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191 行
7.4 KiB
191 行
7.4 KiB
using System;
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using UnityEngine.Rendering;
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#if HDRP_PRESENT
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using UnityEngine.Rendering.HighDefinition;
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#elif URP_PRESENT
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using UnityEngine.Rendering.Universal;
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#endif
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#if HDRP_PRESENT || URP_PRESENT
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namespace UnityEngine.Perception.GroundTruth
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{
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/// <summary>
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/// Custom Pass which will apply a lens distortion (per the respective volume override in URP or HDRP, or
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/// through a custom override directly through the pass) to an incoming mask / texture. The purpose of this
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/// is to allow the same lens distortion being applied to the RGB image in the perception camera to be applied
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/// to the respective ground truths generated.
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/// </summary>
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class LensDistortionCrossPipelinePass : GroundTruthCrossPipelinePass
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{
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const string k_ShaderName = "Perception/LensDistortion";
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// NOTICE: Serialize the shader so that the shader asset is included in player builds when the SemanticSegmentationPass is used.
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// Currently commented out and shaders moved to Resources folder due to serialization crashes when it is enabled.
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// See https://fogbugz.unity3d.com/f/cases/1187378/
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// [SerializeField]
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Shader m_LensDistortionShader;
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Material m_LensDistortionMaterial;
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bool m_Initialized;
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static readonly int k_DistortionParams1Id = Shader.PropertyToID("_Distortion_Params1");
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static readonly int k_DistortionParams2Id = Shader.PropertyToID("_Distortion_Params2");
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LensDistortion m_LensDistortion;
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internal float? lensDistortionOverride = null; // Largely for testing, but could be useful otherwise
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RenderTexture m_TargetTexture;
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RenderTexture m_DistortedTexture;
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public LensDistortionCrossPipelinePass(Camera targetCamera, RenderTexture targetTexture)
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: base(targetCamera)
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{
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m_TargetTexture = targetTexture;
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}
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public override void Setup()
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{
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base.Setup();
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m_LensDistortionShader = Shader.Find(k_ShaderName);
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var shaderVariantCollection = new ShaderVariantCollection();
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if (shaderVariantCollection != null)
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shaderVariantCollection.Add(new ShaderVariantCollection.ShaderVariant(m_LensDistortionShader, PassType.ScriptableRenderPipeline));
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m_LensDistortionMaterial = new Material(m_LensDistortionShader);
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if (shaderVariantCollection != null)
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shaderVariantCollection.WarmUp();
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// Set up a new texture
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if (m_DistortedTexture == null || m_DistortedTexture.width != Screen.width || m_DistortedTexture.height != Screen.height)
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{
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if (m_DistortedTexture != null)
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m_DistortedTexture.Release();
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m_DistortedTexture = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear);
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m_DistortedTexture.enableRandomWrite = true;
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m_DistortedTexture.filterMode = FilterMode.Point;
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m_DistortedTexture.Create();
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}
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// Grab the lens distortion
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#if HDRP_PRESENT
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// Grab the Lens Distortion from Perception Camera stack
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var hdCamera = HDCamera.GetOrCreate(targetCamera);
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var stack = hdCamera.volumeStack;
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m_LensDistortion = stack.GetComponent<LensDistortion>();
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#elif URP_PRESENT
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var stack = VolumeManager.instance.stack;
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m_LensDistortion = stack.GetComponent<LensDistortion>();
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#endif
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m_Initialized = true;
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}
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protected override void ExecutePass(ScriptableRenderContext renderContext, CommandBuffer cmd, Camera camera, CullingResults cullingResult)
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{
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if (m_Initialized == false)
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return;
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if (SetLensDistortionShaderParameters() == false)
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return;
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// Blit mayhem
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cmd.Blit(m_TargetTexture, m_DistortedTexture, m_LensDistortionMaterial);
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cmd.Blit(m_DistortedTexture, m_TargetTexture);
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renderContext.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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}
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public bool SetLensDistortionShaderParameters()
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{
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if (m_Initialized == false)
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return false;
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// This code is lifted from the SetupLensDistortion() function in
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// https://github.com/Unity-Technologies/Graphics/blob/257b08bba6c11de0f894e42e811124247a522d3c/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
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// This is in UnityEngine.Rendering.Universal.Internal.PostProcessPass::SetupLensDistortion so it's
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// unclear how to re-use this code
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var intensity = 0.5f;
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var scale = 1.0f;
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var center = new Vector2(0.0f, 0.0f);
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var mult = new Vector2(1.0f, 1.0f);
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#if HDRP_PRESENT
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if(m_LensDistortion == null)
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return false;
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#elif URP_PRESENT
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if (targetCamera == null)
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return false;
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var additionalCameraData = targetCamera.GetUniversalAdditionalCameraData();
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if (additionalCameraData.renderPostProcessing == false && lensDistortionOverride.HasValue == false)
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return false;
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if (m_LensDistortion.active == false)
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return false;
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#else
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return false;
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#endif
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if (lensDistortionOverride.HasValue)
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{
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intensity = lensDistortionOverride.Value;
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}
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else if (m_LensDistortion != null)
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{
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// This is a bit finicky for URP - since Lens Distortion comes off the VolumeManager stack as active
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// even if post processing is not enabled. An intensity of 0.0f is untenable, so the below checks
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// ensures post processing hasn't been enabled but Lens Distortion actually overriden
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if (m_LensDistortion.intensity.value != 0.0f)
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{
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intensity = m_LensDistortion.intensity.value;
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center = m_LensDistortion.center.value * 2f - Vector2.one;
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mult.x = Mathf.Max(m_LensDistortion.xMultiplier.value, 1e-4f);
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mult.y = Mathf.Max(m_LensDistortion.yMultiplier.value, 1e-4f);
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scale = 1.0f / m_LensDistortion.scale.value;
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}
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else
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{
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return false;
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}
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}
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var amount = 1.6f * Mathf.Max(Mathf.Abs(intensity * 100.0f), 1.0f);
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var theta = Mathf.Deg2Rad * Mathf.Min(160f, amount);
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var sigma = 2.0f * Mathf.Tan(theta * 0.5f);
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var p1 = new Vector4(
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center.x,
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center.y,
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mult.x,
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mult.y
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);
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var p2 = new Vector4(
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intensity >= 0f ? theta : 1f / theta,
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sigma,
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scale,
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intensity * 100.0f
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);
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// Set Shader Constants
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m_LensDistortionMaterial.SetVector(k_DistortionParams1Id, p1);
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m_LensDistortionMaterial.SetVector(k_DistortionParams2Id, p2);
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return true;
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}
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public override void SetupMaterialProperties(MaterialPropertyBlock mpb, Renderer renderer, Labeling labeling, uint instanceId)
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{
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SetLensDistortionShaderParameters();
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}
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}
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}
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#endif // ! HDRP_PRESENT || URP_PRESENT
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