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- using System;
- namespace UnityEngine.PostProcessing
- {
- public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
- {
- public override bool active
- {
- get
- {
- return base.model.enabled && base.model.settings.bloom.intensity > 0f && !this.context.interrupted;
- }
- }
- public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
- {
- BloomModel.BloomSettings bloom = base.model.settings.bloom;
- BloomModel.LensDirtSettings lensDirt = base.model.settings.lensDirt;
- Material material = this.context.materialFactory.Get("Hidden/Post FX/Bloom");
- material.shaderKeywords = null;
- material.SetTexture(BloomComponent.Uniforms._AutoExposure, autoExposure);
- int width = this.context.width / 2;
- int num = this.context.height / 2;
- bool isMobilePlatform = Application.isMobilePlatform;
- RenderTextureFormat format = (!isMobilePlatform) ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
- float num2 = Mathf.Log((float)num, 2f) + bloom.radius - 8f;
- int num3 = (int)num2;
- int num4 = Mathf.Clamp(num3, 1, 16);
- float thresholdLinear = bloom.thresholdLinear;
- material.SetFloat(BloomComponent.Uniforms._Threshold, thresholdLinear);
- float num5 = thresholdLinear * bloom.softKnee + 1E-05f;
- Vector3 v = new Vector3(thresholdLinear - num5, num5 * 2f, 0.25f / num5);
- material.SetVector(BloomComponent.Uniforms._Curve, v);
- material.SetFloat(BloomComponent.Uniforms._PrefilterOffs, (!bloom.antiFlicker) ? 0f : -0.5f);
- float num6 = 0.5f + num2 - (float)num3;
- material.SetFloat(BloomComponent.Uniforms._SampleScale, num6);
- if (bloom.antiFlicker)
- {
- material.EnableKeyword("ANTI_FLICKER");
- }
- RenderTexture renderTexture = this.context.renderTextureFactory.Get(width, num, 0, format, RenderTextureReadWrite.Default, FilterMode.Bilinear, TextureWrapMode.Clamp, "FactoryTempTexture");
- Graphics.Blit(source, renderTexture, material, 0);
- RenderTexture renderTexture2 = renderTexture;
- for (int i = 0; i < num4; i++)
- {
- this.m_BlurBuffer1[i] = this.context.renderTextureFactory.Get(renderTexture2.width / 2, renderTexture2.height / 2, 0, format, RenderTextureReadWrite.Default, FilterMode.Bilinear, TextureWrapMode.Clamp, "FactoryTempTexture");
- int pass = (i != 0) ? 2 : 1;
- Graphics.Blit(renderTexture2, this.m_BlurBuffer1[i], material, pass);
- renderTexture2 = this.m_BlurBuffer1[i];
- }
- for (int j = num4 - 2; j >= 0; j--)
- {
- RenderTexture renderTexture3 = this.m_BlurBuffer1[j];
- material.SetTexture(BloomComponent.Uniforms._BaseTex, renderTexture3);
- this.m_BlurBuffer2[j] = this.context.renderTextureFactory.Get(renderTexture3.width, renderTexture3.height, 0, format, RenderTextureReadWrite.Default, FilterMode.Bilinear, TextureWrapMode.Clamp, "FactoryTempTexture");
- Graphics.Blit(renderTexture2, this.m_BlurBuffer2[j], material, 3);
- renderTexture2 = this.m_BlurBuffer2[j];
- }
- RenderTexture renderTexture4 = renderTexture2;
- for (int k = 0; k < 16; k++)
- {
- if (this.m_BlurBuffer1[k] != null)
- {
- this.context.renderTextureFactory.Release(this.m_BlurBuffer1[k]);
- }
- if (this.m_BlurBuffer2[k] != null && this.m_BlurBuffer2[k] != renderTexture4)
- {
- this.context.renderTextureFactory.Release(this.m_BlurBuffer2[k]);
- }
- this.m_BlurBuffer1[k] = null;
- this.m_BlurBuffer2[k] = null;
- }
- this.context.renderTextureFactory.Release(renderTexture);
- uberMaterial.SetTexture(BloomComponent.Uniforms._BloomTex, renderTexture4);
- uberMaterial.SetVector(BloomComponent.Uniforms._Bloom_Settings, new Vector2(num6, bloom.intensity));
- if (lensDirt.intensity > 0f && lensDirt.texture != null)
- {
- uberMaterial.SetTexture(BloomComponent.Uniforms._Bloom_DirtTex, lensDirt.texture);
- uberMaterial.SetFloat(BloomComponent.Uniforms._Bloom_DirtIntensity, lensDirt.intensity);
- uberMaterial.EnableKeyword("BLOOM_LENS_DIRT");
- }
- else
- {
- uberMaterial.EnableKeyword("BLOOM");
- }
- }
- private const int k_MaxPyramidBlurLevel = 16;
- private readonly RenderTexture[] m_BlurBuffer1 = new RenderTexture[16];
- private readonly RenderTexture[] m_BlurBuffer2 = new RenderTexture[16];
- private static class Uniforms
- {
- internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
- internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
- internal static readonly int _Curve = Shader.PropertyToID("_Curve");
- internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
- internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
- internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
- internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
- internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
- internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
- internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
- }
- }
- }
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