using UnityEngine; using System.Collections; [ExecuteInEditMode] [RequireComponent (typeof(Camera))] [AddComponentMenu ("Image Effects/Camera/Depth of Field (Lens Blur, Scatter, DX11)") ] public class DepthOfField : PostEffectsBase { public bool visualizeFocus = false; public float focalLength = 10.0f; public float focalSize = 0.05f; public float aperture = 11.5f; public Transform focalTransform = null; public float maxBlurSize = 2.0f; public bool highResolution = false; public enum BlurType { DiscBlur = 0, DX11 = 1, } public enum BlurSampleCount { Low = 0, Medium = 1, High = 2, } public BlurType blurType = BlurType.DiscBlur; public BlurSampleCount blurSampleCount = BlurSampleCount.High; public bool nearBlur = false; public float foregroundOverlap = 1.0f; public Shader dofHdrShader; private Material dofHdrMaterial = null; public Shader dx11BokehShader; private Material dx11bokehMaterial; public float dx11BokehThreshhold = 0.5f; public float dx11SpawnHeuristic = 0.0875f; public Texture2D dx11BokehTexture = null; public float dx11BokehScale = 1.2f; public float dx11BokehIntensity = 2.5f; private float focalDistance01 = 10.0f; private ComputeBuffer cbDrawArgs; private ComputeBuffer cbPoints; private float internalBlurWidth = 1.0f; public override bool CheckResources (){ CheckSupport (true); // only requires depth, not HDR dofHdrMaterial = CheckShaderAndCreateMaterial (dofHdrShader, dofHdrMaterial); if(supportDX11 && blurType == BlurType.DX11) { dx11bokehMaterial = CheckShaderAndCreateMaterial(dx11BokehShader, dx11bokehMaterial); CreateComputeResources (); } if(!isSupported) ReportAutoDisable (); return isSupported; } void OnEnable (){ GetComponent().depthTextureMode |= DepthTextureMode.Depth; } void OnDisable (){ ReleaseComputeResources (); if(dofHdrMaterial) DestroyImmediate(dofHdrMaterial); dofHdrMaterial = null; if(dx11bokehMaterial) DestroyImmediate(dx11bokehMaterial); dx11bokehMaterial = null; } void ReleaseComputeResources (){ if(cbDrawArgs != null) cbDrawArgs.Release(); cbDrawArgs = null; if(cbPoints != null) cbPoints.Release(); cbPoints = null; } void CreateComputeResources (){ if (cbDrawArgs == null) { cbDrawArgs = new ComputeBuffer (1, 16, ComputeBufferType.DrawIndirect); var args= new int[4]; args[0] = 0; args[1] = 1; args[2] = 0; args[3] = 0; cbDrawArgs.SetData (args); } if (cbPoints == null) { cbPoints = new ComputeBuffer (90000, 12+16, ComputeBufferType.Append); } } float FocalDistance01 ( float worldDist ){ return GetComponent().WorldToViewportPoint((worldDist-GetComponent().nearClipPlane) * GetComponent().transform.forward + GetComponent().transform.position).z / (GetComponent().farClipPlane-GetComponent().nearClipPlane); } private void WriteCoc ( RenderTexture fromTo , bool fgDilate ){ dofHdrMaterial.SetTexture("_FgOverlap", null); if (nearBlur && fgDilate) { int rtW = fromTo.width/2; int rtH = fromTo.height/2; // capture fg coc RenderTexture temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); Graphics.Blit (fromTo, temp2, dofHdrMaterial, 4); // special blur float fgAdjustment = internalBlurWidth * foregroundOverlap; dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgAdjustment , 0.0f, fgAdjustment)); RenderTexture temp1 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); Graphics.Blit (temp2, temp1, dofHdrMaterial, 2); RenderTexture.ReleaseTemporary(temp2); dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgAdjustment, 0.0f, 0.0f, fgAdjustment)); temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); Graphics.Blit (temp1, temp2, dofHdrMaterial, 2); RenderTexture.ReleaseTemporary(temp1); // "merge up" with background COC dofHdrMaterial.SetTexture("_FgOverlap", temp2); fromTo.MarkRestoreExpected(); // only touching alpha channel, RT restore expected Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 13); RenderTexture.ReleaseTemporary(temp2); } else { // capture full coc in alpha channel (fromTo is not read, but bound to detect screen flip) Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 0); } } void OnRenderImage ( RenderTexture source , RenderTexture destination ){ if(!CheckResources ()) { Graphics.Blit (source, destination); return; } // clamp & prepare values so they make sense if (aperture < 0.0f) aperture = 0.0f; if (maxBlurSize < 0.1f) maxBlurSize = 0.1f; focalSize = Mathf.Clamp(focalSize, 0.0f, 2.0f); internalBlurWidth = Mathf.Max(maxBlurSize, 0.0f); // focal & coc calculations focalDistance01 = (focalTransform) ? (GetComponent().WorldToViewportPoint (focalTransform.position)).z / (GetComponent().farClipPlane) : FocalDistance01 (focalLength); dofHdrMaterial.SetVector ("_CurveParams", new Vector4 (1.0f, focalSize, aperture/10.0f, focalDistance01)); // possible render texture helpers RenderTexture rtLow = null; RenderTexture rtLow2 = null; RenderTexture rtSuperLow1 = null; RenderTexture rtSuperLow2 = null; float fgBlurDist = internalBlurWidth * foregroundOverlap; if(visualizeFocus) { // // 2. // visualize coc // // WriteCoc (source, true); Graphics.Blit (source, destination, dofHdrMaterial, 16); } else if ((blurType == BlurType.DX11) && dx11bokehMaterial) { // // 1. // optimized dx11 bokeh scatter // // if(highResolution) { internalBlurWidth = internalBlurWidth < 0.1f ? 0.1f : internalBlurWidth; fgBlurDist = internalBlurWidth * foregroundOverlap; rtLow = RenderTexture.GetTemporary (source.width, source.height, 0, source.format); var dest2= RenderTexture.GetTemporary (source.width, source.height, 0, source.format); // capture COC WriteCoc (source, false); // blur a bit so we can do a frequency check rtSuperLow1 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format); rtSuperLow2 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format); Graphics.Blit(source, rtSuperLow1, dofHdrMaterial, 15); dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); dofHdrMaterial.SetVector ("_Offsets", new Vector4 (1.5f, 0.0f, 0.0f, 1.5f)); Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19); // capture fg coc if(nearBlur) Graphics.Blit (source, rtSuperLow2, dofHdrMaterial, 4); dx11bokehMaterial.SetTexture ("_BlurredColor", rtSuperLow1); dx11bokehMaterial.SetFloat ("_SpawnHeuristic", dx11SpawnHeuristic); dx11bokehMaterial.SetVector ("_BokehParams", new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshhold, 0.005f, 4.0f), internalBlurWidth)); dx11bokehMaterial.SetTexture ("_FgCocMask", nearBlur ? rtSuperLow2 : null); // collect bokeh candidates and replace with a darker pixel Graphics.SetRandomWriteTarget (1, cbPoints); Graphics.Blit (source, rtLow, dx11bokehMaterial, 0); Graphics.ClearRandomWriteTargets (); // fg coc blur happens here (after collect!) if(nearBlur) { dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 2); dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist)); Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 2); // merge fg coc with bg coc Graphics.Blit (rtSuperLow2, rtLow, dofHdrMaterial, 3); } // NEW: LAY OUT ALPHA on destination target so we get nicer outlines for the high rez version Graphics.Blit (rtLow, dest2, dofHdrMaterial, 20); // box blur (easier to merge with bokeh buffer) dofHdrMaterial.SetVector ("_Offsets", new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); Graphics.Blit (rtLow, source, dofHdrMaterial, 5); dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth)); Graphics.Blit (source, dest2, dofHdrMaterial, 21); // apply bokeh candidates Graphics.SetRenderTarget (dest2); ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0); dx11bokehMaterial.SetBuffer ("pointBuffer", cbPoints); dx11bokehMaterial.SetTexture ("_MainTex", dx11BokehTexture); dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*source.width), 1.0f/(1.0f*source.height), internalBlurWidth)); dx11bokehMaterial.SetPass (2); Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); Graphics.Blit (dest2, destination); // hackaround for DX11 high resolution flipfun (OPTIMIZEME) RenderTexture.ReleaseTemporary(dest2); RenderTexture.ReleaseTemporary(rtSuperLow1); RenderTexture.ReleaseTemporary(rtSuperLow2); } else { rtLow = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); rtLow2 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); fgBlurDist = internalBlurWidth * foregroundOverlap; // capture COC & color in low resolution WriteCoc (source, false); source.filterMode = FilterMode.Bilinear; Graphics.Blit (source, rtLow, dofHdrMaterial, 6); // blur a bit so we can do a frequency check rtSuperLow1 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format); rtSuperLow2 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format); Graphics.Blit(rtLow, rtSuperLow1, dofHdrMaterial, 15); dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); dofHdrMaterial.SetVector ("_Offsets", new Vector4 (1.5f, 0.0f, 0.0f, 1.5f)); Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19); RenderTexture rtLow3 = null; if(nearBlur) { // capture fg coc rtLow3 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); Graphics.Blit (source, rtLow3, dofHdrMaterial, 4); } dx11bokehMaterial.SetTexture ("_BlurredColor", rtSuperLow1); dx11bokehMaterial.SetFloat ("_SpawnHeuristic", dx11SpawnHeuristic); dx11bokehMaterial.SetVector ("_BokehParams", new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshhold, 0.005f, 4.0f), internalBlurWidth)); dx11bokehMaterial.SetTexture ("_FgCocMask", rtLow3); // collect bokeh candidates and replace with a darker pixel Graphics.SetRandomWriteTarget (1, cbPoints); Graphics.Blit (rtLow, rtLow2, dx11bokehMaterial, 0); Graphics.ClearRandomWriteTargets (); RenderTexture.ReleaseTemporary(rtSuperLow1); RenderTexture.ReleaseTemporary(rtSuperLow2); // fg coc blur happens here (after collect!) if(nearBlur) { dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); Graphics.Blit (rtLow3, rtLow, dofHdrMaterial, 2); dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist)); Graphics.Blit (rtLow, rtLow3, dofHdrMaterial, 2); // merge fg coc with bg coc Graphics.Blit (rtLow3, rtLow2, dofHdrMaterial, 3); } // box blur (easier to merge with bokeh buffer) dofHdrMaterial.SetVector ("_Offsets", new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); Graphics.Blit (rtLow2, rtLow, dofHdrMaterial, 5); dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth)); Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, 5); // apply bokeh candidates Graphics.SetRenderTarget (rtLow2); ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0); dx11bokehMaterial.SetBuffer ("pointBuffer", cbPoints); dx11bokehMaterial.SetTexture ("_MainTex", dx11BokehTexture); dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*rtLow2.width), 1.0f/(1.0f*rtLow2.height), internalBlurWidth)); dx11bokehMaterial.SetPass (1); Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); // upsample & combine dofHdrMaterial.SetTexture ("_LowRez", rtLow2); dofHdrMaterial.SetTexture ("_FgOverlap", rtLow3); dofHdrMaterial.SetVector ("_Offsets", ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth * Vector4.one); Graphics.Blit (source, destination, dofHdrMaterial, 9); if(rtLow3) RenderTexture.ReleaseTemporary(rtLow3); } } else { // // 2. // poisson disc style blur in low resolution // // source.filterMode = FilterMode.Bilinear; if(highResolution) internalBlurWidth *= 2.0f; WriteCoc (source, true); rtLow = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); rtLow2 = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); int blurPass = (blurSampleCount == BlurSampleCount.High || blurSampleCount == BlurSampleCount.Medium) ? 17 : 11; if(highResolution) { dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.025f, internalBlurWidth)); Graphics.Blit (source, destination, dofHdrMaterial, blurPass); } else { dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.1f, internalBlurWidth)); // blur Graphics.Blit (source, rtLow, dofHdrMaterial, 6); Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, blurPass); // cheaper blur in high resolution, upsample and combine dofHdrMaterial.SetTexture("_LowRez", rtLow2); dofHdrMaterial.SetTexture("_FgOverlap", null); dofHdrMaterial.SetVector ("_Offsets", Vector4.one * ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth); Graphics.Blit (source, destination, dofHdrMaterial, blurSampleCount == BlurSampleCount.High ? 18 : 12); } } if(rtLow) RenderTexture.ReleaseTemporary(rtLow); if(rtLow2) RenderTexture.ReleaseTemporary(rtLow2); } }