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- using System;
- namespace UnityEngine.PostProcessing
- {
- public sealed class EyeAdaptationComponent : PostProcessingComponentRenderTexture<EyeAdaptationModel>
- {
- public override bool active
- {
- get
- {
- return base.model.enabled && SystemInfo.supportsComputeShaders && !this.context.interrupted;
- }
- }
- public void ResetHistory()
- {
- this.m_FirstFrame = true;
- }
- public override void OnEnable()
- {
- this.m_FirstFrame = true;
- }
- public override void OnDisable()
- {
- foreach (RenderTexture obj in this.m_AutoExposurePool)
- {
- GraphicsUtils.Destroy(obj);
- }
- if (this.m_HistogramBuffer != null)
- {
- this.m_HistogramBuffer.Release();
- }
- this.m_HistogramBuffer = null;
- if (this.m_DebugHistogram != null)
- {
- this.m_DebugHistogram.Release();
- }
- this.m_DebugHistogram = null;
- }
- private Vector4 GetHistogramScaleOffsetRes()
- {
- EyeAdaptationModel.Settings settings = base.model.settings;
- float num = (float)(settings.logMax - settings.logMin);
- float num2 = 1f / num;
- float y = (float)(-(float)settings.logMin) * num2;
- return new Vector4(num2, y, Mathf.Floor((float)this.context.width / 2f), Mathf.Floor((float)this.context.height / 2f));
- }
- public Texture Prepare(RenderTexture source, Material uberMaterial)
- {
- EyeAdaptationModel.Settings settings = base.model.settings;
- if (this.m_EyeCompute == null)
- {
- this.m_EyeCompute = Resources.Load<ComputeShader>("Shaders/EyeHistogram");
- }
- Material material = this.context.materialFactory.Get("Hidden/Post FX/Eye Adaptation");
- material.shaderKeywords = null;
- if (this.m_HistogramBuffer == null)
- {
- this.m_HistogramBuffer = new ComputeBuffer(64, 4);
- }
- if (EyeAdaptationComponent.s_EmptyHistogramBuffer == null)
- {
- EyeAdaptationComponent.s_EmptyHistogramBuffer = new uint[64];
- }
- Vector4 histogramScaleOffsetRes = this.GetHistogramScaleOffsetRes();
- RenderTexture renderTexture = this.context.renderTextureFactory.Get((int)histogramScaleOffsetRes.z, (int)histogramScaleOffsetRes.w, 0, source.format, RenderTextureReadWrite.Default, FilterMode.Bilinear, TextureWrapMode.Clamp, "FactoryTempTexture");
- Graphics.Blit(source, renderTexture);
- if (this.m_AutoExposurePool[0] == null || !this.m_AutoExposurePool[0].IsCreated())
- {
- this.m_AutoExposurePool[0] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat);
- }
- if (this.m_AutoExposurePool[1] == null || !this.m_AutoExposurePool[1].IsCreated())
- {
- this.m_AutoExposurePool[1] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat);
- }
- this.m_HistogramBuffer.SetData(EyeAdaptationComponent.s_EmptyHistogramBuffer);
- int kernelIndex = this.m_EyeCompute.FindKernel("KEyeHistogram");
- this.m_EyeCompute.SetBuffer(kernelIndex, "_Histogram", this.m_HistogramBuffer);
- this.m_EyeCompute.SetTexture(kernelIndex, "_Source", renderTexture);
- this.m_EyeCompute.SetVector("_ScaleOffsetRes", histogramScaleOffsetRes);
- this.m_EyeCompute.Dispatch(kernelIndex, Mathf.CeilToInt((float)renderTexture.width / 16f), Mathf.CeilToInt((float)renderTexture.height / 16f), 1);
- this.context.renderTextureFactory.Release(renderTexture);
- settings.highPercent = Mathf.Clamp(settings.highPercent, 1.01f, 99f);
- settings.lowPercent = Mathf.Clamp(settings.lowPercent, 1f, settings.highPercent - 0.01f);
- material.SetBuffer("_Histogram", this.m_HistogramBuffer);
- material.SetVector(EyeAdaptationComponent.Uniforms._Params, new Vector4(settings.lowPercent * 0.01f, settings.highPercent * 0.01f, Mathf.Exp(settings.minLuminance * 0.6931472f), Mathf.Exp(settings.maxLuminance * 0.6931472f)));
- material.SetVector(EyeAdaptationComponent.Uniforms._Speed, new Vector2(settings.speedDown, settings.speedUp));
- material.SetVector(EyeAdaptationComponent.Uniforms._ScaleOffsetRes, histogramScaleOffsetRes);
- material.SetFloat(EyeAdaptationComponent.Uniforms._ExposureCompensation, settings.keyValue);
- if (settings.dynamicKeyValue)
- {
- material.EnableKeyword("AUTO_KEY_VALUE");
- }
- if (this.m_FirstFrame || !Application.isPlaying)
- {
- this.m_CurrentAutoExposure = this.m_AutoExposurePool[0];
- Graphics.Blit(null, this.m_CurrentAutoExposure, material, 1);
- Graphics.Blit(this.m_AutoExposurePool[0], this.m_AutoExposurePool[1]);
- }
- else
- {
- int num = this.m_AutoExposurePingPing;
- RenderTexture source2 = this.m_AutoExposurePool[++num % 2];
- RenderTexture renderTexture2 = this.m_AutoExposurePool[++num % 2];
- Graphics.Blit(source2, renderTexture2, material, (int)settings.adaptationType);
- this.m_AutoExposurePingPing = (num + 1) % 2;
- this.m_CurrentAutoExposure = renderTexture2;
- }
- if (this.context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.EyeAdaptation))
- {
- if (this.m_DebugHistogram == null || !this.m_DebugHistogram.IsCreated())
- {
- this.m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32)
- {
- filterMode = FilterMode.Point,
- wrapMode = TextureWrapMode.Clamp
- };
- }
- material.SetFloat(EyeAdaptationComponent.Uniforms._DebugWidth, (float)this.m_DebugHistogram.width);
- Graphics.Blit(null, this.m_DebugHistogram, material, 2);
- }
- this.m_FirstFrame = false;
- return this.m_CurrentAutoExposure;
- }
- public void OnGUI()
- {
- if (this.m_DebugHistogram == null || !this.m_DebugHistogram.IsCreated())
- {
- return;
- }
- Rect position = new Rect(this.context.viewport.x * (float)Screen.width + 8f, 8f, (float)this.m_DebugHistogram.width, (float)this.m_DebugHistogram.height);
- GUI.DrawTexture(position, this.m_DebugHistogram);
- }
- private ComputeShader m_EyeCompute;
- private ComputeBuffer m_HistogramBuffer;
- private readonly RenderTexture[] m_AutoExposurePool = new RenderTexture[2];
- private int m_AutoExposurePingPing;
- private RenderTexture m_CurrentAutoExposure;
- private RenderTexture m_DebugHistogram;
- private static uint[] s_EmptyHistogramBuffer;
- private bool m_FirstFrame = true;
- private const int k_HistogramBins = 64;
- private const int k_HistogramThreadX = 16;
- private const int k_HistogramThreadY = 16;
- private static class Uniforms
- {
- internal static readonly int _Params = Shader.PropertyToID("_Params");
- internal static readonly int _Speed = Shader.PropertyToID("_Speed");
- internal static readonly int _ScaleOffsetRes = Shader.PropertyToID("_ScaleOffsetRes");
- internal static readonly int _ExposureCompensation = Shader.PropertyToID("_ExposureCompensation");
- internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
- internal static readonly int _DebugWidth = Shader.PropertyToID("_DebugWidth");
- }
- }
- }
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