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185 行
7.8 KiB
185 行
7.8 KiB
namespace UnityEngine.PostProcessing
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{
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public sealed class EyeAdaptationComponent : PostProcessingComponentRenderTexture<EyeAdaptationModel>
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{
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static class Uniforms
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{
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internal static readonly int _Params = Shader.PropertyToID("_Params");
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internal static readonly int _Speed = Shader.PropertyToID("_Speed");
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internal static readonly int _ScaleOffsetRes = Shader.PropertyToID("_ScaleOffsetRes");
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internal static readonly int _ExposureCompensation = Shader.PropertyToID("_ExposureCompensation");
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internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
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internal static readonly int _DebugWidth = Shader.PropertyToID("_DebugWidth");
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}
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ComputeShader m_EyeCompute;
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ComputeBuffer m_HistogramBuffer;
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readonly RenderTexture[] m_AutoExposurePool = new RenderTexture[2];
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int m_AutoExposurePingPing;
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RenderTexture m_CurrentAutoExposure;
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RenderTexture m_DebugHistogram;
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static uint[] s_EmptyHistogramBuffer;
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bool m_FirstFrame = true;
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// Don't forget to update 'EyeAdaptation.cginc' if you change these values !
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const int k_HistogramBins = 64;
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const int k_HistogramThreadX = 16;
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const int k_HistogramThreadY = 16;
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public override bool active
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{
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get
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{
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return model.enabled
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&& SystemInfo.supportsComputeShaders
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&& !context.interrupted;
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}
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}
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public void ResetHistory()
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{
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m_FirstFrame = true;
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}
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public override void OnEnable()
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{
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m_FirstFrame = true;
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}
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public override void OnDisable()
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{
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foreach (var rt in m_AutoExposurePool)
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GraphicsUtils.Destroy(rt);
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if (m_HistogramBuffer != null)
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m_HistogramBuffer.Release();
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m_HistogramBuffer = null;
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if (m_DebugHistogram != null)
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m_DebugHistogram.Release();
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m_DebugHistogram = null;
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}
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Vector4 GetHistogramScaleOffsetRes()
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{
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var settings = model.settings;
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float diff = settings.logMax - settings.logMin;
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float scale = 1f / diff;
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float offset = -settings.logMin * scale;
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return new Vector4(scale, offset, Mathf.Floor(context.width / 2f), Mathf.Floor(context.height / 2f));
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}
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public Texture Prepare(RenderTexture source, Material uberMaterial)
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{
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var settings = model.settings;
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// Setup compute
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if (m_EyeCompute == null)
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m_EyeCompute = Resources.Load<ComputeShader>("Shaders/EyeHistogram");
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var material = context.materialFactory.Get("Hidden/Post FX/Eye Adaptation");
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material.shaderKeywords = null;
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if (m_HistogramBuffer == null)
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m_HistogramBuffer = new ComputeBuffer(k_HistogramBins, sizeof(uint));
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if (s_EmptyHistogramBuffer == null)
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s_EmptyHistogramBuffer = new uint[k_HistogramBins];
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// Downscale the framebuffer, we don't need an absolute precision for auto exposure and it
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// helps making it more stable
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var scaleOffsetRes = GetHistogramScaleOffsetRes();
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var rt = context.renderTextureFactory.Get((int)scaleOffsetRes.z, (int)scaleOffsetRes.w, 0, source.format);
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Graphics.Blit(source, rt);
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if (m_AutoExposurePool[0] == null || !m_AutoExposurePool[0].IsCreated())
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m_AutoExposurePool[0] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat);
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if (m_AutoExposurePool[1] == null || !m_AutoExposurePool[1].IsCreated())
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m_AutoExposurePool[1] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat);
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// Clears the buffer on every frame as we use it to accumulate luminance values on each frame
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m_HistogramBuffer.SetData(s_EmptyHistogramBuffer);
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// Gets a log histogram
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int kernel = m_EyeCompute.FindKernel("KEyeHistogram");
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m_EyeCompute.SetBuffer(kernel, "_Histogram", m_HistogramBuffer);
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m_EyeCompute.SetTexture(kernel, "_Source", rt);
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m_EyeCompute.SetVector("_ScaleOffsetRes", scaleOffsetRes);
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m_EyeCompute.Dispatch(kernel, Mathf.CeilToInt(rt.width / (float)k_HistogramThreadX), Mathf.CeilToInt(rt.height / (float)k_HistogramThreadY), 1);
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// Cleanup
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context.renderTextureFactory.Release(rt);
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// Make sure filtering values are correct to avoid apocalyptic consequences
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const float minDelta = 1e-2f;
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settings.highPercent = Mathf.Clamp(settings.highPercent, 1f + minDelta, 99f);
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settings.lowPercent = Mathf.Clamp(settings.lowPercent, 1f, settings.highPercent - minDelta);
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// Compute auto exposure
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material.SetBuffer("_Histogram", m_HistogramBuffer); // No (int, buffer) overload for SetBuffer ?
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material.SetVector(Uniforms._Params, new Vector4(settings.lowPercent * 0.01f, settings.highPercent * 0.01f, Mathf.Exp(settings.minLuminance * 0.69314718055994530941723212145818f), Mathf.Exp(settings.maxLuminance * 0.69314718055994530941723212145818f)));
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material.SetVector(Uniforms._Speed, new Vector2(settings.speedDown, settings.speedUp));
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material.SetVector(Uniforms._ScaleOffsetRes, scaleOffsetRes);
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material.SetFloat(Uniforms._ExposureCompensation, settings.keyValue);
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if (settings.dynamicKeyValue)
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material.EnableKeyword("AUTO_KEY_VALUE");
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if (m_FirstFrame || !Application.isPlaying)
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{
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// We don't want eye adaptation when not in play mode because the GameView isn't
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// animated, thus making it harder to tweak. Just use the final audo exposure value.
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m_CurrentAutoExposure = m_AutoExposurePool[0];
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Graphics.Blit(null, m_CurrentAutoExposure, material, (int)EyeAdaptationModel.EyeAdaptationType.Fixed);
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// Copy current exposure to the other pingpong target to avoid adapting from black
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Graphics.Blit(m_AutoExposurePool[0], m_AutoExposurePool[1]);
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}
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else
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{
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int pp = m_AutoExposurePingPing;
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var src = m_AutoExposurePool[++pp % 2];
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var dst = m_AutoExposurePool[++pp % 2];
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Graphics.Blit(src, dst, material, (int)settings.adaptationType);
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m_AutoExposurePingPing = ++pp % 2;
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m_CurrentAutoExposure = dst;
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}
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// Generate debug histogram
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if (context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.EyeAdaptation))
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{
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if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated())
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{
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m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32)
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{
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filterMode = FilterMode.Point,
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wrapMode = TextureWrapMode.Clamp
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};
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}
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material.SetFloat(Uniforms._DebugWidth, m_DebugHistogram.width);
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Graphics.Blit(null, m_DebugHistogram, material, 2);
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}
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m_FirstFrame = false;
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return m_CurrentAutoExposure;
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}
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public void OnGUI()
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{
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if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated())
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return;
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var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, m_DebugHistogram.width, m_DebugHistogram.height);
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GUI.DrawTexture(rect, m_DebugHistogram);
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}
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}
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}
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