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166 行
7.0 KiB
166 行
7.0 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.PostProcessing
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{
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using DebugMode = BuiltinDebugViewsModel.Mode;
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public sealed class DepthOfFieldComponent : PostProcessingComponentRenderTexture<DepthOfFieldModel>
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{
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static class Uniforms
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{
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internal static readonly int _DepthOfFieldTex = Shader.PropertyToID("_DepthOfFieldTex");
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internal static readonly int _DepthOfFieldCoCTex = Shader.PropertyToID("_DepthOfFieldCoCTex");
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internal static readonly int _Distance = Shader.PropertyToID("_Distance");
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internal static readonly int _LensCoeff = Shader.PropertyToID("_LensCoeff");
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internal static readonly int _MaxCoC = Shader.PropertyToID("_MaxCoC");
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internal static readonly int _RcpMaxCoC = Shader.PropertyToID("_RcpMaxCoC");
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internal static readonly int _RcpAspect = Shader.PropertyToID("_RcpAspect");
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internal static readonly int _MainTex = Shader.PropertyToID("_MainTex");
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internal static readonly int _CoCTex = Shader.PropertyToID("_CoCTex");
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internal static readonly int _TaaParams = Shader.PropertyToID("_TaaParams");
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internal static readonly int _DepthOfFieldParams = Shader.PropertyToID("_DepthOfFieldParams");
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}
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const string k_ShaderString = "Hidden/Post FX/Depth Of Field";
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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.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)
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&& !context.interrupted;
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}
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}
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public override DepthTextureMode GetCameraFlags()
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{
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return DepthTextureMode.Depth;
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}
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RenderTexture m_CoCHistory;
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// Height of the 35mm full-frame format (36mm x 24mm)
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const float k_FilmHeight = 0.024f;
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float CalculateFocalLength()
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{
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var settings = model.settings;
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if (!settings.useCameraFov)
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return settings.focalLength / 1000f;
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float fov = context.camera.fieldOfView * Mathf.Deg2Rad;
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return 0.5f * k_FilmHeight / Mathf.Tan(0.5f * fov);
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}
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float CalculateMaxCoCRadius(int screenHeight)
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{
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// Estimate the allowable maximum radius of CoC from the kernel
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// size (the equation below was empirically derived).
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float radiusInPixels = (float)model.settings.kernelSize * 4f + 6f;
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// Applying a 5% limit to the CoC radius to keep the size of
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// TileMax/NeighborMax small enough.
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return Mathf.Min(0.05f, radiusInPixels / screenHeight);
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}
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bool CheckHistory(int width, int height)
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{
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return m_CoCHistory != null && m_CoCHistory.IsCreated() &&
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m_CoCHistory.width == width && m_CoCHistory.height == height;
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}
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RenderTextureFormat SelectFormat(RenderTextureFormat primary, RenderTextureFormat secondary)
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{
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if (SystemInfo.SupportsRenderTextureFormat(primary)) return primary;
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if (SystemInfo.SupportsRenderTextureFormat(secondary)) return secondary;
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return RenderTextureFormat.Default;
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}
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public void Prepare(RenderTexture source, Material uberMaterial, bool antialiasCoC, Vector2 taaJitter, float taaBlending)
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{
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var settings = model.settings;
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var colorFormat = RenderTextureFormat.ARGBHalf;
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var cocFormat = SelectFormat(RenderTextureFormat.R8, RenderTextureFormat.RHalf);
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// Avoid using R8 on OSX with Metal. #896121, https://goo.gl/MgKqu6
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#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
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if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal)
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cocFormat = SelectFormat(RenderTextureFormat.RHalf, RenderTextureFormat.Default);
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#endif
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// Material setup
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var f = CalculateFocalLength();
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var s1 = Mathf.Max(settings.focusDistance, f);
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var aspect = (float)source.width / source.height;
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var coeff = f * f / (settings.aperture * (s1 - f) * k_FilmHeight * 2);
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var maxCoC = CalculateMaxCoCRadius(source.height);
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var material = context.materialFactory.Get(k_ShaderString);
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material.SetFloat(Uniforms._Distance, s1);
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material.SetFloat(Uniforms._LensCoeff, coeff);
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material.SetFloat(Uniforms._MaxCoC, maxCoC);
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material.SetFloat(Uniforms._RcpMaxCoC, 1f / maxCoC);
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material.SetFloat(Uniforms._RcpAspect, 1f / aspect);
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// CoC calculation pass
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var rtCoC = context.renderTextureFactory.Get(context.width, context.height, 0, cocFormat);
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Graphics.Blit(null, rtCoC, material, 0);
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if (antialiasCoC)
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{
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// CoC temporal filter pass
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material.SetTexture(Uniforms._CoCTex, rtCoC);
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var blend = CheckHistory(context.width, context.height) ? taaBlending : 0f;
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material.SetVector(Uniforms._TaaParams, new Vector3(taaJitter.x, taaJitter.y, blend));
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var rtFiltered = RenderTexture.GetTemporary(context.width, context.height, 0, cocFormat);
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Graphics.Blit(m_CoCHistory, rtFiltered, material, 1);
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context.renderTextureFactory.Release(rtCoC);
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if (m_CoCHistory != null) RenderTexture.ReleaseTemporary(m_CoCHistory);
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m_CoCHistory = rtCoC = rtFiltered;
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}
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// Downsampling and prefiltering pass
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var rt1 = context.renderTextureFactory.Get(context.width / 2, context.height / 2, 0, colorFormat);
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material.SetTexture(Uniforms._CoCTex, rtCoC);
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Graphics.Blit(source, rt1, material, 2);
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// Bokeh simulation pass
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var rt2 = context.renderTextureFactory.Get(context.width / 2, context.height / 2, 0, colorFormat);
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Graphics.Blit(rt1, rt2, material, 3 + (int)settings.kernelSize);
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// Postfilter pass
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Graphics.Blit(rt2, rt1, material, 7);
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// Give the results to the uber shader.
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uberMaterial.SetVector(Uniforms._DepthOfFieldParams, new Vector3(s1, coeff, maxCoC));
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if (context.profile.debugViews.IsModeActive(DebugMode.FocusPlane))
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{
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uberMaterial.EnableKeyword("DEPTH_OF_FIELD_COC_VIEW");
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context.Interrupt();
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}
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else
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{
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uberMaterial.SetTexture(Uniforms._DepthOfFieldTex, rt1);
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uberMaterial.SetTexture(Uniforms._DepthOfFieldCoCTex, rtCoC);
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uberMaterial.EnableKeyword("DEPTH_OF_FIELD");
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}
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context.renderTextureFactory.Release(rt2);
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}
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public override void OnDisable()
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{
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if (m_CoCHistory != null)
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RenderTexture.ReleaseTemporary(m_CoCHistory);
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m_CoCHistory = null;
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}
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}
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}
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