_BlurBuffer2[i].id != 0 && m_BlurBuffer2[i].id != m_BloomTex.id)
m_BlurBuffer2[i].Release(cmd);
}
prefiltered.Release(cmd);
// Push everything to the uber material
m_FinalPassMaterial.EnableKeyword("BLOOM");
m_EyeAdaptationMaterial.SetFloat("_DebugWidth", m_DebugHistogram.width);
cmd.Blit(null, m_DebugHistogram, m_EyeAdaptationMaterial, 2);
}
cmd.SetGlobalTexture(Uniforms._BloomTex, m_BloomTex.identifier);
cmd.SetGlobalVector(Uniforms._Bloom_Settings, new Vector2(sampleScale, bloomSettings.intensity));
m_FirstFrame = false;
if (bloomSettings.lensIntensity > 0f && bloomSettings.lensTexture != null)
{
m_FinalPassMaterial.EnableKeyword("BLOOM_LENS_DIRT");
cmd.SetGlobalTexture(Uniforms._Bloom_DirtTex, bloomSettings.lensTexture);
cmd.SetGlobalFloat(Uniforms._Bloom_DirtIntensity, bloomSettings.lensIntensity);
}
void DoChromaticAberration()
{
var spectralLut = chromaSettings.spectralTexture == null
? m_DefaultSpectralLut
: chromaSettings.spectralTexture;
m_FinalPassMaterial.EnableKeyword("CHROMATIC_ABERRATION");
m_FinalPassMaterial.SetFloat(Uniforms._ChromaticAberration_Amount, chromaSettings.intensity * 0.03f);
m_FinalPassMaterial.SetTexture(Uniforms._ChromaticAberration_Lut, spectralLut);
}
void DoVignette()
{
m_FinalPassMaterial.EnableKeyword("VIGNETTE");
m_FinalPassMaterial.SetColor(Uniforms._Vignette_Color, vignetteSettings.color);
m_FinalPassMaterial.SetVector(Uniforms._Vignette_Settings, new Vector4(vignetteSettings.intensity * 3f, vignetteSettings.smoothness * 5f, vignetteSettings.center.x, vignetteSettings.center.y));
}
void DoDithering(Camera camera)
{
m_FinalPassMaterial.EnableKeyword("DITHERING");
if (++m_DitheringTexIndex >= k_BlueNoiseTextureCount)
m_DitheringTexIndex = 0;
var noiseTex = m_BlueNoiseTextures[m_DitheringTexIndex];
m_FinalPassMaterial.SetTexture(Uniforms._DitheringTex, noiseTex);
m_FinalPassMaterial.SetVector(Uniforms._DitheringCoords, new Vector4(
(float)camera.pixelWidth / (float)noiseTex.width,
(float)camera.pixelHeight / (float)noiseTex.height,
Random.value, Random.value
));
}
void DoColorGrading()
{
m_FinalPassMaterial.SetFloat("_Exposure", ev);
m_FinalPassMaterial.SetFloat(Uniforms._Exposure, ev);
if (colorGrading.type == GradingType.Neutral)
{

const float e = 0.02f;
const float f = 0.30f;
m_FinalPassMaterial.SetVector("_NeutralTonemapperParams1", new Vector4(a, b, c, d));
m_FinalPassMaterial.SetVector("_NeutralTonemapperParams2", new Vector4(e, f, colorGrading.neutralWhiteLevel, colorGrading.neutralWhiteClip / kScaleFactorHalf));
m_FinalPassMaterial.SetVector(Uniforms._NeutralTonemapperParams1, new Vector4(a, b, c, d));
m_FinalPassMaterial.SetVector(Uniforms._NeutralTonemapperParams2, new Vector4(e, f, colorGrading.neutralWhiteLevel, colorGrading.neutralWhiteClip / kScaleFactorHalf));
m_FinalPassMaterial.EnableKeyword("NEUTRAL_GRADING");
}
else if (colorGrading.type == GradingType.Custom)

var lut = colorGrading.logLut;
m_FinalPassMaterial.SetTexture("_LogLut", lut);
m_FinalPassMaterial.SetVector("_LogLut_Params", new Vector3(1f / lut.width, 1f / lut.height, lut.height - 1f));
m_FinalPassMaterial.SetTexture(Uniforms._LogLut, lut);
m_FinalPassMaterial.SetVector(Uniforms._LogLut_Params, new Vector3(1f / lut.width, 1f / lut.height, lut.height - 1f));
cmd.Blit(source, destination, m_FinalPassMaterial, 0);
context.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
Vector4 GetHistogramScaleOffsetRes(Camera camera)
{
float diff = eyeAdaptation.logMax - eyeAdaptation.logMin;
float scale = 1f / diff;
float offset = -eyeAdaptation.logMin * scale;
return new Vector4(scale, offset, Mathf.Floor(camera.pixelWidth / 2f), Mathf.Floor(camera.pixelHeight / 2f));
}
void OnGUI()

var rect = new Rect(8f, 8f, m_DebugHistogram.width, m_DebugHistogram.height);
GUI.DrawTexture(rect, m_DebugHistogram);
}
// Pre-hash uniforms, no need to stress the CPU more than needed on every frame
static class Uniforms
{
internal static readonly int _Histogram = Shader.PropertyToID("_Histogram");
internal static readonly int _Params = Shader.PropertyToID("_Params");
internal static readonly int _Speed = Shader.PropertyToID("_Speed");
internal static readonly int _ScaleOffsetRes = Shader.PropertyToID("_ScaleOffsetRes");
internal static readonly int _ExposureCompensation = Shader.PropertyToID("_ExposureCompensation");
internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
internal static readonly int _DebugWidth = Shader.PropertyToID("_DebugWidth");
internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
internal static readonly int _Curve = Shader.PropertyToID("_Curve");
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");
internal static readonly int _ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount");
internal static readonly int _ChromaticAberration_Lut = Shader.PropertyToID("_ChromaticAberration_Lut");
internal static readonly int _Vignette_Color = Shader.PropertyToID("_Vignette_Color");
internal static readonly int _Vignette_Settings = Shader.PropertyToID("_Vignette_Settings");
internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex");
internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords");
internal static readonly int _Exposure = Shader.PropertyToID("_Exposure");
internal static readonly int _NeutralTonemapperParams1 = Shader.PropertyToID("_NeutralTonemapperParams1");
internal static readonly int _NeutralTonemapperParams2 = Shader.PropertyToID("_NeutralTonemapperParams2");
internal static readonly int _LogLut = Shader.PropertyToID("_LogLut");
internal static readonly int _LogLut_Params = Shader.PropertyToID("_LogLut_Params");
}
}
}

114
Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/FinalPass.shader


HLSLINCLUDE
#pragma target 4.5
#include "Color.hlsl"
#include "Bloom.hlsl"
float4 _MainTex_TexelSize;
TEXTURE2D(_AutoExposure);
SAMPLER2D(sampler_AutoExposure);

float _Exposure;
TEXTURE2D(_BloomTex);
SAMPLER2D(sampler_BloomTex);
float4 _BloomTex_TexelSize;
float2 _Bloom_Settings; // x: sampleScale, y: bloom.intensity
TEXTURE2D(_Bloom_DirtTex);
SAMPLER2D(sampler_Bloom_DirtTex);
float _Bloom_DirtIntensity;
struct Attributes
float _ChromaticAberration_Amount;
TEXTURE2D(_ChromaticAberration_Lut);
SAMPLER2D(sampler_ChromaticAberration_Lut);
float3 _Vignette_Color;
float4 _Vignette_Settings; // x: intensity, y: smoothness, zw: center (uv space)
TEXTURE2D(_DitheringTex);
SAMPLER2D(sampler_DitheringTex);
float4 _DitheringCoords;
struct Attributes
struct Varyings
struct Varyings
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;

float4 Frag(Varyings input) : SV_Target
{
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.texcoord);
float2 uv = input.texcoord;
float3 color = (0.0).xxx;
// Chromatic Aberration
// Inspired by the method described in "Rendering Inside" [Playdead 2016]
// https://twitter.com/pixelmager/status/717019757766123520
#if CHROMATIC_ABERRATION
{
float2 coords = 2.0 * uv - 1.0;
float2 end = uv - coords * dot(coords, coords) * _ChromaticAberration_Amount;
float2 diff = end - uv;
int samples = clamp(int(length(_MainTex_TexelSize.zw * diff / 2.0)), 3, 16);
float2 delta = diff / samples;
float2 pos = uv;
float3 sum = (0.0).xxx, filterSum = (0.0).xxx;
for (int i = 0; i < samples; i++)
{
float t = (i + 0.5) / samples;
float3 s = SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_MainTex, pos, 0).rgb;
float3 filter = SAMPLE_TEXTURE2D_LOD(_ChromaticAberration_Lut, sampler_ChromaticAberration_Lut, float2(t, 0.0), 0).rgb;
sum += s * filter;
filterSum += filter;
pos += delta;
}
color = sum / filterSum;
}
#else
{
color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb;
}
#endif
float autoExposure = SAMPLE_TEXTURE2D(_AutoExposure, sampler_AutoExposure, input.texcoord).r;
float autoExposure = SAMPLE_TEXTURE2D(_AutoExposure, sampler_AutoExposure, uv).r;
color.rgb *= _Exposure; // Exposure is in ev units (or 'stops'), precomputed CPU-side
#if BLOOM
{
float3 bloom = UpsampleFilter(TEXTURE2D_PARAM(_BloomTex, sampler_BloomTex), uv, _BloomTex_TexelSize.xy, _Bloom_Settings.x) * _Bloom_Settings.y; // Flipped
color += bloom;
#if BLOOM_LENS_DIRT
{
float3 dirt = SAMPLE_TEXTURE2D(_Bloom_DirtTex, sampler_Bloom_DirtTex, uv).rgb * _Bloom_DirtIntensity; // Flipped
color += bloom * dirt;
}
#endif
}
#endif
#if VIGNETTE
{
float2 d = abs(uv - _Vignette_Settings.zw) * _Vignette_Settings.x;
d.x *= _ScreenParams.x / _ScreenParams.y;
float vfactor = pow(saturate(1.0 - dot(d, d)), _Vignette_Settings.y);
color *= lerp(_Vignette_Color, (1.0).xxx, vfactor);
}
#endif
color *= _Exposure; // Exposure is in ev units (or 'stops'), precomputed CPU-side
color.rgb = NeutralTonemap(color.rgb, _NeutralTonemapperParams1, _NeutralTonemapperParams2);
color = NeutralTonemap(color, _NeutralTonemapperParams1, _NeutralTonemapperParams2);
}
#elif CUSTOM_GRADING
{

uvw.z *= _LogLut_Params.z;
half shift = floor(uvw.z);
float shift = floor(uvw.z);
SAMPLE_TEXTURE2D(_LogLut, sampler_LogLut, uvw.xy + half2(_LogLut_Params.y, 0)).rgb,
SAMPLE_TEXTURE2D(_LogLut, sampler_LogLut, uvw.xy + float2(_LogLut_Params.y, 0)).rgb,
color.rgb = uvw;
color = uvw;
}
#else
{

return color;
#if DITHERING
{
// Symmetric triangular distribution on [-1,1] with maximal density at 0
float noise = SAMPLE_TEXTURE2D(_DitheringTex, sampler_DitheringTex, uv * _DitheringCoords.xy + _DitheringCoords.zw).a * 2.0 - 1.0;
noise = sign(noise) * (1.0 - sqrt(1.0 - abs(noise)));
color = SRGBToLinear(LinearToSRGB(color) + noise / 255.0);
}
#endif
return float4(color, 1.0);
}
ENDHLSL

#pragma fragment Frag
#pragma multi_compile __ NEUTRAL_GRADING CUSTOM_GRADING
#pragma multi_compile __ EYE_ADAPTATION
#pragma multi_compile __ BLOOM
#pragma multi_compile __ BLOOM_LENS_DIRT
#pragma multi_compile __ CHROMATIC_ABERRATION
#pragma multi_compile __ VIGNETTE
#pragma multi_compile __ DITHERING
ENDHLSL
}

95
Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/PostProcessing.Settings.cs


using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
partial class PostProcessing
{
[Serializable]
public sealed class ColorGradingSettings
{
public enum GradingType
{
None,
Neutral,
Custom
}
public GradingType type = GradingType.None;
public float exposure = 0f;
public Texture logLut = null;
[Range(-0.10f, 0.1f)] public float neutralBlackIn = 0.02f;
[Range( 1.00f, 20.0f)] public float neutralWhiteIn = 10f;
[Range(-0.09f, 0.1f)] public float neutralBlackOut = 0f;
[Range( 1.00f, 19.0f)] public float neutralWhiteOut = 10f;
[Range( 0.10f, 20.0f)] public float neutralWhiteLevel = 5.3f;
[Range( 1.00f, 10.0f)] public float neutralWhiteClip = 10f;
}
[Serializable]
public sealed class EyeAdaptationSettings
{
public enum EyeAdaptationType
{
Progressive,
Fixed
}
public bool enabled = false;
public bool showDebugHistogramInGameView = true;
[Range(1f, 99f)] public float lowPercent = 65f;
[Range(1f, 99f)] public float highPercent = 95f;
public float minLuminance = 0.03f;
public float maxLuminance = 2f;
public float exposureCompensation = 0.5f;
public EyeAdaptationType adaptationType = EyeAdaptationType.Progressive;
public float speedUp = 2f;
public float speedDown = 1f;
[Range(-16, -1)] public int logMin = -8;
[Range( 1, 16)] public int logMax = 4;
}
[Serializable]
public sealed class ChromaticAberrationSettings
{
public bool enabled = false;
public Texture spectralTexture;
[Range(0f, 1f)] public float intensity = 0.1f;
}
[Serializable]
public sealed class VignetteSettings
{
public bool enabled = false;
[ColorUsage(false, true, 0f, 10f, 0f, 10f)]
public Color color = new Color(0f, 0f, 0f, 1f);
public Vector2 center = new Vector2(0.5f, 0.5f);
[Range(0f, 1f)] public float intensity = 0.3f;
[Range(0f, 1f)] public float smoothness = 0.3f;
}
[Serializable]
public sealed class BloomSettings
{
public bool enabled = false;
public float intensity = 0.5f;
public float threshold = 1.1f;
[Range(0f, 1f)] public float softKnee = 0.5f;
[Range(1f, 7f)] public float radius = 5f;
public Texture lensTexture;
public float lensIntensity = 3f;
}
}
}

12
Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/PostProcessing.Settings.cs.meta


fileFormatVersion: 2
guid: 1af1b2448dc9dd04fb678c5a50a8a515
timeCreated: 1486116366
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

52
Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Bloom.hlsl


#ifndef UNITY_BLOOM
#define UNITY_BLOOM
// Downsample with a 4x4 box filter
float3 DownsampleFilter(TEXTURE2D_ARGS(tex, texSampler), float2 uv, float2 texelSize)
{
float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0);
float3 s;
s = SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xy).rgb;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zy).rgb;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xw).rgb;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zw).rgb;
return s * (1.0 / 4.0);
}
float3 UpsampleFilter(TEXTURE2D_ARGS(tex, texSampler), float2 uv, float2 texelSize, float sampleScale)
{
#if 0
// 4-tap bilinear upsampler
float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5);
float3 s;
s = SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xy).rgb;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zy).rgb;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xw).rgb;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zw).rgb;
return s * (1.0 / 4.0);
#else
// 9-tap bilinear upsampler (tent filter)
float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale;
float3 s;
s = SAMPLE_TEXTURE2D(tex, texSampler, uv - d.xy).rgb;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv - d.wy).rgb * 2.0;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv - d.zy).rgb;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zw).rgb * 2.0;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv).rgb * 4.0;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xw).rgb * 2.0;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.zy).rgb;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.wy).rgb * 2.0;
s += SAMPLE_TEXTURE2D(tex, texSampler, uv + d.xy).rgb;
return s * (1.0 / 16.0);
#endif
}
#endif // UNITY_BLOOM

9
Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Bloom.hlsl.meta


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Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Bloom.shader


Shader "Hidden/HDRenderPipeline/Bloom"
{
Properties
{
_MainTex ("", 2D) = "" {}
_BaseTex ("", 2D) = "" {}
_AutoExposure ("", 2D) = "" {}
}
HLSLINCLUDE
#pragma target 4.5
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Bloom.hlsl"
TEXTURE2D(_MainTex);
SAMPLER2D(sampler_MainTex);
float4 _MainTex_TexelSize;
TEXTURE2D(_BaseTex);
SAMPLER2D(sampler_BaseTex);
float4 _BaseTex_TexelSize;
TEXTURE2D(_AutoExposure);
SAMPLER2D(sampler_AutoExposure);
float _Threshold;
float3 _Curve;
float _SampleScale;
struct Attributes
{
float3 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct Varyings
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
struct VaryingsMultitex
{
float4 vertex : SV_POSITION;
float2 texcoordMain : TEXCOORD0;
float2 texcoordBase : TEXCOORD1;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.vertex = TransformWorldToHClip(input.vertex);
output.texcoord = input.texcoord.xy;
return output;
}
VaryingsMultitex VertMultitex(Attributes input)
{
VaryingsMultitex o;
o.vertex = TransformWorldToHClip(input.vertex);
o.texcoordMain = input.texcoord.xy;
o.texcoordBase = o.texcoordMain;
#if UNITY_UV_STARTS_AT_TOP
if (_BaseTex_TexelSize.y < 0.0)
o.texcoordMain.y = 1.0 - o.texcoordMain.y;
#endif
return o;
}
float4 FetchAutoExposed(TEXTURE2D_ARGS(tex, texSampler), float2 uv)
{
float autoExposure = 1.0;
#if EYE_ADAPTATION
autoExposure = SAMPLE_TEXTURE2D(_AutoExposure, sampler_AutoExposure, uv).r;
#endif
return SAMPLE_TEXTURE2D(tex, texSampler, uv) * autoExposure;
}
float4 FragPrefilter(Varyings i) : SV_Target
{
float2 uv = i.texcoord;
float4 s0 = min(65504.0, FetchAutoExposed(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), uv));
float3 m = s0.rgb;
// Pixel brightness
float br = max(m.r, max(m.g, m.r));
// Under-threshold part: quadratic curve
float rq = clamp(br - _Curve.x, 0.0, _Curve.y);
rq = _Curve.z * rq * rq;
// Combine and apply the brightness response curve.
m *= max(rq, br - _Threshold) / max(br, 1e-5);
return float4(m, 0.0);
}
float4 FragDownsample1(Varyings i) : SV_Target
{
return float4(DownsampleFilter(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _MainTex_TexelSize.xy), 0.0);
}
float4 FragDownsample2(Varyings i) : SV_Target
{
return float4(DownsampleFilter(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _MainTex_TexelSize.xy), 0.0);
}
float4 FragUpsample(VaryingsMultitex i) : SV_Target
{
float3 base = SAMPLE_TEXTURE2D(_BaseTex, sampler_BaseTex, i.texcoordBase).rgb;
float3 blur = UpsampleFilter(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoordMain, _MainTex_TexelSize.xy, _SampleScale);
return float4(base + blur, 0.0);
}
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma multi_compile __ EYE_ADAPTATION
#pragma vertex Vert
#pragma fragment FragPrefilter
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragDownsample1
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragDownsample2
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex VertMultitex
#pragma fragment FragUpsample
ENDHLSL
}
}
Fallback Off
}

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Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/Textures/COPYING.txt


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