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- using System;
- namespace UnityEngine.PostProcessing
- {
- public sealed class TaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
- {
- public override bool active
- {
- get
- {
- return base.model.enabled && base.model.settings.method == AntialiasingModel.Method.Taa && SystemInfo.supportsMotionVectors && SystemInfo.supportedRenderTargetCount >= 2 && !this.context.interrupted;
- }
- }
- public override DepthTextureMode GetCameraFlags()
- {
- return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
- }
- public Vector2 jitterVector { get; private set; }
- public void ResetHistory()
- {
- this.m_ResetHistory = true;
- }
- public void SetProjectionMatrix(Func<Vector2, Matrix4x4> jitteredFunc)
- {
- AntialiasingModel.TaaSettings taaSettings = base.model.settings.taaSettings;
- Vector2 vector = this.GenerateRandomOffset();
- vector *= taaSettings.jitterSpread;
- this.context.camera.nonJitteredProjectionMatrix = this.context.camera.projectionMatrix;
- if (jitteredFunc != null)
- {
- this.context.camera.projectionMatrix = jitteredFunc(vector);
- }
- else
- {
- this.context.camera.projectionMatrix = ((!this.context.camera.orthographic) ? this.GetPerspectiveProjectionMatrix(vector) : this.GetOrthographicProjectionMatrix(vector));
- }
- this.context.camera.useJitteredProjectionMatrixForTransparentRendering = false;
- vector.x /= (float)this.context.width;
- vector.y /= (float)this.context.height;
- Material material = this.context.materialFactory.Get("Hidden/Post FX/Temporal Anti-aliasing");
- material.SetVector(TaaComponent.Uniforms._Jitter, vector);
- this.jitterVector = vector;
- }
- public void Render(RenderTexture source, RenderTexture destination)
- {
- Material material = this.context.materialFactory.Get("Hidden/Post FX/Temporal Anti-aliasing");
- material.shaderKeywords = null;
- AntialiasingModel.TaaSettings taaSettings = base.model.settings.taaSettings;
- if (this.m_ResetHistory || this.m_HistoryTexture == null || this.m_HistoryTexture.width != source.width || this.m_HistoryTexture.height != source.height)
- {
- if (this.m_HistoryTexture)
- {
- RenderTexture.ReleaseTemporary(this.m_HistoryTexture);
- }
- this.m_HistoryTexture = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);
- this.m_HistoryTexture.name = "TAA History";
- Graphics.Blit(source, this.m_HistoryTexture, material, 2);
- }
- material.SetVector(TaaComponent.Uniforms._SharpenParameters, new Vector4(taaSettings.sharpen, 0f, 0f, 0f));
- material.SetVector(TaaComponent.Uniforms._FinalBlendParameters, new Vector4(taaSettings.stationaryBlending, taaSettings.motionBlending, 6000f, 0f));
- material.SetTexture(TaaComponent.Uniforms._MainTex, source);
- material.SetTexture(TaaComponent.Uniforms._HistoryTex, this.m_HistoryTexture);
- RenderTexture temporary = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);
- temporary.name = "TAA History";
- this.m_MRT[0] = destination.colorBuffer;
- this.m_MRT[1] = temporary.colorBuffer;
- Graphics.SetRenderTarget(this.m_MRT, source.depthBuffer);
- GraphicsUtils.Blit(material, (!this.context.camera.orthographic) ? 0 : 1);
- RenderTexture.ReleaseTemporary(this.m_HistoryTexture);
- this.m_HistoryTexture = temporary;
- this.m_ResetHistory = false;
- }
- private float GetHaltonValue(int index, int radix)
- {
- float num = 0f;
- float num2 = 1f / (float)radix;
- while (index > 0)
- {
- num += (float)(index % radix) * num2;
- index /= radix;
- num2 /= (float)radix;
- }
- return num;
- }
- private Vector2 GenerateRandomOffset()
- {
- Vector2 result = new Vector2(this.GetHaltonValue(this.m_SampleIndex & 1023, 2), this.GetHaltonValue(this.m_SampleIndex & 1023, 3));
- if (++this.m_SampleIndex >= 8)
- {
- this.m_SampleIndex = 0;
- }
- return result;
- }
- private Matrix4x4 GetPerspectiveProjectionMatrix(Vector2 offset)
- {
- float num = Mathf.Tan(0.008726646f * this.context.camera.fieldOfView);
- float num2 = num * this.context.camera.aspect;
- offset.x *= num2 / (0.5f * (float)this.context.width);
- offset.y *= num / (0.5f * (float)this.context.height);
- float num3 = (offset.x - num2) * this.context.camera.nearClipPlane;
- float num4 = (offset.x + num2) * this.context.camera.nearClipPlane;
- float num5 = (offset.y + num) * this.context.camera.nearClipPlane;
- float num6 = (offset.y - num) * this.context.camera.nearClipPlane;
- Matrix4x4 result = default(Matrix4x4);
- result[0, 0] = 2f * this.context.camera.nearClipPlane / (num4 - num3);
- result[0, 1] = 0f;
- result[0, 2] = (num4 + num3) / (num4 - num3);
- result[0, 3] = 0f;
- result[1, 0] = 0f;
- result[1, 1] = 2f * this.context.camera.nearClipPlane / (num5 - num6);
- result[1, 2] = (num5 + num6) / (num5 - num6);
- result[1, 3] = 0f;
- result[2, 0] = 0f;
- result[2, 1] = 0f;
- result[2, 2] = -(this.context.camera.farClipPlane + this.context.camera.nearClipPlane) / (this.context.camera.farClipPlane - this.context.camera.nearClipPlane);
- result[2, 3] = -(2f * this.context.camera.farClipPlane * this.context.camera.nearClipPlane) / (this.context.camera.farClipPlane - this.context.camera.nearClipPlane);
- result[3, 0] = 0f;
- result[3, 1] = 0f;
- result[3, 2] = -1f;
- result[3, 3] = 0f;
- return result;
- }
- private Matrix4x4 GetOrthographicProjectionMatrix(Vector2 offset)
- {
- float orthographicSize = this.context.camera.orthographicSize;
- float num = orthographicSize * this.context.camera.aspect;
- offset.x *= num / (0.5f * (float)this.context.width);
- offset.y *= orthographicSize / (0.5f * (float)this.context.height);
- float left = offset.x - num;
- float right = offset.x + num;
- float top = offset.y + orthographicSize;
- float bottom = offset.y - orthographicSize;
- return Matrix4x4.Ortho(left, right, bottom, top, this.context.camera.nearClipPlane, this.context.camera.farClipPlane);
- }
- public override void OnDisable()
- {
- if (this.m_HistoryTexture != null)
- {
- RenderTexture.ReleaseTemporary(this.m_HistoryTexture);
- }
- this.m_HistoryTexture = null;
- this.m_SampleIndex = 0;
- this.ResetHistory();
- }
- private const string k_ShaderString = "Hidden/Post FX/Temporal Anti-aliasing";
- private const int k_SampleCount = 8;
- private readonly RenderBuffer[] m_MRT = new RenderBuffer[2];
- private int m_SampleIndex;
- private bool m_ResetHistory = true;
- private RenderTexture m_HistoryTexture;
- private static class Uniforms
- {
- internal static int _Jitter = Shader.PropertyToID("_Jitter");
- internal static int _SharpenParameters = Shader.PropertyToID("_SharpenParameters");
- internal static int _FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters");
- internal static int _HistoryTex = Shader.PropertyToID("_HistoryTex");
- internal static int _MainTex = Shader.PropertyToID("_MainTex");
- }
- }
- }
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