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Feature/lens distortion (#69)
Feature/lens distortion (#69)
* Lens Distortion now added as a pass for both semantic and instance segmentation by way of a LensDistortion shader. This can be enabled either through enabling post-processing in URP or HDRP respectively or by utilizing the override although this approach is internal only currently but allows for the manipulation of the shader without having to have access to the global volume which in some test scenarios is not available./main
GitHub
4 年前
当前提交
f6a9f70a
共有 28 个文件被更改,包括 2545 次插入 和 43 次删除
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8TestProjects/PerceptionURP/ProjectSettings/ProjectSettings.asset
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2TestProjects/PerceptionURP/ProjectSettings/QualitySettings.asset
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2com.unity.perception/CHANGELOG.md
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2com.unity.perception/Runtime/GroundTruth/GroundTruthCrossPipelinePass.cs
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26com.unity.perception/Runtime/GroundTruth/GroundTruthRendererFeature.cs
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33com.unity.perception/Runtime/GroundTruth/Labelers/SemanticSegmentationLabeler.cs
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54com.unity.perception/Runtime/GroundTruth/PerceptionCamera_InstanceSegmentation.cs
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7com.unity.perception/Runtime/GroundTruth/Resources/InstanceSegmentation.shader
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18com.unity.perception/Runtime/GroundTruth/Resources/LabeledObjectHistogram.compute
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18com.unity.perception/Runtime/GroundTruth/Resources/SemanticSegmentation.shader
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10com.unity.perception/Runtime/GroundTruth/SemanticSegmentationCrossPipelinePass.cs
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91com.unity.perception/Tests/Runtime/GroundTruthTests/SegmentationGroundTruthTests.cs
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984TestProjects/PerceptionHDRP/Assets/Scenes/SampleSceneLensDistortion.unity
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7TestProjects/PerceptionHDRP/Assets/Scenes/SampleSceneLensDistortion.unity.meta
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8TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion.meta
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840TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion.unity
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7TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion.unity.meta
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190com.unity.perception/Runtime/GroundTruth/LensDistortionCrossPipelinePass.cs
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3com.unity.perception/Runtime/GroundTruth/LensDistortionCrossPipelinePass.cs.meta
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54com.unity.perception/Runtime/GroundTruth/LensDistortionPass.cs
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3com.unity.perception/Runtime/GroundTruth/LensDistortionPass.cs.meta
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98com.unity.perception/Runtime/GroundTruth/Resources/LensDistortion.shader
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9com.unity.perception/Runtime/GroundTruth/Resources/LensDistortion.shader.meta
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53TestProjects/PerceptionHDRP/Assets/Scenes/SampleSceneLensDistortion/Global Volume Profile.asset
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53TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion/Global Volume Profile.asset
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8TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion/Global Volume Profile.asset.meta
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|
|||
using System; |
|||
using Unity.Mathematics; |
|||
using UnityEngine.Experimental.Rendering; |
|||
using UnityEngine.Rendering; |
|||
|
|||
#if HDRP_PRESENT
|
|||
using UnityEngine.Rendering.HighDefinition; |
|||
#elif URP_PRESENT
|
|||
using UnityEngine.Rendering.Universal; |
|||
#endif
|
|||
|
|||
#if HDRP_PRESENT || URP_PRESENT
|
|||
|
|||
namespace UnityEngine.Perception.GroundTruth |
|||
{ |
|||
/// <summary>
|
|||
/// Custom Pass which will apply a lens distortion (per the respective volume override in URP or HDRP, or
|
|||
/// through a custom override directly through the pass) to an incoming mask / texture. The purpose of this
|
|||
/// is to allow the same lens distortion being applied to the RGB image ine the perception camera to be applied
|
|||
/// to the respective ground truths generated.
|
|||
/// </summary>
|
|||
internal class LensDistortionCrossPipelinePass : GroundTruthCrossPipelinePass |
|||
{ |
|||
const string k_ShaderName = "Perception/LensDistortion"; |
|||
|
|||
//Serialize the shader so that the shader asset is included in player builds when the SemanticSegmentationPass is used.
|
|||
//Currently commented out and shaders moved to Resources folder due to serialization crashes when it is enabled.
|
|||
//See https://fogbugz.unity3d.com/f/cases/1187378/
|
|||
//[SerializeField]
|
|||
|
|||
// Lens Distortion Shader
|
|||
Shader m_LensDistortionShader; |
|||
Material m_LensDistortionMaterial; |
|||
|
|||
bool m_fInitialized = false; |
|||
|
|||
public static readonly int _Distortion_Params1 = Shader.PropertyToID("_Distortion_Params1"); |
|||
public static readonly int _Distortion_Params2 = Shader.PropertyToID("_Distortion_Params2"); |
|||
|
|||
LensDistortion m_lensDistortion; |
|||
internal float? lensDistortionOverride = null; // Largely for testing, but could be useful otherwise
|
|||
|
|||
RenderTexture m_TargetTexture; |
|||
RenderTexture m_distortedTexture; |
|||
|
|||
//private LensDistortion m_LensDistortion;
|
|||
|
|||
public LensDistortionCrossPipelinePass(Camera targetCamera, RenderTexture targetTexture) |
|||
: base(targetCamera) |
|||
{ |
|||
m_TargetTexture = targetTexture; |
|||
} |
|||
|
|||
|
|||
public override void Setup() |
|||
{ |
|||
base.Setup(); |
|||
m_LensDistortionShader = Shader.Find(k_ShaderName); |
|||
|
|||
var shaderVariantCollection = new ShaderVariantCollection(); |
|||
|
|||
if (shaderVariantCollection != null) |
|||
shaderVariantCollection.Add(new ShaderVariantCollection.ShaderVariant(m_LensDistortionShader, PassType.ScriptableRenderPipeline)); |
|||
|
|||
m_LensDistortionMaterial = new Material(m_LensDistortionShader); |
|||
|
|||
if(shaderVariantCollection != null) |
|||
shaderVariantCollection.WarmUp(); |
|||
|
|||
// Set up a new texture
|
|||
if (m_distortedTexture == null || m_distortedTexture.width != Screen.width || m_distortedTexture.height != Screen.height) { |
|||
|
|||
if (m_distortedTexture != null) |
|||
m_distortedTexture.Release(); |
|||
|
|||
m_distortedTexture = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear); |
|||
m_distortedTexture.enableRandomWrite = true; |
|||
m_distortedTexture.filterMode = FilterMode.Point; |
|||
m_distortedTexture.Create(); |
|||
} |
|||
|
|||
// Grab the lens distortion
|
|||
#if HDRP_PRESENT
|
|||
// Grab the Lens Distortion from Perception Camera stack
|
|||
var hdCamera = HDCamera.GetOrCreate(targetCamera); |
|||
var stack = hdCamera.volumeStack; |
|||
m_lensDistortion = stack.GetComponent<LensDistortion>(); |
|||
#elif URP_PRESENT
|
|||
var stack = VolumeManager.instance.stack; |
|||
m_lensDistortion = stack.GetComponent<LensDistortion>(); |
|||
#endif
|
|||
m_fInitialized = true; |
|||
} |
|||
|
|||
protected override void ExecutePass(ScriptableRenderContext renderContext, CommandBuffer cmd, Camera camera, CullingResults cullingResult) |
|||
{ |
|||
if (m_fInitialized == false) |
|||
return; |
|||
|
|||
if (SetLensDistortionShaderParameters() == false) |
|||
return; |
|||
|
|||
// Blitmayhem
|
|||
cmd.Blit(m_TargetTexture, m_distortedTexture, m_LensDistortionMaterial); |
|||
cmd.Blit(m_distortedTexture, m_TargetTexture); |
|||
|
|||
renderContext.ExecuteCommandBuffer(cmd); |
|||
cmd.Clear(); |
|||
} |
|||
|
|||
public bool SetLensDistortionShaderParameters() |
|||
{ |
|||
if (m_fInitialized == false) |
|||
return false; |
|||
|
|||
// This code is lifted from the SetupLensDistortion() function in
|
|||
// https://github.com/Unity-Technologies/Graphics/blob/257b08bba6c11de0f894e42e811124247a522d3c/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
|
|||
// This is in UnityEngine.Rendering.Universal.Internal.PostProcessPass::SetupLensDistortion so it's
|
|||
// unclear how to re-use this code
|
|||
|
|||
float intensity = 0.5f; |
|||
float scale = 1.0f; |
|||
var center = new Vector2(0.0f, 0.0f); |
|||
var mult = new Vector2(1.0f, 1.0f); |
|||
|
|||
#if HDRP_PRESENT
|
|||
if(m_lensDistortion == null) |
|||
return false; |
|||
#elif URP_PRESENT
|
|||
if(targetCamera == null) |
|||
return false; |
|||
|
|||
if(targetCamera.GetUniversalAdditionalCameraData().renderPostProcessing == false && lensDistortionOverride.HasValue == false) |
|||
return false; |
|||
#else
|
|||
return false; |
|||
#endif
|
|||
|
|||
if (lensDistortionOverride.HasValue) |
|||
{ |
|||
intensity = lensDistortionOverride.Value; |
|||
} |
|||
else if (m_lensDistortion != null) |
|||
{ |
|||
// This is a bit finicky for URP - since Lens Distortion comes off the VolumeManager stack as active
|
|||
// even if post processing is not enabled. An intensity of 0.0f is untenable, so the below checks
|
|||
// ensures post processing hasn't been enabled but Lens Distortion actually overriden
|
|||
if (m_lensDistortion.intensity.value != 0.0f) |
|||
{ |
|||
intensity = m_lensDistortion.intensity.value; |
|||
center = m_lensDistortion.center.value * 2f - Vector2.one; |
|||
mult.x = Mathf.Max(m_lensDistortion.xMultiplier.value, 1e-4f); |
|||
mult.y = Mathf.Max(m_lensDistortion.yMultiplier.value, 1e-4f); |
|||
scale = 1.0f / m_lensDistortion.scale.value; |
|||
} |
|||
} |
|||
|
|||
float amount = 1.6f * Mathf.Max(Mathf.Abs(intensity * 100.0f), 1.0f); |
|||
float theta = Mathf.Deg2Rad * Mathf.Min(160f, amount); |
|||
float sigma = 2.0f * Mathf.Tan(theta * 0.5f); |
|||
|
|||
var p1 = new Vector4( |
|||
center.x, |
|||
center.y, |
|||
mult.x, |
|||
mult.y |
|||
); |
|||
|
|||
var p2 = new Vector4( |
|||
intensity >= 0f ? theta : 1f / theta, |
|||
sigma, |
|||
scale, |
|||
intensity * 100.0f |
|||
); |
|||
|
|||
// Set Shader Constants
|
|||
m_LensDistortionMaterial.SetVector(_Distortion_Params1, p1); |
|||
m_LensDistortionMaterial.SetVector(_Distortion_Params2, p2); |
|||
|
|||
return true; |
|||
} |
|||
|
|||
public override void SetupMaterialProperties(MaterialPropertyBlock mpb, Renderer renderer, Labeling labeling, uint instanceId) |
|||
{ |
|||
SetLensDistortionShaderParameters(); |
|||
} |
|||
} |
|||
} |
|||
|
|||
#endif // ! HDRP_PRESENT || URP_PRESENT
|
|
|||
fileFormatVersion: 2 |
|||
guid: ad37b813e25c450fbc65b2820a7d9dc2 |
|||
timeCreated: 1598041907 |
|
|||
#if HDRP_PRESENT
|
|||
|
|||
using System; |
|||
using UnityEngine.Rendering; |
|||
using UnityEngine.Rendering.HighDefinition; |
|||
|
|||
namespace UnityEngine.Perception.GroundTruth |
|||
{ |
|||
/// <summary>
|
|||
/// Custom Pass which renders labeled images where each object with a Labeling component is drawn with the value
|
|||
/// specified by the given LabelingConfiguration.
|
|||
/// </summary>
|
|||
public class LensDistortionPass : CustomPass |
|||
{ |
|||
public RenderTexture targetTexture; |
|||
public Camera targetCamera; |
|||
|
|||
internal LensDistortionCrossPipelinePass m_LensDistortionCrossPipelinePass; |
|||
|
|||
public LensDistortionPass(Camera targetCamera, RenderTexture targetTexture) |
|||
{ |
|||
this.targetTexture = targetTexture; |
|||
this.targetCamera = targetCamera; |
|||
EnsureInit(); |
|||
} |
|||
|
|||
public void EnsureInit() |
|||
{ |
|||
if (m_LensDistortionCrossPipelinePass == null) |
|||
{ |
|||
m_LensDistortionCrossPipelinePass = new LensDistortionCrossPipelinePass(targetCamera, targetTexture); |
|||
m_LensDistortionCrossPipelinePass.EnsureActivated(); |
|||
} |
|||
} |
|||
|
|||
public LensDistortionPass() |
|||
{ |
|||
//
|
|||
} |
|||
|
|||
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) |
|||
{ |
|||
EnsureInit(); |
|||
m_LensDistortionCrossPipelinePass.Setup(); |
|||
} |
|||
|
|||
protected override void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera hdCamera, CullingResults cullingResult) |
|||
{ |
|||
CoreUtils.SetRenderTarget(cmd, targetTexture); |
|||
m_LensDistortionCrossPipelinePass.Execute(renderContext, cmd, hdCamera.camera, cullingResult); |
|||
} |
|||
} |
|||
} |
|||
#endif
|
|
|||
fileFormatVersion: 2 |
|||
guid: 7f243f0bc64f47db99fb540a718016dc |
|||
timeCreated: 1598041612 |
|
|||
Shader "Perception/LensDistortion" |
|||
{ |
|||
|
|||
Properties |
|||
{ |
|||
_MainTex ("Texture", 2D) = "white" {} |
|||
} |
|||
|
|||
SubShader |
|||
{ |
|||
Tags { "RenderType" = "Opaque" "LightMode" = "SRP" } |
|||
LOD 100 |
|||
ZTest Always ZWrite Off Cull Off |
|||
|
|||
Pass |
|||
{ |
|||
|
|||
Name "LensDistortion" |
|||
|
|||
CGPROGRAM |
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
|
|||
#include "UnityCG.cginc" |
|||
|
|||
struct appdata |
|||
{ |
|||
float4 vertex : POSITION; |
|||
float2 uv : TEXCOORD0; |
|||
}; |
|||
|
|||
struct v2f |
|||
{ |
|||
float2 uv : TEXCOORD0; |
|||
float4 vertex : SV_POSITION; |
|||
}; |
|||
|
|||
v2f vert (appdata v) |
|||
{ |
|||
v2f o; |
|||
o.vertex = UnityObjectToClipPos(v.vertex); |
|||
o.uv = v.uv; |
|||
return o; |
|||
} |
|||
|
|||
// Note: This is taken from the HDRP UberPost shader: |
|||
// https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader |
|||
// https://github.com/Unity-Technologies/Graphics/blob/257b08bba6c11de0f894e42e811124247a522d3c/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs |
|||
|
|||
// TODO: Include this code somehow since we're really only using the DistortUV call |
|||
|
|||
float4 _Distortion_Params1; |
|||
float4 _Distortion_Params2; |
|||
|
|||
#define DistCenter _Distortion_Params1.xy |
|||
#define DistAxis _Distortion_Params1.zw |
|||
#define DistTheta _Distortion_Params2.x |
|||
#define DistSigma _Distortion_Params2.y |
|||
#define DistScale _Distortion_Params2.z |
|||
#define DistIntensity _Distortion_Params2.w |
|||
|
|||
float2 DistortUV(float2 uv) |
|||
{ |
|||
uv = (uv - 0.5) * DistScale + 0.5; |
|||
float2 ruv = DistAxis * (uv - 0.5 - DistCenter); |
|||
float ru = length(float2(ruv)); |
|||
|
|||
UNITY_BRANCH |
|||
if (DistIntensity > 0.0) |
|||
{ |
|||
float wu = ru * DistTheta; |
|||
ru = tan(wu) * (rcp(ru * DistSigma)); |
|||
uv = uv + ruv * (ru - 1.0); |
|||
} |
|||
else |
|||
{ |
|||
ru = rcp(ru) * DistTheta * atan(ru * DistSigma); |
|||
uv = uv + ruv * (ru - 1.0); |
|||
} |
|||
|
|||
return uv; |
|||
} |
|||
|
|||
sampler2D _MainTex; |
|||
|
|||
fixed4 frag(v2f input) : SV_Target |
|||
{ |
|||
float2 uvDistorted = input.uv; |
|||
uvDistorted = DistortUV(uvDistorted); |
|||
float4 texValue = tex2D(_MainTex, uvDistorted); |
|||
|
|||
return texValue; |
|||
} |
|||
|
|||
ENDCG |
|||
} |
|||
} |
|||
} |
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