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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43 次删除
  1. 8
      TestProjects/PerceptionURP/ProjectSettings/ProjectSettings.asset
  2. 2
      TestProjects/PerceptionURP/ProjectSettings/QualitySettings.asset
  3. 2
      com.unity.perception/CHANGELOG.md
  4. 2
      com.unity.perception/Runtime/GroundTruth/GroundTruthCrossPipelinePass.cs
  5. 26
      com.unity.perception/Runtime/GroundTruth/GroundTruthRendererFeature.cs
  6. 33
      com.unity.perception/Runtime/GroundTruth/Labelers/SemanticSegmentationLabeler.cs
  7. 54
      com.unity.perception/Runtime/GroundTruth/PerceptionCamera_InstanceSegmentation.cs
  8. 7
      com.unity.perception/Runtime/GroundTruth/Resources/InstanceSegmentation.shader
  9. 18
      com.unity.perception/Runtime/GroundTruth/Resources/LabeledObjectHistogram.compute
  10. 18
      com.unity.perception/Runtime/GroundTruth/Resources/SemanticSegmentation.shader
  11. 10
      com.unity.perception/Runtime/GroundTruth/SemanticSegmentationCrossPipelinePass.cs
  12. 91
      com.unity.perception/Tests/Runtime/GroundTruthTests/SegmentationGroundTruthTests.cs
  13. 984
      TestProjects/PerceptionHDRP/Assets/Scenes/SampleSceneLensDistortion.unity
  14. 7
      TestProjects/PerceptionHDRP/Assets/Scenes/SampleSceneLensDistortion.unity.meta
  15. 8
      TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion.meta
  16. 840
      TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion.unity
  17. 7
      TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion.unity.meta
  18. 190
      com.unity.perception/Runtime/GroundTruth/LensDistortionCrossPipelinePass.cs
  19. 3
      com.unity.perception/Runtime/GroundTruth/LensDistortionCrossPipelinePass.cs.meta
  20. 54
      com.unity.perception/Runtime/GroundTruth/LensDistortionPass.cs
  21. 3
      com.unity.perception/Runtime/GroundTruth/LensDistortionPass.cs.meta
  22. 98
      com.unity.perception/Runtime/GroundTruth/Resources/LensDistortion.shader
  23. 9
      com.unity.perception/Runtime/GroundTruth/Resources/LensDistortion.shader.meta
  24. 53
      TestProjects/PerceptionHDRP/Assets/Scenes/SampleSceneLensDistortion/Global Volume Profile.asset
  25. 53
      TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion/Global Volume Profile.asset
  26. 8
      TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion/Global Volume Profile.asset.meta

8
TestProjects/PerceptionURP/ProjectSettings/ProjectSettings.asset


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m_SplashScreenOverlayOpacity: 1
m_SplashScreenAnimation: 1

bakeCollisionMeshes: 0
forceSingleInstance: 0
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resizableWindow: 1
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macAppStoreCategory: public.app-category.games
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AndroidTargetSdkVersion: 0
AndroidPreferredInstallLocation: 1
aotOptions:
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stripEngineCode: 1
iPhoneStrippingLevel: 0
iPhoneScriptCallOptimization: 0

2
TestProjects/PerceptionURP/ProjectSettings/QualitySettings.asset


skinWeights: 2
textureQuality: 0
anisotropicTextures: 1
antiAliasing: 2
antiAliasing: 0
softParticles: 0
softVegetation: 1
realtimeReflectionProbes: 1

2
com.unity.perception/CHANGELOG.md


Fixed objects being incorrectly labeled when they do not match any entries in the label config
Fixed lens distortion in URP and HDRP now being applied to ground truth
### Security
## [0.3.0-preview.1] - 2020-08-07

2
com.unity.perception/Runtime/GroundTruth/GroundTruthCrossPipelinePass.cs


namespace UnityEngine.Perception.GroundTruth
{
abstract class GroundTruthCrossPipelinePass : IGroundTruthGenerator
internal abstract class GroundTruthCrossPipelinePass : IGroundTruthGenerator
{
public Camera targetCamera;

26
com.unity.perception/Runtime/GroundTruth/GroundTruthRendererFeature.cs


class SemanticSegmentationUrpPass : ScriptableRenderPass
{
SemanticSegmentationCrossPipelinePass m_SemanticSegmentationCrossPipelinePass;
public SemanticSegmentationCrossPipelinePass m_SemanticSegmentationCrossPipelinePass;
public SemanticSegmentationUrpPass(Camera camera, RenderTexture targetTexture, SemanticSegmentationLabelConfig labelConfig)
{

public void Cleanup()
{
m_SemanticSegmentationCrossPipelinePass.Cleanup();
}
}
class LensDistortionUrpPass : ScriptableRenderPass
{
public LensDistortionCrossPipelinePass m_LensDistortionCrossPipelinePass;
public LensDistortionUrpPass(Camera camera, RenderTexture targetTexture)
{
m_LensDistortionCrossPipelinePass = new LensDistortionCrossPipelinePass(camera, targetTexture);
ConfigureTarget(targetTexture, targetTexture.depthBuffer);
m_LensDistortionCrossPipelinePass.Setup();
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var commandBuffer = CommandBufferPool.Get(nameof(SemanticSegmentationUrpPass));
m_LensDistortionCrossPipelinePass.Execute(context, commandBuffer, renderingData.cameraData.camera, renderingData.cullResults);
CommandBufferPool.Release(commandBuffer);
}
public void Cleanup()
{
m_LensDistortionCrossPipelinePass.Cleanup();
}
}

33
com.unity.perception/Runtime/GroundTruth/Labelers/SemanticSegmentationLabeler.cs


using Unity.Simulation;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using UnityEngine.UI;
#if HDRP_PRESENT

AnnotationDefinition m_SemanticSegmentationAnnotationDefinition;
RenderTextureReader<Color32> m_SemanticSegmentationTextureReader;
#if HDRP_PRESENT
internal bool m_fLensDistortionEnabled = false;
#if HDRP_PRESENT
#endif
LensDistortionPass m_LensDistortionPass;
#elif URP_PRESENT
SemanticSegmentationUrpPass m_SemanticSegmentationPass;
LensDistortionUrpPass m_LensDistortionPass;
#endif
Dictionary<int, AsyncAnnotation> m_AsyncAnnotations;

name = "Labeling Pass"
};
customPassVolume.customPasses.Add(m_SemanticSegmentationPass);
#endif
#if URP_PRESENT
perceptionCamera.AddScriptableRenderPass(new SemanticSegmentationUrpPass(myCamera, targetTexture, labelConfig));
m_LensDistortionPass = new LensDistortionPass(myCamera, targetTexture)
{
name = "Lens Distortion Pass"
};
customPassVolume.customPasses.Add(m_LensDistortionPass);
m_fLensDistortionEnabled = true;
#elif URP_PRESENT
// Semantic Segmentation
m_SemanticSegmentationPass = new SemanticSegmentationUrpPass(myCamera, targetTexture, labelConfig);
perceptionCamera.AddScriptableRenderPass(m_SemanticSegmentationPass);
// Lens Distortion
m_LensDistortionPass = new LensDistortionUrpPass(myCamera, targetTexture);
perceptionCamera.AddScriptableRenderPass(m_LensDistortionPass);
m_fLensDistortionEnabled = true;
#endif
var specs = labelConfig.labelEntries.Select((l) => new SemanticSegmentationSpec()

54
com.unity.perception/Runtime/GroundTruth/PerceptionCamera_InstanceSegmentation.cs


using Unity.Collections;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
#if HDRP_PRESENT
using UnityEngine.Rendering.HighDefinition;
#endif
#if URP_PRESENT
#if HDRP_PRESENT
using UnityEngine.Rendering.HighDefinition;
#elif URP_PRESENT
using UnityEngine.Rendering.Universal;
#endif
namespace UnityEngine.Perception.GroundTruth

RenderTexture m_InstanceSegmentationTexture;
RenderTextureReader<uint> m_InstanceSegmentationReader;
internal bool m_fLensDistortionEnabled = false;
#if HDRP_PRESENT || URP_PRESENT
#if HDRP_PRESENT
InstanceSegmentationPass m_InstanceSegmentationPass;
LensDistortionPass m_LensDistortionPass;
#elif URP_PRESENT
InstanceSegmentationUrpPass m_InstanceSegmentationPass;
LensDistortionUrpPass m_LensDistortionPass;
#endif
internal void OverrideLensDistortionIntensity(float? intensity)
{
m_LensDistortionPass.m_LensDistortionCrossPipelinePass.lensDistortionOverride = intensity;
}
#endif
void SetupInstanceSegmentation()
{
var myCamera = GetComponent<Camera>();

m_InstanceSegmentationTexture.filterMode = FilterMode.Point;
m_InstanceSegmentationTexture.name = "InstanceSegmentation";
m_RenderedObjectInfoGenerator = new RenderedObjectInfoGenerator();

customPassVolume.injectionPoint = CustomPassInjectionPoint.BeforeRendering;
customPassVolume.isGlobal = true;
var instanceSegmentationPass = new InstanceSegmentationPass()
m_InstanceSegmentationPass = new InstanceSegmentationPass()
instanceSegmentationPass.EnsureInit();
customPassVolume.customPasses.Add(instanceSegmentationPass);
#endif
#if URP_PRESENT
AddScriptableRenderPass(new InstanceSegmentationUrpPass(myCamera, m_InstanceSegmentationTexture));
m_InstanceSegmentationPass.EnsureInit();
customPassVolume.customPasses.Add(m_InstanceSegmentationPass);
m_LensDistortionPass = new LensDistortionPass(GetComponent<Camera>(), m_InstanceSegmentationTexture)
{
name = "Instance Segmentation Lens Distortion Pass"
};
m_LensDistortionPass.EnsureInit();
customPassVolume.customPasses.Add(m_LensDistortionPass);
m_fLensDistortionEnabled = true;
#elif URP_PRESENT
m_InstanceSegmentationPass = new InstanceSegmentationUrpPass(myCamera, m_InstanceSegmentationTexture);
AddScriptableRenderPass(m_InstanceSegmentationPass);
// Lens Distortion
m_LensDistortionPass = new LensDistortionUrpPass(myCamera, m_InstanceSegmentationTexture);
AddScriptableRenderPass(m_LensDistortionPass);
m_fLensDistortionEnabled = true;
#endif
m_InstanceSegmentationReader = new RenderTextureReader<uint>(m_InstanceSegmentationTexture, myCamera, (frameCount, data, tex) =>

7
com.unity.perception/Runtime/GroundTruth/Resources/InstanceSegmentation.shader


fixed4 frag (v2f i) : SV_Target
{
return float4(UnpackUIntToFloat((uint)_SegmentationId, 0, 8), UnpackUIntToFloat(_SegmentationId, 8, 8), UnpackUIntToFloat(_SegmentationId, 16, 8), UnpackUIntToFloat(_SegmentationId, 24, 8));
return fixed4(
UnpackUIntToFloat((uint)_SegmentationId, 0, 8),
UnpackUIntToFloat((uint)_SegmentationId, 8, 8),
UnpackUIntToFloat((uint)_SegmentationId, 16, 8),
UnpackUIntToFloat((uint)_SegmentationId, 24, 8)
);
}
ENDCG
}

18
com.unity.perception/Runtime/GroundTruth/Resources/LabeledObjectHistogram.compute


return objectId;
}
// For each pixel in the segmentation image, set InstanceIdPresenceMask[pixelValue] to 1
// For each pixel in the segmentation image, set InstanceIdPresenceMask[pixelValue] to 1
[numthreads(8,8,1)]
void PresenseMask (uint3 id : SV_DispatchThreadID)
{

//Attempt at packing presense into single bits. Good for memory, bad for perf due to InterlockedOr.
//Attempt at packing presense into single bits. Good for memory, bad for perf due to InterlockedOr.
//InterlockedOr(IdPresenceMask[maskOffset], 1 << bitOffset);
}

uint mask = InstanceIdPresenceMask[id.x];
if (mask > 0)
InterlockedAdd(ClassCounts[InstanceIdToClassId[id.x]], 1);
//Attempt at packing presense into single bits. Good for memory, bad for perf due to InterlockedOr in PresenseMask(...).
//Attempt at packing presense into single bits. Good for memory, bad for perf due to InterlockedOr in PresenseMask(...).
//int idStart = id.x * 32;
//for(int i = 0; i < 32 ; i++)
//{

// InterlockedAdd(ClassCounts[InstanceIdToClassId[idStart + i]], 1);
// }
//}
}
}

18
com.unity.perception/Runtime/GroundTruth/Resources/SemanticSegmentation.shader


CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma vertex semanticSegmentationVertexStage
#pragma fragment semanticSegmentationFragmentStage
struct appdata
struct in_vert
struct v2f
struct vertexToFragment
v2f vert (appdata v)
vertexToFragment semanticSegmentationVertexStage (in_vert vertWorldSpace)
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
vertexToFragment vertScreenSpace;
vertScreenSpace.vertex = UnityObjectToClipPos(vertWorldSpace.vertex);
return vertScreenSpace;
fixed4 frag (v2f i) : SV_Target
fixed4 semanticSegmentationFragmentStage (vertexToFragment vertScreenSpace) : SV_Target
{
return LabelingId;
}

10
com.unity.perception/Runtime/GroundTruth/SemanticSegmentationCrossPipelinePass.cs


{
base.Setup();
m_ClassLabelingShader = Shader.Find(k_ShaderName);
shaderVariantCollection.Add(new ShaderVariantCollection.ShaderVariant(m_ClassLabelingShader, PassType.ScriptableRenderPipeline));
shaderVariantCollection.WarmUp();
if (shaderVariantCollection != null)
{
shaderVariantCollection.Add(new ShaderVariantCollection.ShaderVariant(m_ClassLabelingShader, PassType.ScriptableRenderPipeline));
}
shaderVariantCollection.WarmUp();
}
protected override void ExecutePass(ScriptableRenderContext renderContext, CommandBuffer cmd, Camera camera, CullingResults cullingResult)

91
com.unity.perception/Tests/Runtime/GroundTruthTests/SegmentationGroundTruthTests.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using NUnit.Framework;
using Unity.Collections;

using UnityEngine.Rendering.HighDefinition;
#elif URP_PRESENT
using UnityEngine.Rendering.Universal;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;

Assert.AreEqual(4, timesSegmentationImageReceived);
}
// Lens Distortion is only applicable in URP or HDRP pipelines
// As such, this test will always fail if URP or HDRP are not present (and also not really compile either)
#if HDRP_PRESENT || URP_PRESENT
[UnityTest]
public IEnumerator SemanticSegmentationPass_WithLensDistortion()
{
GameObject cameraObject = null;
PerceptionCamera perceptionCamera;
bool fLensDistortionEnabled = false;
bool fDone = false;
int frames = 0;
var dataBBox = new uint[]
{
1, 1,
1, 1
};
Rect boundingBoxWithoutLensDistortion = new Rect();
Rect boundingBoxWithLensDistortion = new Rect();
void OnSegmentationImageReceived(int frameCount, NativeArray<uint> data, RenderTexture tex)
{
frames++;
if (frames < 10)
return;
// Calculate the bounding box
if (fLensDistortionEnabled == false)
{
fLensDistortionEnabled = true;
var renderedObjectInfoGenerator = new RenderedObjectInfoGenerator();
renderedObjectInfoGenerator.Compute(data, tex.width, BoundingBoxOrigin.TopLeft, out var boundingBoxes, Allocator.Temp);
boundingBoxWithoutLensDistortion = boundingBoxes[0].boundingBox;
// Add lens distortion
perceptionCamera.OverrideLensDistortionIntensity(0.715f);
frames = 0;
}
else
{
var renderedObjectInfoGenerator = new RenderedObjectInfoGenerator();
renderedObjectInfoGenerator.Compute(data, tex.width, BoundingBoxOrigin.TopLeft, out var boundingBoxes, Allocator.Temp);
boundingBoxWithLensDistortion = boundingBoxes[0].boundingBox;
Assert.AreNotEqual(boundingBoxWithoutLensDistortion, boundingBoxWithLensDistortion);
Assert.Greater(boundingBoxWithLensDistortion.width, boundingBoxWithoutLensDistortion.width);
fDone = true;
}
}
cameraObject = SetupCamera(out perceptionCamera, false);
perceptionCamera.InstanceSegmentationImageReadback += OnSegmentationImageReceived;
cameraObject.SetActive(true);
// Put a plane in front of the camera
var planeObject = GameObject.CreatePrimitive(PrimitiveType.Plane);
planeObject.transform.SetPositionAndRotation(new Vector3(0, 0, 10), Quaternion.Euler(90, 0, 0));
planeObject.transform.localScale = new Vector3(0.1f, -1, 0.1f);
var labeling = planeObject.AddComponent<Labeling>();
labeling.labels.Add("label");
AddTestObjectForCleanup(planeObject);
perceptionCamera.OverrideLensDistortionIntensity(0.5f);
while (fDone != true)
{
yield return null;
}
// Destroy the object to force all pending segmented image readbacks to finish and events to be fired.
DestroyTestObject(cameraObject);
DestroyTestObject(planeObject);
}
#endif // ! HDRP_PRESENT || URP_PRESENT
[UnityTest]
public IEnumerator SemanticSegmentationPass_WithLabeledButNotMatchingObject_ProducesBlack()

984
TestProjects/PerceptionHDRP/Assets/Scenes/SampleSceneLensDistortion.unity


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7
TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion.unity.meta


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190
com.unity.perception/Runtime/GroundTruth/LensDistortionCrossPipelinePass.cs


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

3
com.unity.perception/Runtime/GroundTruth/LensDistortionCrossPipelinePass.cs.meta


fileFormatVersion: 2
guid: ad37b813e25c450fbc65b2820a7d9dc2
timeCreated: 1598041907

54
com.unity.perception/Runtime/GroundTruth/LensDistortionPass.cs


#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

3
com.unity.perception/Runtime/GroundTruth/LensDistortionPass.cs.meta


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98
com.unity.perception/Runtime/GroundTruth/Resources/LensDistortion.shader


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
}
}
}

9
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53
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