HBAO.cs 74 KB

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  1. using UnityEngine;
  2. using UnityEngine.Rendering;
  3. #if ENABLE_VR
  4. using XRSettings = UnityEngine.XR.XRSettings;
  5. #endif
  6. #if UNITY_EDITOR
  7. using UnityEditor;
  8. #endif
  9. using System;
  10. using System.Collections.Generic;
  11. namespace HorizonBasedAmbientOcclusion
  12. {
  13. [ExecuteInEditMode, ImageEffectAllowedInSceneView, AddComponentMenu("Image Effects/HBAO")]
  14. [RequireComponent(typeof(Camera))]
  15. public class HBAO : MonoBehaviour
  16. {
  17. public enum Preset
  18. {
  19. FastestPerformance,
  20. FastPerformance,
  21. Normal,
  22. HighQuality,
  23. HighestQuality,
  24. Custom
  25. }
  26. public enum PipelineStage
  27. {
  28. BeforeImageEffectsOpaque,
  29. AfterLighting,
  30. BeforeReflections
  31. }
  32. public enum Quality
  33. {
  34. Lowest,
  35. Low,
  36. Medium,
  37. High,
  38. Highest
  39. }
  40. public enum Resolution
  41. {
  42. Full,
  43. Half
  44. }
  45. public enum NoiseType
  46. {
  47. Dither,
  48. InterleavedGradientNoise,
  49. SpatialDistribution
  50. }
  51. public enum Deinterleaving
  52. {
  53. Disabled,
  54. x4
  55. }
  56. public enum DebugMode
  57. {
  58. Disabled,
  59. AOOnly,
  60. ColorBleedingOnly,
  61. SplitWithoutAOAndWithAO,
  62. SplitWithAOAndAOOnly,
  63. SplitWithoutAOAndAOOnly,
  64. ViewNormals
  65. }
  66. public enum BlurType
  67. {
  68. None,
  69. Narrow,
  70. Medium,
  71. Wide,
  72. ExtraWide
  73. }
  74. public enum PerPixelNormals
  75. {
  76. GBuffer,
  77. Camera,
  78. Reconstruct
  79. }
  80. public enum VarianceClipping
  81. {
  82. Disabled,
  83. _4Tap,
  84. _8Tap
  85. }
  86. public Shader hbaoShader;
  87. [Serializable]
  88. public struct Presets
  89. {
  90. public Preset preset;
  91. [SerializeField]
  92. public static Presets defaults
  93. {
  94. get
  95. {
  96. return new Presets
  97. {
  98. preset = Preset.Normal
  99. };
  100. }
  101. }
  102. }
  103. [Serializable]
  104. public struct GeneralSettings
  105. {
  106. [Tooltip("The stage the AO is injected into the rendering pipeline.")]
  107. [Space(6)]
  108. public PipelineStage pipelineStage;
  109. [Tooltip("The quality of the AO.")]
  110. [Space(10)]
  111. public Quality quality;
  112. [Tooltip("The deinterleaving factor.")]
  113. public Deinterleaving deinterleaving;
  114. [Tooltip("The resolution at which the AO is calculated.")]
  115. public Resolution resolution;
  116. [Tooltip("The type of noise to use.")]
  117. [Space(10)]
  118. public NoiseType noiseType;
  119. [Tooltip("The debug mode actually displayed on screen.")]
  120. [Space(10)]
  121. public DebugMode debugMode;
  122. [SerializeField]
  123. public static GeneralSettings defaults
  124. {
  125. get
  126. {
  127. return new GeneralSettings
  128. {
  129. pipelineStage = PipelineStage.BeforeImageEffectsOpaque,
  130. quality = Quality.Medium,
  131. deinterleaving = Deinterleaving.Disabled,
  132. resolution = Resolution.Full,
  133. noiseType = NoiseType.Dither,
  134. debugMode = DebugMode.Disabled
  135. };
  136. }
  137. }
  138. }
  139. [Serializable]
  140. public struct AOSettings
  141. {
  142. [Tooltip("AO radius: this is the distance outside which occluders are ignored.")]
  143. [Space(6), Range(0.25f, 5f)]
  144. public float radius;
  145. [Tooltip("Maximum radius in pixels: this prevents the radius to grow too much with close-up " +
  146. "object and impact on performances.")]
  147. [Range(16, 256)]
  148. public float maxRadiusPixels;
  149. [Tooltip("For low-tessellated geometry, occlusion variations tend to appear at creases and " +
  150. "ridges, which betray the underlying tessellation. To remove these artifacts, we use " +
  151. "an angle bias parameter which restricts the hemisphere.")]
  152. [Range(0, 0.5f)]
  153. public float bias;
  154. [Tooltip("This value allows to scale up the ambient occlusion values.")]
  155. [Range(0, 4)]
  156. public float intensity;
  157. [Tooltip("Enable/disable MultiBounce approximation.")]
  158. public bool useMultiBounce;
  159. [Tooltip("MultiBounce approximation influence.")]
  160. [Range(0, 1)]
  161. public float multiBounceInfluence;
  162. [Tooltip("The amount of AO offscreen samples are contributing.")]
  163. [Range(0, 1)]
  164. public float offscreenSamplesContribution;
  165. [Tooltip("The max distance to display AO.")]
  166. [Space(10)]
  167. public float maxDistance;
  168. [Tooltip("The distance before max distance at which AO start to decrease.")]
  169. public float distanceFalloff;
  170. [Tooltip("The type of per pixel normals to use.")]
  171. [Space(10)]
  172. public PerPixelNormals perPixelNormals;
  173. [Tooltip("This setting allow you to set the base color if the AO, the alpha channel value is unused.")]
  174. [Space(10)]
  175. public Color baseColor;
  176. [SerializeField]
  177. public static AOSettings defaults
  178. {
  179. get
  180. {
  181. return new AOSettings
  182. {
  183. radius = 0.8f,
  184. maxRadiusPixels = 128f,
  185. bias = 0.05f,
  186. intensity = 1f,
  187. useMultiBounce = false,
  188. multiBounceInfluence = 1f,
  189. offscreenSamplesContribution = 0f,
  190. maxDistance = 150f,
  191. distanceFalloff = 50f,
  192. perPixelNormals = PerPixelNormals.GBuffer,
  193. baseColor = Color.black
  194. };
  195. }
  196. }
  197. }
  198. [Serializable]
  199. public struct TemporalFilterSettings
  200. {
  201. [Space(6)]
  202. public bool enabled;
  203. [Tooltip("The type of variance clipping to use.")]
  204. public VarianceClipping varianceClipping;
  205. [SerializeField]
  206. public static TemporalFilterSettings defaults
  207. {
  208. get
  209. {
  210. return new TemporalFilterSettings
  211. {
  212. enabled = false,
  213. varianceClipping = VarianceClipping._4Tap
  214. };
  215. }
  216. }
  217. }
  218. [Serializable]
  219. public struct BlurSettings
  220. {
  221. [Tooltip("The type of blur to use.")]
  222. [Space(6)]
  223. public BlurType type;
  224. [Tooltip("This parameter controls the depth-dependent weight of the bilateral filter, to " +
  225. "avoid bleeding across edges. A zero sharpness is a pure Gaussian blur. Increasing " +
  226. "the blur sharpness removes bleeding by using lower weights for samples with large " +
  227. "depth delta from the current pixel.")]
  228. [Space(10), Range(0, 16)]
  229. public float sharpness;
  230. [SerializeField]
  231. public static BlurSettings defaults
  232. {
  233. get
  234. {
  235. return new BlurSettings
  236. {
  237. type = BlurType.Medium,
  238. sharpness = 8f
  239. };
  240. }
  241. }
  242. }
  243. [Serializable]
  244. public struct ColorBleedingSettings
  245. {
  246. [Space(6)]
  247. public bool enabled;
  248. [Tooltip("This value allows to control the saturation of the color bleeding.")]
  249. [Space(10), Range(0, 4)]
  250. public float saturation;
  251. [Tooltip("This value allows to scale the contribution of the color bleeding samples.")]
  252. [Range(0, 32)]
  253. public float albedoMultiplier;
  254. [Tooltip("Use masking on emissive pixels")]
  255. [Range(0, 1)]
  256. public float brightnessMask;
  257. [Tooltip("Brightness level where masking starts/ends")]
  258. [MinMaxSlider(0, 2)]
  259. public Vector2 brightnessMaskRange;
  260. [SerializeField]
  261. public static ColorBleedingSettings defaults
  262. {
  263. get
  264. {
  265. return new ColorBleedingSettings
  266. {
  267. enabled = false,
  268. saturation = 1f,
  269. albedoMultiplier = 4f,
  270. brightnessMask = 1f,
  271. brightnessMaskRange = new Vector2(0.0f, 0.5f)
  272. };
  273. }
  274. }
  275. }
  276. [AttributeUsage(AttributeTargets.Field)]
  277. public class SettingsGroup : Attribute { }
  278. [SerializeField, SettingsGroup]
  279. private Presets m_Presets = Presets.defaults;
  280. public Presets presets
  281. {
  282. get { return m_Presets; }
  283. set { m_Presets = value; }
  284. }
  285. [SerializeField, SettingsGroup]
  286. private GeneralSettings m_GeneralSettings = GeneralSettings.defaults;
  287. public GeneralSettings generalSettings
  288. {
  289. get { return m_GeneralSettings; }
  290. set { m_GeneralSettings = value; }
  291. }
  292. [SerializeField, SettingsGroup]
  293. private AOSettings m_AOSettings = AOSettings.defaults;
  294. public AOSettings aoSettings
  295. {
  296. get { return m_AOSettings; }
  297. set { m_AOSettings = value; }
  298. }
  299. [SerializeField, SettingsGroup]
  300. private TemporalFilterSettings m_TemporalFilterSettings = TemporalFilterSettings.defaults;
  301. public TemporalFilterSettings temporalFilterSettings
  302. {
  303. get { return m_TemporalFilterSettings; }
  304. set { m_TemporalFilterSettings = value; }
  305. }
  306. [SerializeField, SettingsGroup]
  307. private BlurSettings m_BlurSettings = BlurSettings.defaults;
  308. public BlurSettings blurSettings
  309. {
  310. get { return m_BlurSettings; }
  311. set { m_BlurSettings = value; }
  312. }
  313. [SerializeField, SettingsGroup]
  314. private ColorBleedingSettings m_ColorBleedingSettings = ColorBleedingSettings.defaults;
  315. public ColorBleedingSettings colorBleedingSettings
  316. {
  317. get { return m_ColorBleedingSettings; }
  318. set { m_ColorBleedingSettings = value; }
  319. }
  320. public class MinMaxSliderAttribute : PropertyAttribute
  321. {
  322. public readonly float max;
  323. public readonly float min;
  324. public MinMaxSliderAttribute(float min, float max)
  325. {
  326. this.min = min;
  327. this.max = max;
  328. }
  329. }
  330. public Preset GetCurrentPreset()
  331. {
  332. return m_Presets.preset;
  333. }
  334. public void ApplyPreset(Preset preset)
  335. {
  336. if (preset == Preset.Custom)
  337. {
  338. m_Presets.preset = preset;
  339. return;
  340. }
  341. var debugMode = generalSettings.debugMode;
  342. m_GeneralSettings = GeneralSettings.defaults;
  343. m_AOSettings = AOSettings.defaults;
  344. m_ColorBleedingSettings = ColorBleedingSettings.defaults;
  345. m_BlurSettings = BlurSettings.defaults;
  346. SetDebugMode(debugMode);
  347. switch (preset)
  348. {
  349. case Preset.FastestPerformance:
  350. SetQuality(Quality.Lowest);
  351. SetAoRadius(0.5f);
  352. SetAoMaxRadiusPixels(64.0f);
  353. SetBlurType(BlurType.ExtraWide);
  354. break;
  355. case Preset.FastPerformance:
  356. SetQuality(Quality.Low);
  357. SetAoRadius(0.5f);
  358. SetAoMaxRadiusPixels(64.0f);
  359. SetBlurType(BlurType.Wide);
  360. break;
  361. case Preset.HighQuality:
  362. SetQuality(Quality.High);
  363. SetAoRadius(1.0f);
  364. break;
  365. case Preset.HighestQuality:
  366. SetQuality(Quality.Highest);
  367. SetAoRadius(1.2f);
  368. SetAoMaxRadiusPixels(256.0f);
  369. SetBlurType(BlurType.Narrow);
  370. break;
  371. case Preset.Normal:
  372. default:
  373. break;
  374. }
  375. m_Presets.preset = preset;
  376. }
  377. public PipelineStage GetPipelineStage()
  378. {
  379. return m_GeneralSettings.pipelineStage;
  380. }
  381. public void SetPipelineStage(PipelineStage pipelineStage)
  382. {
  383. m_GeneralSettings.pipelineStage = pipelineStage;
  384. }
  385. public Quality GetQuality()
  386. {
  387. return m_GeneralSettings.quality;
  388. }
  389. public void SetQuality(Quality quality)
  390. {
  391. m_GeneralSettings.quality = quality;
  392. }
  393. public Deinterleaving GetDeinterleaving()
  394. {
  395. return m_GeneralSettings.deinterleaving;
  396. }
  397. public void SetDeinterleaving(Deinterleaving deinterleaving)
  398. {
  399. m_GeneralSettings.deinterleaving = deinterleaving;
  400. }
  401. public Resolution GetResolution()
  402. {
  403. return m_GeneralSettings.resolution;
  404. }
  405. public void SetResolution(Resolution resolution)
  406. {
  407. m_GeneralSettings.resolution = resolution;
  408. }
  409. public NoiseType GetNoiseType()
  410. {
  411. return m_GeneralSettings.noiseType;
  412. }
  413. public void SetNoiseType(NoiseType noiseType)
  414. {
  415. m_GeneralSettings.noiseType = noiseType;
  416. }
  417. public DebugMode GetDebugMode()
  418. {
  419. return m_GeneralSettings.debugMode;
  420. }
  421. public void SetDebugMode(DebugMode debugMode)
  422. {
  423. m_GeneralSettings.debugMode = debugMode;
  424. }
  425. public float GetAoRadius()
  426. {
  427. return m_AOSettings.radius;
  428. }
  429. public void SetAoRadius(float radius)
  430. {
  431. m_AOSettings.radius = Mathf.Clamp(radius, 0.25f, 5);
  432. }
  433. public float GetAoMaxRadiusPixels()
  434. {
  435. return m_AOSettings.maxRadiusPixels;
  436. }
  437. public void SetAoMaxRadiusPixels(float maxRadiusPixels)
  438. {
  439. m_AOSettings.maxRadiusPixels = Mathf.Clamp(maxRadiusPixels, 16, 256);
  440. }
  441. public float GetAoBias()
  442. {
  443. return m_AOSettings.bias;
  444. }
  445. public void SetAoBias(float bias)
  446. {
  447. m_AOSettings.bias = Mathf.Clamp(bias, 0, 0.5f);
  448. }
  449. public float GetAoOffscreenSamplesContribution()
  450. {
  451. return m_AOSettings.offscreenSamplesContribution;
  452. }
  453. public void SetAoOffscreenSamplesContribution(float contribution)
  454. {
  455. m_AOSettings.offscreenSamplesContribution = Mathf.Clamp01(contribution);
  456. }
  457. public float GetAoMaxDistance()
  458. {
  459. return m_AOSettings.maxDistance;
  460. }
  461. public void SetAoMaxDistance(float maxDistance)
  462. {
  463. m_AOSettings.maxDistance = maxDistance;
  464. }
  465. public float GetAoDistanceFalloff()
  466. {
  467. return m_AOSettings.distanceFalloff;
  468. }
  469. public void SetAoDistanceFalloff(float distanceFalloff)
  470. {
  471. m_AOSettings.distanceFalloff = distanceFalloff;
  472. }
  473. public PerPixelNormals GetAoPerPixelNormals()
  474. {
  475. return m_AOSettings.perPixelNormals;
  476. }
  477. public void SetAoPerPixelNormals(PerPixelNormals perPixelNormals)
  478. {
  479. m_AOSettings.perPixelNormals = perPixelNormals;
  480. }
  481. public Color GetAoColor()
  482. {
  483. return m_AOSettings.baseColor;
  484. }
  485. public void SetAoColor(Color color)
  486. {
  487. m_AOSettings.baseColor = color;
  488. }
  489. public float GetAoIntensity()
  490. {
  491. return m_AOSettings.intensity;
  492. }
  493. public void SetAoIntensity(float intensity)
  494. {
  495. m_AOSettings.intensity = Mathf.Clamp(intensity, 0, 4);
  496. }
  497. public bool UseMultiBounce()
  498. {
  499. return m_AOSettings.useMultiBounce;
  500. }
  501. public void EnableMultiBounce(bool enabled = true)
  502. {
  503. m_AOSettings.useMultiBounce = enabled;
  504. }
  505. public float GetAoMultiBounceInfluence()
  506. {
  507. return m_AOSettings.multiBounceInfluence;
  508. }
  509. public void SetAoMultiBounceInfluence(float multiBounceInfluence)
  510. {
  511. m_AOSettings.multiBounceInfluence = Mathf.Clamp01(multiBounceInfluence);
  512. }
  513. public bool IsTemporalFilterEnabled()
  514. {
  515. return m_TemporalFilterSettings.enabled;
  516. }
  517. public void EnableTemporalFilter(bool enabled = true)
  518. {
  519. m_TemporalFilterSettings.enabled = enabled;
  520. }
  521. public VarianceClipping GetTemporalFilterVarianceClipping()
  522. {
  523. return m_TemporalFilterSettings.varianceClipping;
  524. }
  525. public void SetTemporalFilterVarianceClipping(VarianceClipping varianceClipping)
  526. {
  527. m_TemporalFilterSettings.varianceClipping = varianceClipping;
  528. }
  529. public BlurType GetBlurType()
  530. {
  531. return m_BlurSettings.type;
  532. }
  533. public void SetBlurType(BlurType blurType)
  534. {
  535. m_BlurSettings.type = blurType;
  536. }
  537. public float GetBlurSharpness()
  538. {
  539. return m_BlurSettings.sharpness;
  540. }
  541. public void SetBlurSharpness(float sharpness)
  542. {
  543. m_BlurSettings.sharpness = Mathf.Clamp(sharpness, 0, 16);
  544. }
  545. public bool IsColorBleedingEnabled()
  546. {
  547. return m_ColorBleedingSettings.enabled;
  548. }
  549. public void EnableColorBleeding(bool enabled = true)
  550. {
  551. m_ColorBleedingSettings.enabled = enabled;
  552. }
  553. public float GetColorBleedingSaturation()
  554. {
  555. return m_ColorBleedingSettings.saturation;
  556. }
  557. public void SetColorBleedingSaturation(float saturation)
  558. {
  559. m_ColorBleedingSettings.saturation = Mathf.Clamp(saturation, 0, 4);
  560. }
  561. public float GetColorBleedingAlbedoMultiplier()
  562. {
  563. return m_ColorBleedingSettings.albedoMultiplier;
  564. }
  565. public void SetColorBleedingAlbedoMultiplier(float albedoMultiplier)
  566. {
  567. m_ColorBleedingSettings.albedoMultiplier = Mathf.Clamp(albedoMultiplier, 0, 32);
  568. }
  569. public float GetColorBleedingBrightnessMask()
  570. {
  571. return m_ColorBleedingSettings.brightnessMask;
  572. }
  573. public void SetColorBleedingBrightnessMask(float brightnessMask)
  574. {
  575. m_ColorBleedingSettings.brightnessMask = Mathf.Clamp01(brightnessMask);
  576. }
  577. public Vector2 GetColorBleedingBrightnessMaskRange()
  578. {
  579. return m_ColorBleedingSettings.brightnessMaskRange;
  580. }
  581. public void SetColorBleedingBrightnessMaskRange(Vector2 brightnessMaskRange)
  582. {
  583. brightnessMaskRange.x = Mathf.Clamp(brightnessMaskRange.x, 0, 2);
  584. brightnessMaskRange.y = Mathf.Clamp(brightnessMaskRange.y, 0, 2);
  585. brightnessMaskRange.x = Mathf.Min(brightnessMaskRange.x, brightnessMaskRange.y);
  586. m_ColorBleedingSettings.brightnessMaskRange = brightnessMaskRange;
  587. }
  588. private static class Pass
  589. {
  590. public const int AO = 0;
  591. public const int AO_Deinterleaved = 1;
  592. public const int Deinterleave_Depth = 2;
  593. public const int Deinterleave_Normals = 3;
  594. public const int Atlas_AO_Deinterleaved = 4;
  595. public const int Reinterleave_AO = 5;
  596. public const int Blur = 6;
  597. public const int Temporal_Filter = 7;
  598. public const int Copy = 8;
  599. public const int Composite = 9;
  600. public const int Composite_AfterLighting = 10;
  601. public const int Composite_BeforeReflections = 11;
  602. public const int Debug_ViewNormals = 12;
  603. }
  604. private static class ShaderProperties
  605. {
  606. public static int mainTex;
  607. public static int hbaoTex;
  608. public static int tempTex;
  609. public static int tempTex2;
  610. public static int noiseTex;
  611. public static int depthTex;
  612. public static int normalsTex;
  613. public static int[] depthSliceTex;
  614. public static int[] normalsSliceTex;
  615. public static int[] aoSliceTex;
  616. public static int[] deinterleaveOffset;
  617. public static int atlasOffset;
  618. public static int jitter;
  619. public static int uvTransform;
  620. public static int inputTexelSize;
  621. public static int aoTexelSize;
  622. public static int deinterleavedAOTexelSize;
  623. public static int reinterleavedAOTexelSize;
  624. public static int uvToView;
  625. public static int worldToCameraMatrix;
  626. public static int targetScale;
  627. public static int radius;
  628. public static int maxRadiusPixels;
  629. public static int negInvRadius2;
  630. public static int angleBias;
  631. public static int aoMultiplier;
  632. public static int intensity;
  633. public static int multiBounceInfluence;
  634. public static int offscreenSamplesContrib;
  635. public static int maxDistance;
  636. public static int distanceFalloff;
  637. public static int baseColor;
  638. public static int colorBleedSaturation;
  639. public static int albedoMultiplier;
  640. public static int colorBleedBrightnessMask;
  641. public static int colorBleedBrightnessMaskRange;
  642. public static int blurDeltaUV;
  643. public static int blurSharpness;
  644. public static int temporalParams;
  645. static ShaderProperties()
  646. {
  647. mainTex = Shader.PropertyToID("_MainTex");
  648. hbaoTex = Shader.PropertyToID("_HBAOTex");
  649. tempTex = Shader.PropertyToID("_TempTex");
  650. tempTex2 = Shader.PropertyToID("_TempTex2");
  651. noiseTex = Shader.PropertyToID("_NoiseTex");
  652. depthTex = Shader.PropertyToID("_DepthTex");
  653. normalsTex = Shader.PropertyToID("_NormalsTex");
  654. depthSliceTex = new int[4 * 4];
  655. normalsSliceTex = new int[4 * 4];
  656. aoSliceTex = new int[4 * 4];
  657. for (int i = 0; i < 4 * 4; i++)
  658. {
  659. depthSliceTex[i] = Shader.PropertyToID("_DepthSliceTex" + i);
  660. normalsSliceTex[i] = Shader.PropertyToID("_NormalsSliceTex" + i);
  661. aoSliceTex[i] = Shader.PropertyToID("_AOSliceTex" + i);
  662. }
  663. deinterleaveOffset = new int[] {
  664. Shader.PropertyToID("_Deinterleave_Offset00"),
  665. Shader.PropertyToID("_Deinterleave_Offset10"),
  666. Shader.PropertyToID("_Deinterleave_Offset01"),
  667. Shader.PropertyToID("_Deinterleave_Offset11")
  668. };
  669. atlasOffset = Shader.PropertyToID("_AtlasOffset");
  670. jitter = Shader.PropertyToID("_Jitter");
  671. uvTransform = Shader.PropertyToID("_UVTransform");
  672. inputTexelSize = Shader.PropertyToID("_Input_TexelSize");
  673. aoTexelSize = Shader.PropertyToID("_AO_TexelSize");
  674. deinterleavedAOTexelSize = Shader.PropertyToID("_DeinterleavedAO_TexelSize");
  675. reinterleavedAOTexelSize = Shader.PropertyToID("_ReinterleavedAO_TexelSize");
  676. uvToView = Shader.PropertyToID("_UVToView");
  677. worldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix");
  678. targetScale = Shader.PropertyToID("_TargetScale");
  679. radius = Shader.PropertyToID("_Radius");
  680. maxRadiusPixels = Shader.PropertyToID("_MaxRadiusPixels");
  681. negInvRadius2 = Shader.PropertyToID("_NegInvRadius2");
  682. angleBias = Shader.PropertyToID("_AngleBias");
  683. aoMultiplier = Shader.PropertyToID("_AOmultiplier");
  684. intensity = Shader.PropertyToID("_Intensity");
  685. multiBounceInfluence = Shader.PropertyToID("_MultiBounceInfluence");
  686. offscreenSamplesContrib = Shader.PropertyToID("_OffscreenSamplesContrib");
  687. maxDistance = Shader.PropertyToID("_MaxDistance");
  688. distanceFalloff = Shader.PropertyToID("_DistanceFalloff");
  689. baseColor = Shader.PropertyToID("_BaseColor");
  690. colorBleedSaturation = Shader.PropertyToID("_ColorBleedSaturation");
  691. albedoMultiplier = Shader.PropertyToID("_AlbedoMultiplier");
  692. colorBleedBrightnessMask = Shader.PropertyToID("_ColorBleedBrightnessMask");
  693. colorBleedBrightnessMaskRange = Shader.PropertyToID("_ColorBleedBrightnessMaskRange");
  694. blurDeltaUV = Shader.PropertyToID("_BlurDeltaUV");
  695. blurSharpness = Shader.PropertyToID("_BlurSharpness");
  696. temporalParams = Shader.PropertyToID("_TemporalParams");
  697. }
  698. public static string GetOrthographicOrDeferredKeyword(bool orthographic, GeneralSettings settings)
  699. {
  700. // need to check that integrationStage is not BeforeImageEffectOpaque as Gbuffer0 is not available in this case
  701. return orthographic ? "ORTHOGRAPHIC_PROJECTION" : settings.pipelineStage != PipelineStage.BeforeImageEffectsOpaque ? "DEFERRED_SHADING" : "__";
  702. }
  703. public static string GetQualityKeyword(GeneralSettings settings)
  704. {
  705. switch (settings.quality)
  706. {
  707. case Quality.Lowest:
  708. return "QUALITY_LOWEST";
  709. case Quality.Low:
  710. return "QUALITY_LOW";
  711. case Quality.Medium:
  712. return "QUALITY_MEDIUM";
  713. case Quality.High:
  714. return "QUALITY_HIGH";
  715. case Quality.Highest:
  716. return "QUALITY_HIGHEST";
  717. default:
  718. return "QUALITY_MEDIUM";
  719. }
  720. }
  721. public static string GetNoiseKeyword(GeneralSettings settings)
  722. {
  723. switch (settings.noiseType)
  724. {
  725. case NoiseType.InterleavedGradientNoise:
  726. return "INTERLEAVED_GRADIENT_NOISE";
  727. case NoiseType.Dither:
  728. case NoiseType.SpatialDistribution:
  729. default:
  730. return "__";
  731. }
  732. }
  733. public static string GetDeinterleavingKeyword(GeneralSettings settings)
  734. {
  735. switch (settings.deinterleaving)
  736. {
  737. case Deinterleaving.x4:
  738. return "DEINTERLEAVED";
  739. case Deinterleaving.Disabled:
  740. default:
  741. return "__";
  742. }
  743. }
  744. public static string GetDebugKeyword(GeneralSettings settings)
  745. {
  746. switch (settings.debugMode)
  747. {
  748. case DebugMode.AOOnly:
  749. return "DEBUG_AO";
  750. case DebugMode.ColorBleedingOnly:
  751. return "DEBUG_COLORBLEEDING";
  752. case DebugMode.SplitWithoutAOAndWithAO:
  753. return "DEBUG_NOAO_AO";
  754. case DebugMode.SplitWithAOAndAOOnly:
  755. return "DEBUG_AO_AOONLY";
  756. case DebugMode.SplitWithoutAOAndAOOnly:
  757. return "DEBUG_NOAO_AOONLY";
  758. case DebugMode.Disabled:
  759. default:
  760. return "__";
  761. }
  762. }
  763. public static string GetMultibounceKeyword(AOSettings settings)
  764. {
  765. return settings.useMultiBounce ? "MULTIBOUNCE" : "__";
  766. }
  767. public static string GetOffscreenSamplesContributionKeyword(AOSettings settings)
  768. {
  769. return settings.offscreenSamplesContribution > 0 ? "OFFSCREEN_SAMPLES_CONTRIBUTION" : "__";
  770. }
  771. public static string GetPerPixelNormalsKeyword(AOSettings settings)
  772. {
  773. switch (settings.perPixelNormals)
  774. {
  775. case PerPixelNormals.Camera:
  776. return "NORMALS_CAMERA";
  777. case PerPixelNormals.Reconstruct:
  778. return "NORMALS_RECONSTRUCT";
  779. case PerPixelNormals.GBuffer:
  780. default:
  781. return "__";
  782. }
  783. }
  784. public static string GetBlurRadiusKeyword(BlurSettings settings)
  785. {
  786. switch (settings.type)
  787. {
  788. case BlurType.Narrow:
  789. return "BLUR_RADIUS_2";
  790. case BlurType.Medium:
  791. return "BLUR_RADIUS_3";
  792. case BlurType.Wide:
  793. return "BLUR_RADIUS_4";
  794. case BlurType.ExtraWide:
  795. return "BLUR_RADIUS_5";
  796. case BlurType.None:
  797. default:
  798. return "BLUR_RADIUS_3";
  799. }
  800. }
  801. public static string GetVarianceClippingKeyword(TemporalFilterSettings settings)
  802. {
  803. switch (settings.varianceClipping)
  804. {
  805. case VarianceClipping._4Tap:
  806. return "VARIANCE_CLIPPING_4TAP";
  807. case VarianceClipping._8Tap:
  808. return "VARIANCE_CLIPPING_8TAP";
  809. case VarianceClipping.Disabled:
  810. default:
  811. return "__";
  812. }
  813. }
  814. public static string GetColorBleedingKeyword(ColorBleedingSettings settings)
  815. {
  816. return settings.enabled ? "COLOR_BLEEDING" : "__";
  817. }
  818. public static string GetLightingLogEncodedKeyword(bool hdr)
  819. {
  820. return hdr ? "__" : "LIGHTING_LOG_ENCODED";
  821. }
  822. }
  823. private static class MersenneTwister
  824. {
  825. // Mersenne-Twister random numbers in [0,1).
  826. public static float[] Numbers = new float[] {
  827. //0.463937f,0.340042f,0.223035f,0.468465f,0.322224f,0.979269f,0.031798f,0.973392f,0.778313f,0.456168f,0.258593f,0.330083f,0.387332f,0.380117f,0.179842f,0.910755f,
  828. //0.511623f,0.092933f,0.180794f,0.620153f,0.101348f,0.556342f,0.642479f,0.442008f,0.215115f,0.475218f,0.157357f,0.568868f,0.501241f,0.629229f,0.699218f,0.707733f
  829. 0.556725f,0.005520f,0.708315f,0.583199f,0.236644f,0.992380f,0.981091f,0.119804f,0.510866f,0.560499f,0.961497f,0.557862f,0.539955f,0.332871f,0.417807f,0.920779f,
  830. 0.730747f,0.076690f,0.008562f,0.660104f,0.428921f,0.511342f,0.587871f,0.906406f,0.437980f,0.620309f,0.062196f,0.119485f,0.235646f,0.795892f,0.044437f,0.617311f
  831. };
  832. }
  833. private static readonly Vector2[] s_jitter = new Vector2[4 * 4];
  834. private static readonly float[] s_temporalRotations = { 60.0f, 300.0f, 180.0f, 240.0f, 120.0f, 0.0f };
  835. private static readonly float[] s_temporalOffsets = { 0.0f, 0.5f, 0.25f, 0.75f };
  836. private Material material { get; set; }
  837. private Camera hbaoCamera { get; set; }
  838. private CommandBuffer cmdBuffer { get; set; }
  839. private int width { get; set; }
  840. private int height { get; set; }
  841. private bool stereoActive { get; set; }
  842. private int numberOfEyes { get; set; }
  843. private int xrActiveEye { get; set; }
  844. private XRSettings.StereoRenderingMode stereoRenderingMode { get; set; }
  845. private int screenWidth { get; set; }
  846. private int screenHeight { get; set; }
  847. private int aoWidth { get; set; }
  848. private int aoHeight { get; set; }
  849. private int reinterleavedAoWidth { get; set; }
  850. private int reinterleavedAoHeight { get; set; }
  851. private int deinterleavedAoWidth { get; set; }
  852. private int deinterleavedAoHeight { get; set; }
  853. private int frameCount { get; set; }
  854. private bool motionVectorsSupported { get; set; }
  855. private RenderTexture aoHistoryBuffer { get; set; }
  856. private RenderTexture colorBleedingHistoryBuffer { get; set; }
  857. private Texture2D noiseTex { get; set; }
  858. private Mesh fullscreenTriangle
  859. {
  860. get
  861. {
  862. if (m_FullscreenTriangle != null)
  863. return m_FullscreenTriangle;
  864. m_FullscreenTriangle = new Mesh { name = "Fullscreen Triangle" };
  865. // Because we have to support older platforms (GLES2/3, DX9 etc) we can't do all of
  866. // this directly in the vertex shader using vertex ids :(
  867. m_FullscreenTriangle.SetVertices(new List<Vector3>
  868. {
  869. new Vector3(-1f, -1f, 0f),
  870. new Vector3(-1f, 3f, 0f),
  871. new Vector3( 3f, -1f, 0f)
  872. });
  873. m_FullscreenTriangle.SetIndices(new[] { 0, 1, 2 }, MeshTopology.Triangles, 0, false);
  874. m_FullscreenTriangle.UploadMeshData(false);
  875. return m_FullscreenTriangle;
  876. }
  877. }
  878. private CameraEvent cameraEvent
  879. {
  880. get
  881. {
  882. // Forces BeforeImageEffectsOpaque as soon as normal display mode isn't used,
  883. // the component still display its integration stage but we force it here to ensure
  884. // all debug modes display correctly.
  885. if (generalSettings.debugMode != DebugMode.Disabled)
  886. return CameraEvent.BeforeImageEffectsOpaque;
  887. switch (generalSettings.pipelineStage)
  888. {
  889. case PipelineStage.BeforeReflections:
  890. return CameraEvent.BeforeReflections;
  891. case PipelineStage.AfterLighting:
  892. return CameraEvent.AfterLighting;
  893. case PipelineStage.BeforeImageEffectsOpaque:
  894. default:
  895. return CameraEvent.BeforeImageEffectsOpaque;
  896. }
  897. }
  898. }
  899. private bool isCommandBufferDirty
  900. {
  901. get
  902. {
  903. if (m_IsCommandBufferDirty || m_PreviousPipelineStage != generalSettings.pipelineStage || m_PreviousResolution != generalSettings.resolution ||
  904. m_PreviousDebugMode != generalSettings.debugMode || m_PreviousAllowHDR != hbaoCamera.allowHDR || m_PreviousWidth != width || m_PreviousHeight != height ||
  905. m_PreviousDeinterleaving != generalSettings.deinterleaving || m_PreviousBlurAmount != blurSettings.type ||
  906. m_PreviousColorBleedingEnabled != colorBleedingSettings.enabled || m_PreviousTemporalFilterEnabled != temporalFilterSettings.enabled ||
  907. m_PreviousRenderingPath != hbaoCamera.actualRenderingPath)
  908. {
  909. m_PreviousPipelineStage = generalSettings.pipelineStage;
  910. m_PreviousResolution = generalSettings.resolution;
  911. m_PreviousDebugMode = generalSettings.debugMode;
  912. m_PreviousAllowHDR = hbaoCamera.allowHDR;
  913. m_PreviousWidth = width;
  914. m_PreviousHeight = height;
  915. m_PreviousDeinterleaving = generalSettings.deinterleaving;
  916. m_PreviousBlurAmount = blurSettings.type;
  917. m_PreviousColorBleedingEnabled = colorBleedingSettings.enabled;
  918. m_PreviousTemporalFilterEnabled = temporalFilterSettings.enabled;
  919. m_PreviousRenderingPath = hbaoCamera.actualRenderingPath;
  920. return true;
  921. }
  922. return false;
  923. }
  924. set
  925. {
  926. m_IsCommandBufferDirty = value;
  927. }
  928. }
  929. private static RenderTextureFormat defaultHDRRenderTextureFormat
  930. {
  931. get
  932. {
  933. #if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SWITCH || UNITY_EDITOR
  934. RenderTextureFormat format = RenderTextureFormat.RGB111110Float;
  935. #if UNITY_EDITOR
  936. var target = EditorUserBuildSettings.activeBuildTarget;
  937. if (target != BuildTarget.Android && target != BuildTarget.iOS && target != BuildTarget.tvOS && target != BuildTarget.Switch)
  938. return RenderTextureFormat.DefaultHDR;
  939. #endif // UNITY_EDITOR
  940. if (SystemInfo.SupportsRenderTextureFormat(format))
  941. return format;
  942. #endif // UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SWITCH || UNITY_EDITOR
  943. return RenderTextureFormat.DefaultHDR;
  944. }
  945. }
  946. private RenderTextureFormat sourceFormat { get { return hbaoCamera.allowHDR ? defaultHDRRenderTextureFormat : RenderTextureFormat.Default; } }
  947. //private static RenderTextureFormat colorFormat { get { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB64) ? RenderTextureFormat.ARGB64 : RenderTextureFormat.ARGB32; } }
  948. private static RenderTextureFormat colorFormat { get { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; } }
  949. private static RenderTextureFormat depthFormat { get { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RFloat) ? RenderTextureFormat.RFloat : RenderTextureFormat.RHalf; } }
  950. private static RenderTextureFormat normalsFormat { get { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010) ? RenderTextureFormat.ARGB2101010 : RenderTextureFormat.Default; } }
  951. private static bool isLinearColorSpace { get { return QualitySettings.activeColorSpace == ColorSpace.Linear; } }
  952. private bool renderingInSceneView { get { return hbaoCamera.cameraType == CameraType.SceneView; } }
  953. private RenderTextureDescriptor m_sourceDescriptor;
  954. private string[] m_ShaderKeywords;
  955. private bool m_IsCommandBufferDirty;
  956. private Mesh m_FullscreenTriangle;
  957. private PipelineStage? m_PreviousPipelineStage;
  958. private Resolution? m_PreviousResolution;
  959. private Deinterleaving? m_PreviousDeinterleaving;
  960. private DebugMode? m_PreviousDebugMode;
  961. private NoiseType? m_PreviousNoiseType;
  962. private BlurType? m_PreviousBlurAmount;
  963. private int m_PreviousWidth;
  964. private int m_PreviousHeight;
  965. private bool m_PreviousAllowHDR;
  966. private bool m_PreviousColorBleedingEnabled;
  967. private bool m_PreviousTemporalFilterEnabled;
  968. private RenderingPath m_PreviousRenderingPath;
  969. void OnEnable()
  970. {
  971. if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
  972. {
  973. Debug.LogWarning("HBAO shader is not supported on this platform.");
  974. this.enabled = false;
  975. return;
  976. }
  977. if (hbaoShader == null) hbaoShader = Shader.Find("Hidden/HBAO");
  978. if (hbaoShader == null)
  979. {
  980. Debug.LogError("HBAO shader was not found...");
  981. return;
  982. }
  983. if (!hbaoShader.isSupported)
  984. {
  985. Debug.LogWarning("HBAO shader is not supported on this platform.");
  986. this.enabled = false;
  987. return;
  988. }
  989. Initialize();
  990. }
  991. void OnDisable()
  992. {
  993. ClearCommandBuffer(cmdBuffer);
  994. ReleaseHistoryBuffers();
  995. if (material != null)
  996. DestroyImmediate(material);
  997. if (noiseTex != null)
  998. DestroyImmediate(noiseTex);
  999. if (fullscreenTriangle != null)
  1000. DestroyImmediate(fullscreenTriangle);
  1001. }
  1002. void OnPreRender()
  1003. {
  1004. if (hbaoShader == null || hbaoCamera == null) return;
  1005. FetchRenderParameters();
  1006. CheckParameters();
  1007. UpdateMaterialProperties();
  1008. UpdateShaderKeywords();
  1009. if (isCommandBufferDirty)
  1010. {
  1011. ClearCommandBuffer(cmdBuffer);
  1012. BuildCommandBuffer(cmdBuffer, cameraEvent);
  1013. hbaoCamera.AddCommandBuffer(cameraEvent, cmdBuffer);
  1014. isCommandBufferDirty = false;
  1015. }
  1016. }
  1017. void OnPostRender()
  1018. {
  1019. frameCount++;
  1020. }
  1021. void OnValidate()
  1022. {
  1023. if (hbaoShader == null || hbaoCamera == null) return;
  1024. CheckParameters();
  1025. }
  1026. private void Initialize()
  1027. {
  1028. m_sourceDescriptor = new RenderTextureDescriptor(0, 0);
  1029. hbaoCamera = GetComponent<Camera>();
  1030. hbaoCamera.forceIntoRenderTexture = true;
  1031. material = new Material(hbaoShader);
  1032. material.hideFlags = HideFlags.HideAndDontSave;
  1033. // For platforms not supporting motion vectors texture
  1034. // https://docs.unity3d.com/ScriptReference/DepthTextureMode.MotionVectors.html
  1035. motionVectorsSupported = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGHalf);
  1036. cmdBuffer = new CommandBuffer { name = "HBAO" };
  1037. isCommandBufferDirty = true;
  1038. }
  1039. private void FetchRenderParameters()
  1040. {
  1041. #if !UNITY_SWITCH && ENABLE_VR
  1042. if (hbaoCamera.stereoEnabled)
  1043. {
  1044. var xrDesc = XRSettings.eyeTextureDesc;
  1045. stereoRenderingMode = XRSettings.StereoRenderingMode.SinglePass;
  1046. numberOfEyes = 1;
  1047. if (XRSettings.stereoRenderingMode == XRSettings.StereoRenderingMode.MultiPass)
  1048. stereoRenderingMode = XRSettings.StereoRenderingMode.MultiPass;
  1049. #if UNITY_STANDALONE || UNITY_EDITOR || UNITY_PS4
  1050. if (xrDesc.dimension == TextureDimension.Tex2DArray)
  1051. stereoRenderingMode = XRSettings.StereoRenderingMode.SinglePassInstanced;
  1052. #endif
  1053. if (stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePassInstanced)
  1054. numberOfEyes = 2;
  1055. if (stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePass)
  1056. {
  1057. numberOfEyes = 2;
  1058. //xrDesc.width /= 2;
  1059. xrDesc.vrUsage = VRTextureUsage.None;
  1060. }
  1061. width = xrDesc.width;
  1062. height = xrDesc.height;
  1063. m_sourceDescriptor = xrDesc;
  1064. if (hbaoCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Right)
  1065. xrActiveEye = (int)Camera.StereoscopicEye.Right;
  1066. screenWidth = XRSettings.eyeTextureWidth;
  1067. screenHeight = XRSettings.eyeTextureHeight;
  1068. if (stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePass)
  1069. screenWidth /= 2;
  1070. stereoActive = true;
  1071. }
  1072. else
  1073. #endif
  1074. {
  1075. width = hbaoCamera.pixelWidth;
  1076. height = hbaoCamera.pixelHeight;
  1077. m_sourceDescriptor.width = width;
  1078. m_sourceDescriptor.height = height;
  1079. screenWidth = width;
  1080. screenHeight = height;
  1081. stereoActive = false;
  1082. numberOfEyes = 1;
  1083. }
  1084. var downsamplingFactor = generalSettings.resolution == Resolution.Full ? 1 : generalSettings.deinterleaving == Deinterleaving.Disabled ? 2 : 1;
  1085. if (downsamplingFactor > 1)
  1086. {
  1087. aoWidth = (width + width % 2) / downsamplingFactor;
  1088. aoHeight = (height + height % 2) / downsamplingFactor;
  1089. }
  1090. else
  1091. {
  1092. aoWidth = width;
  1093. aoHeight = height;
  1094. }
  1095. reinterleavedAoWidth = width + (width % 4 == 0 ? 0 : 4 - (width % 4));
  1096. reinterleavedAoHeight = height + (height % 4 == 0 ? 0 : 4 - (height % 4));
  1097. deinterleavedAoWidth = reinterleavedAoWidth / 4;
  1098. deinterleavedAoHeight = reinterleavedAoHeight / 4;
  1099. }
  1100. private void AllocateHistoryBuffers()
  1101. {
  1102. ReleaseHistoryBuffers();
  1103. aoHistoryBuffer = GetScreenSpaceRT(widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
  1104. if (colorBleedingSettings.enabled)
  1105. colorBleedingHistoryBuffer = GetScreenSpaceRT(widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
  1106. // Clear history buffers to default
  1107. var lastActive = RenderTexture.active;
  1108. RenderTexture.active = aoHistoryBuffer;
  1109. GL.Clear(false, true, Color.white);
  1110. if (colorBleedingSettings.enabled)
  1111. {
  1112. RenderTexture.active = colorBleedingHistoryBuffer;
  1113. GL.Clear(false, true, new Color(0, 0, 0, 1));
  1114. }
  1115. RenderTexture.active = lastActive;
  1116. frameCount = 0;
  1117. }
  1118. private void ReleaseHistoryBuffers()
  1119. {
  1120. if (aoHistoryBuffer != null)
  1121. aoHistoryBuffer.Release();
  1122. if (colorBleedingHistoryBuffer != null)
  1123. colorBleedingHistoryBuffer.Release();
  1124. }
  1125. private void ClearCommandBuffer(CommandBuffer cmd)
  1126. {
  1127. if (cmd != null)
  1128. {
  1129. if (hbaoCamera != null)
  1130. {
  1131. hbaoCamera.RemoveCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, cmd);
  1132. hbaoCamera.RemoveCommandBuffer(CameraEvent.AfterLighting, cmd);
  1133. hbaoCamera.RemoveCommandBuffer(CameraEvent.BeforeReflections, cmd);
  1134. }
  1135. cmd.Clear();
  1136. }
  1137. }
  1138. private void BuildCommandBuffer(CommandBuffer cmd, CameraEvent cameraEvent)
  1139. {
  1140. // AO
  1141. if (generalSettings.deinterleaving == Deinterleaving.Disabled)
  1142. {
  1143. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.hbaoTex, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
  1144. AO(cmd);
  1145. }
  1146. else
  1147. {
  1148. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.hbaoTex, widthOverride: reinterleavedAoWidth, heightOverride: reinterleavedAoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
  1149. DeinterleavedAO(cmd);
  1150. }
  1151. // Blur
  1152. Blur(cmd);
  1153. // Temporal Filter
  1154. TemporalFilter(cmd);
  1155. // Composite
  1156. Composite(cmd, cameraEvent);
  1157. ReleaseTemporaryRT(cmd, ShaderProperties.hbaoTex);
  1158. //Debug.Log("CommandBuffer has been rebuilt");
  1159. }
  1160. private void AO(CommandBuffer cmd)
  1161. {
  1162. BlitFullscreenTriangleWithClear(cmd, BuiltinRenderTextureType.CameraTarget, ShaderProperties.hbaoTex, material, new Color(0, 0, 0, 1), Pass.AO);
  1163. }
  1164. private void DeinterleavedAO(CommandBuffer cmd)
  1165. {
  1166. // Deinterleave depth & normals (4x4)
  1167. for (int i = 0; i < 4; i++)
  1168. {
  1169. var rtsDepth = new RenderTargetIdentifier[] {
  1170. ShaderProperties.depthSliceTex[(i << 2) + 0],
  1171. ShaderProperties.depthSliceTex[(i << 2) + 1],
  1172. ShaderProperties.depthSliceTex[(i << 2) + 2],
  1173. ShaderProperties.depthSliceTex[(i << 2) + 3]
  1174. };
  1175. var rtsNormals = new RenderTargetIdentifier[] {
  1176. ShaderProperties.normalsSliceTex[(i << 2) + 0],
  1177. ShaderProperties.normalsSliceTex[(i << 2) + 1],
  1178. ShaderProperties.normalsSliceTex[(i << 2) + 2],
  1179. ShaderProperties.normalsSliceTex[(i << 2) + 3]
  1180. };
  1181. int offsetX = (i & 1) << 1; int offsetY = (i >> 1) << 1;
  1182. cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[0], new Vector2(offsetX + 0, offsetY + 0));
  1183. cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[1], new Vector2(offsetX + 1, offsetY + 0));
  1184. cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[2], new Vector2(offsetX + 0, offsetY + 1));
  1185. cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[3], new Vector2(offsetX + 1, offsetY + 1));
  1186. for (int j = 0; j < 4; j++)
  1187. {
  1188. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.depthSliceTex[j + 4 * i], widthOverride: deinterleavedAoWidth, heightOverride: deinterleavedAoHeight, colorFormat: depthFormat, readWrite: RenderTextureReadWrite.Linear, filter: FilterMode.Point);
  1189. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.normalsSliceTex[j + 4 * i], widthOverride: deinterleavedAoWidth, heightOverride: deinterleavedAoHeight, colorFormat: normalsFormat, readWrite: RenderTextureReadWrite.Linear, filter: FilterMode.Point);
  1190. }
  1191. BlitFullscreenTriangle(cmd, BuiltinRenderTextureType.CameraTarget, rtsDepth, material, Pass.Deinterleave_Depth); // outputs 4 render textures
  1192. BlitFullscreenTriangle(cmd, BuiltinRenderTextureType.CameraTarget, rtsNormals, material, Pass.Deinterleave_Normals); // outputs 4 render textures
  1193. }
  1194. // AO on each layer
  1195. for (int i = 0; i < 4 * 4; i++)
  1196. {
  1197. cmd.SetGlobalTexture(ShaderProperties.depthTex, ShaderProperties.depthSliceTex[i]);
  1198. cmd.SetGlobalTexture(ShaderProperties.normalsTex, ShaderProperties.normalsSliceTex[i]);
  1199. cmd.SetGlobalVector(ShaderProperties.jitter, s_jitter[i]);
  1200. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.aoSliceTex[i], widthOverride: deinterleavedAoWidth, heightOverride: deinterleavedAoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear, filter: FilterMode.Point);
  1201. BlitFullscreenTriangleWithClear(cmd, BuiltinRenderTextureType.CameraTarget, ShaderProperties.aoSliceTex[i], material, new Color(0, 0, 0, 1), Pass.AO_Deinterleaved); // ao
  1202. ReleaseTemporaryRT(cmd, ShaderProperties.depthSliceTex[i]);
  1203. ReleaseTemporaryRT(cmd, ShaderProperties.normalsSliceTex[i]);
  1204. }
  1205. // Atlas Deinterleaved AO, 4x4
  1206. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, widthOverride: reinterleavedAoWidth, heightOverride: reinterleavedAoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
  1207. for (int i = 0; i < 4 * 4; i++)
  1208. {
  1209. cmd.SetGlobalVector(ShaderProperties.atlasOffset, new Vector2(((i & 1) + (((i & 7) >> 2) << 1)) * deinterleavedAoWidth, (((i & 3) >> 1) + ((i >> 3) << 1)) * deinterleavedAoHeight));
  1210. BlitFullscreenTriangle(cmd, ShaderProperties.aoSliceTex[i], ShaderProperties.tempTex, material, Pass.Atlas_AO_Deinterleaved); // atlassing
  1211. ReleaseTemporaryRT(cmd, ShaderProperties.aoSliceTex[i]);
  1212. }
  1213. // Reinterleave AO
  1214. ApplyFlip(cmd);
  1215. BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, ShaderProperties.hbaoTex, material, Pass.Reinterleave_AO); // reinterleave
  1216. ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
  1217. }
  1218. private void Blur(CommandBuffer cmd)
  1219. {
  1220. if (blurSettings.type != BlurType.None)
  1221. {
  1222. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
  1223. cmd.SetGlobalVector(ShaderProperties.blurDeltaUV, new Vector2(1f / width, 0));
  1224. BlitFullscreenTriangle(cmd, ShaderProperties.hbaoTex, ShaderProperties.tempTex, material, Pass.Blur); // blur X
  1225. cmd.SetGlobalVector(ShaderProperties.blurDeltaUV, new Vector2(0, 1f / height));
  1226. BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, ShaderProperties.hbaoTex, material, Pass.Blur); // blur Y
  1227. ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
  1228. }
  1229. }
  1230. private void TemporalFilter(CommandBuffer cmd)
  1231. {
  1232. if (temporalFilterSettings.enabled && !renderingInSceneView)
  1233. {
  1234. AllocateHistoryBuffers();
  1235. if (colorBleedingSettings.enabled)
  1236. {
  1237. // For Color Bleeding we have 2 history buffers to fill so there are 2 render targets.
  1238. // AO is still contained in Color Bleeding history buffer (alpha channel) so that we
  1239. // can use it as a render texture for the composite pass.
  1240. var rts = new RenderTargetIdentifier[] {
  1241. aoHistoryBuffer,
  1242. colorBleedingHistoryBuffer
  1243. };
  1244. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
  1245. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex2, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
  1246. BlitFullscreenTriangle(cmd, aoHistoryBuffer, ShaderProperties.tempTex2, material, Pass.Copy);
  1247. BlitFullscreenTriangle(cmd, colorBleedingHistoryBuffer, ShaderProperties.tempTex, material, Pass.Copy);
  1248. BlitFullscreenTriangle(cmd, ShaderProperties.tempTex2, rts, material, Pass.Temporal_Filter);
  1249. ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
  1250. ReleaseTemporaryRT(cmd, ShaderProperties.tempTex2);
  1251. cmd.SetGlobalTexture(ShaderProperties.hbaoTex, colorBleedingHistoryBuffer);
  1252. }
  1253. else
  1254. {
  1255. // AO history buffer contains ao in aplha channel so we can just use history as
  1256. // a render texture for the composite pass.
  1257. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
  1258. BlitFullscreenTriangle(cmd, aoHistoryBuffer, ShaderProperties.tempTex, material, Pass.Copy);
  1259. BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, aoHistoryBuffer, material, Pass.Temporal_Filter);
  1260. ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
  1261. cmd.SetGlobalTexture(ShaderProperties.hbaoTex, aoHistoryBuffer);
  1262. }
  1263. }
  1264. }
  1265. private void Composite(CommandBuffer cmd, CameraEvent cameraEvent)
  1266. {
  1267. if (generalSettings.debugMode == DebugMode.Disabled)
  1268. {
  1269. if (cameraEvent == CameraEvent.BeforeReflections)
  1270. CompositeBeforeReflections(cmd);
  1271. else if (cameraEvent == CameraEvent.AfterLighting)
  1272. CompositeAfterLighting(cmd);
  1273. else // if (BeforeImageEffectsOpaque)
  1274. CompositeBeforeImageEffectsOpaque(cmd);
  1275. }
  1276. else // debug mode
  1277. CompositeBeforeImageEffectsOpaque(cmd, generalSettings.debugMode == DebugMode.ViewNormals ? Pass.Debug_ViewNormals : Pass.Composite);
  1278. }
  1279. // Cases of BeforeReflections & AfterLighting
  1280. // If using HDR there’s no separate rendertarget being created for Emission+lighting buffer (RT3);
  1281. // instead the rendertarget that the Camera renders into (that is, the one that is passed to the image effects) is used as RT3.
  1282. // If non-HDR GBuffer3 texture is available. HDR uses ARGBHalf, non-HDR uses ARGB2101010
  1283. // Emission + lighting buffer(RT3) is logarithmically encoded to provide greater dynamic range than is usually possible with
  1284. // an ARGB32 texture, when the Camera is not using HDR.
  1285. // https://docs.unity3d.com/Manual/RenderTech-DeferredShading.html
  1286. private void CompositeBeforeReflections(CommandBuffer cmd)
  1287. {
  1288. var hdr = hbaoCamera.allowHDR;
  1289. var rts = new RenderTargetIdentifier[] {
  1290. BuiltinRenderTextureType.GBuffer0, // Albedo, Occ
  1291. hdr ? BuiltinRenderTextureType.CameraTarget : BuiltinRenderTextureType.GBuffer3 // Ambient
  1292. };
  1293. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, colorFormat: RenderTextureFormat.ARGB32);
  1294. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex2, colorFormat: hdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB2101010);
  1295. BlitFullscreenTriangle(cmd, rts[0], ShaderProperties.tempTex, material, Pass.Copy);
  1296. BlitFullscreenTriangle(cmd, rts[1], ShaderProperties.tempTex2, material, Pass.Copy);
  1297. BlitFullscreenTriangle(cmd, ShaderProperties.tempTex2, rts, material, Pass.Composite_BeforeReflections);
  1298. ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
  1299. ReleaseTemporaryRT(cmd, ShaderProperties.tempTex2);
  1300. }
  1301. private void CompositeAfterLighting(CommandBuffer cmd)
  1302. {
  1303. var hdr = hbaoCamera.allowHDR;
  1304. var rt3 = hdr ? BuiltinRenderTextureType.CameraTarget : BuiltinRenderTextureType.GBuffer3;
  1305. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, colorFormat: hdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB2101010);
  1306. BlitFullscreenTriangle(cmd, rt3, ShaderProperties.tempTex, material, Pass.Copy);
  1307. BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, rt3, material, Pass.Composite_AfterLighting);
  1308. ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
  1309. }
  1310. private void CompositeBeforeImageEffectsOpaque(CommandBuffer cmd, int finalPassId = Pass.Composite)
  1311. {
  1312. // This pass can be used to display all debug mode as well
  1313. GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, colorFormat: sourceFormat);
  1314. if (stereoActive && hbaoCamera.actualRenderingPath != RenderingPath.DeferredShading)
  1315. cmd.Blit(BuiltinRenderTextureType.CameraTarget, ShaderProperties.tempTex);
  1316. else
  1317. BlitFullscreenTriangle(cmd, BuiltinRenderTextureType.CameraTarget, ShaderProperties.tempTex, material, Pass.Copy);
  1318. ApplyFlip(cmd, SystemInfo.graphicsUVStartsAtTop);
  1319. BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, BuiltinRenderTextureType.CameraTarget, material, finalPassId);
  1320. ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
  1321. }
  1322. private void UpdateMaterialProperties()
  1323. {
  1324. //float tanHalfFovY = Mathf.Tan(0.5f * hbaoCamera.fieldOfView * Mathf.Deg2Rad);
  1325. //float invFocalLenX = 1.0f / (1.0f / tanHalfFovY * (screenHeight / (float)screenWidth));
  1326. //float invFocalLenY = 1.0f / (1.0f / tanHalfFovY);
  1327. float invFocalLenX = 1.0f / hbaoCamera.projectionMatrix.m00;
  1328. float invFocalLenY = 1.0f / hbaoCamera.projectionMatrix.m11;
  1329. float maxRadInPixels = Mathf.Max(16, aoSettings.maxRadiusPixels * Mathf.Sqrt((screenWidth * numberOfEyes * screenHeight) / (1080.0f * 1920.0f)));
  1330. maxRadInPixels /= (generalSettings.deinterleaving == Deinterleaving.x4 ? 4 : 1);
  1331. var targetScale = generalSettings.deinterleaving == Deinterleaving.x4 ?
  1332. new Vector4(reinterleavedAoWidth / (float)width, reinterleavedAoHeight / (float)height, 1.0f / (reinterleavedAoWidth / (float)width), 1.0f / (reinterleavedAoHeight / (float)height)) :
  1333. generalSettings.resolution == Resolution.Half /*&& aoSettings.perPixelNormals == PerPixelNormals.Reconstruct*/ ?
  1334. new Vector4((width + 0.5f) / width, (height + 0.5f) / height, 1f, 1f) :
  1335. Vector4.one;
  1336. material.SetTexture(ShaderProperties.noiseTex, noiseTex);
  1337. material.SetVector(ShaderProperties.inputTexelSize, new Vector4(1f / width, 1f / height, width, height));
  1338. material.SetVector(ShaderProperties.aoTexelSize, new Vector4(1f / aoWidth, 1f / aoHeight, aoWidth, aoHeight));
  1339. material.SetVector(ShaderProperties.deinterleavedAOTexelSize, new Vector4(1.0f / deinterleavedAoWidth, 1.0f / deinterleavedAoHeight, deinterleavedAoWidth, deinterleavedAoHeight));
  1340. material.SetVector(ShaderProperties.reinterleavedAOTexelSize, new Vector4(1f / reinterleavedAoWidth, 1f / reinterleavedAoHeight, reinterleavedAoWidth, reinterleavedAoHeight));
  1341. material.SetVector(ShaderProperties.targetScale, targetScale);
  1342. material.SetVector(ShaderProperties.uvToView, new Vector4(2.0f * invFocalLenX, -2.0f * invFocalLenY, -1.0f * invFocalLenX, 1.0f * invFocalLenY));
  1343. material.SetMatrix(ShaderProperties.worldToCameraMatrix, hbaoCamera.worldToCameraMatrix);
  1344. //material.SetFloat(ShaderProperties.radius, aoSettings.radius * 0.5f * ((screenHeight / (generalSettings.deinterleaving == Deinterleaving.x4 ? 4 : 1)) / (tanHalfFovY * 2.0f)));
  1345. material.SetFloat(ShaderProperties.radius, aoSettings.radius * 0.5f * ((screenHeight / (generalSettings.deinterleaving == Deinterleaving.x4 ? 4 : 1)) / (invFocalLenY * 2.0f)));
  1346. material.SetFloat(ShaderProperties.maxRadiusPixels, maxRadInPixels);
  1347. material.SetFloat(ShaderProperties.negInvRadius2, -1.0f / (aoSettings.radius * aoSettings.radius));
  1348. material.SetFloat(ShaderProperties.angleBias, aoSettings.bias);
  1349. material.SetFloat(ShaderProperties.aoMultiplier, 2.0f * (1.0f / (1.0f - aoSettings.bias)));
  1350. material.SetFloat(ShaderProperties.intensity, isLinearColorSpace ? aoSettings.intensity : aoSettings.intensity * 0.454545454545455f);
  1351. material.SetColor(ShaderProperties.baseColor, aoSettings.baseColor);
  1352. material.SetFloat(ShaderProperties.multiBounceInfluence, aoSettings.multiBounceInfluence);
  1353. material.SetFloat(ShaderProperties.offscreenSamplesContrib, aoSettings.offscreenSamplesContribution);
  1354. material.SetFloat(ShaderProperties.maxDistance, aoSettings.maxDistance);
  1355. material.SetFloat(ShaderProperties.distanceFalloff, aoSettings.distanceFalloff);
  1356. material.SetFloat(ShaderProperties.blurSharpness, blurSettings.sharpness);
  1357. material.SetFloat(ShaderProperties.colorBleedSaturation, colorBleedingSettings.saturation);
  1358. material.SetFloat(ShaderProperties.albedoMultiplier, colorBleedingSettings.albedoMultiplier);
  1359. material.SetFloat(ShaderProperties.colorBleedBrightnessMask, colorBleedingSettings.brightnessMask);
  1360. material.SetVector(ShaderProperties.colorBleedBrightnessMaskRange, AdjustBrightnessMaskToGammaSpace(new Vector2(Mathf.Pow(colorBleedingSettings.brightnessMaskRange.x, 3), Mathf.Pow(colorBleedingSettings.brightnessMaskRange.y, 3))));
  1361. material.SetVector(ShaderProperties.temporalParams, temporalFilterSettings.enabled && !renderingInSceneView ? new Vector2(s_temporalRotations[frameCount % 6] / 360.0f, s_temporalOffsets[frameCount % 4]) : Vector2.zero);
  1362. }
  1363. private void UpdateShaderKeywords()
  1364. {
  1365. if (m_ShaderKeywords == null || m_ShaderKeywords.Length != 12) m_ShaderKeywords = new string[12];
  1366. m_ShaderKeywords[0] = ShaderProperties.GetOrthographicOrDeferredKeyword(hbaoCamera.orthographic, generalSettings);
  1367. m_ShaderKeywords[1] = ShaderProperties.GetQualityKeyword(generalSettings);
  1368. m_ShaderKeywords[2] = ShaderProperties.GetNoiseKeyword(generalSettings);
  1369. m_ShaderKeywords[3] = ShaderProperties.GetDeinterleavingKeyword(generalSettings);
  1370. m_ShaderKeywords[4] = ShaderProperties.GetDebugKeyword(generalSettings);
  1371. m_ShaderKeywords[5] = ShaderProperties.GetMultibounceKeyword(aoSettings);
  1372. m_ShaderKeywords[6] = ShaderProperties.GetOffscreenSamplesContributionKeyword(aoSettings);
  1373. m_ShaderKeywords[7] = ShaderProperties.GetPerPixelNormalsKeyword(aoSettings);
  1374. m_ShaderKeywords[8] = ShaderProperties.GetBlurRadiusKeyword(blurSettings);
  1375. m_ShaderKeywords[9] = ShaderProperties.GetVarianceClippingKeyword(temporalFilterSettings);
  1376. m_ShaderKeywords[10] = ShaderProperties.GetColorBleedingKeyword(colorBleedingSettings);
  1377. m_ShaderKeywords[11] = ShaderProperties.GetLightingLogEncodedKeyword(hbaoCamera.allowHDR);
  1378. material.shaderKeywords = m_ShaderKeywords;
  1379. }
  1380. private void CheckParameters()
  1381. {
  1382. // Camera textures
  1383. hbaoCamera.depthTextureMode |= DepthTextureMode.Depth;
  1384. if (aoSettings.perPixelNormals == PerPixelNormals.Camera)
  1385. hbaoCamera.depthTextureMode |= DepthTextureMode.DepthNormals;
  1386. if (temporalFilterSettings.enabled)
  1387. hbaoCamera.depthTextureMode |= DepthTextureMode.MotionVectors;
  1388. // Settings to force
  1389. if (hbaoCamera.actualRenderingPath != RenderingPath.DeferredShading && aoSettings.perPixelNormals == PerPixelNormals.GBuffer)
  1390. SetAoPerPixelNormals(PerPixelNormals.Camera);
  1391. if (generalSettings.deinterleaving != Deinterleaving.Disabled && SystemInfo.supportedRenderTargetCount < 4)
  1392. SetDeinterleaving(Deinterleaving.Disabled);
  1393. if (generalSettings.pipelineStage != PipelineStage.BeforeImageEffectsOpaque && hbaoCamera.actualRenderingPath != RenderingPath.DeferredShading)
  1394. SetPipelineStage(PipelineStage.BeforeImageEffectsOpaque);
  1395. if (generalSettings.pipelineStage != PipelineStage.BeforeImageEffectsOpaque && aoSettings.perPixelNormals == PerPixelNormals.Camera)
  1396. SetAoPerPixelNormals(PerPixelNormals.GBuffer);
  1397. if (stereoActive && hbaoCamera.actualRenderingPath != RenderingPath.DeferredShading && aoSettings.perPixelNormals != PerPixelNormals.Reconstruct)
  1398. SetAoPerPixelNormals(PerPixelNormals.Reconstruct);
  1399. if (temporalFilterSettings.enabled && !motionVectorsSupported)
  1400. EnableTemporalFilter(false);
  1401. if (colorBleedingSettings.enabled && temporalFilterSettings.enabled && SystemInfo.supportedRenderTargetCount < 2)
  1402. EnableTemporalFilter(false);
  1403. // Noise texture
  1404. if (noiseTex == null || m_PreviousNoiseType != generalSettings.noiseType)
  1405. {
  1406. if (noiseTex != null) DestroyImmediate(noiseTex);
  1407. CreateNoiseTexture();
  1408. m_PreviousNoiseType = generalSettings.noiseType;
  1409. }
  1410. }
  1411. private RenderTextureDescriptor GetDefaultDescriptor(int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default)
  1412. {
  1413. var modifiedDesc = new RenderTextureDescriptor(m_sourceDescriptor.width, m_sourceDescriptor.height,
  1414. m_sourceDescriptor.colorFormat, depthBufferBits);
  1415. modifiedDesc.dimension = m_sourceDescriptor.dimension;
  1416. modifiedDesc.volumeDepth = m_sourceDescriptor.volumeDepth;
  1417. modifiedDesc.vrUsage = m_sourceDescriptor.vrUsage;
  1418. modifiedDesc.msaaSamples = m_sourceDescriptor.msaaSamples;
  1419. modifiedDesc.memoryless = m_sourceDescriptor.memoryless;
  1420. modifiedDesc.useMipMap = m_sourceDescriptor.useMipMap;
  1421. modifiedDesc.autoGenerateMips = m_sourceDescriptor.autoGenerateMips;
  1422. modifiedDesc.enableRandomWrite = m_sourceDescriptor.enableRandomWrite;
  1423. modifiedDesc.shadowSamplingMode = m_sourceDescriptor.shadowSamplingMode;
  1424. if (hbaoCamera.allowDynamicResolution)
  1425. modifiedDesc.useDynamicScale = true;
  1426. if (colorFormat != RenderTextureFormat.Default)
  1427. modifiedDesc.colorFormat = colorFormat;
  1428. if (readWrite == RenderTextureReadWrite.sRGB)
  1429. modifiedDesc.sRGB = true;
  1430. else if (readWrite == RenderTextureReadWrite.Linear)
  1431. modifiedDesc.sRGB = false;
  1432. else if (readWrite == RenderTextureReadWrite.Default)
  1433. modifiedDesc.sRGB = isLinearColorSpace;
  1434. return modifiedDesc;
  1435. }
  1436. private RenderTexture GetScreenSpaceRT(int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default,
  1437. FilterMode filter = FilterMode.Bilinear, int widthOverride = 0, int heightOverride = 0)
  1438. {
  1439. var desc = GetDefaultDescriptor(depthBufferBits, colorFormat, readWrite);
  1440. if (widthOverride > 0)
  1441. desc.width = widthOverride;
  1442. if (heightOverride > 0)
  1443. desc.height = heightOverride;
  1444. //intermediates in VR are unchanged
  1445. if (stereoActive && desc.dimension == TextureDimension.Tex2DArray)
  1446. desc.dimension = TextureDimension.Tex2D;
  1447. var rt = new RenderTexture(desc);
  1448. rt.filterMode = filter;
  1449. return rt;
  1450. }
  1451. private void GetScreenSpaceTemporaryRT(CommandBuffer cmd, int nameID,
  1452. int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default,
  1453. FilterMode filter = FilterMode.Bilinear, int widthOverride = 0, int heightOverride = 0)
  1454. {
  1455. var desc = GetDefaultDescriptor(depthBufferBits, colorFormat, readWrite);
  1456. if (widthOverride > 0)
  1457. desc.width = widthOverride;
  1458. if (heightOverride > 0)
  1459. desc.height = heightOverride;
  1460. //intermediates in VR are unchanged
  1461. if (stereoActive && desc.dimension == TextureDimension.Tex2DArray)
  1462. desc.dimension = TextureDimension.Tex2D;
  1463. cmd.GetTemporaryRT(nameID, desc, filter);
  1464. }
  1465. private void ReleaseTemporaryRT(CommandBuffer cmd, int nameID)
  1466. {
  1467. cmd.ReleaseTemporaryRT(nameID);
  1468. }
  1469. private void BlitFullscreenTriangle(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int pass = 0)
  1470. {
  1471. cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
  1472. cmd.SetRenderTarget(destination);
  1473. cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, pass);
  1474. }
  1475. private void BlitFullscreenTriangle(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier[] destinations, Material material, int pass = 0)
  1476. {
  1477. cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
  1478. cmd.SetRenderTarget(destinations, destinations[0]);
  1479. cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, pass);
  1480. }
  1481. private void BlitFullscreenTriangleWithClear(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, Color clearColor, int pass = 0)
  1482. {
  1483. cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
  1484. cmd.SetRenderTarget(destination);
  1485. cmd.ClearRenderTarget(false, true, clearColor);
  1486. cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, pass);
  1487. }
  1488. private static void ApplyFlip(CommandBuffer cmd, bool flip = true)
  1489. {
  1490. if (flip)
  1491. cmd.SetGlobalVector(ShaderProperties.uvTransform, new Vector4(1f, -1f, 0f, 1f));
  1492. else
  1493. cmd.SetGlobalVector(ShaderProperties.uvTransform, new Vector4(1f, 1f, 0f, 0f));
  1494. }
  1495. private static Vector2 AdjustBrightnessMaskToGammaSpace(Vector2 v)
  1496. {
  1497. return isLinearColorSpace ? v : ToGammaSpace(v);
  1498. }
  1499. private static float ToGammaSpace(float v)
  1500. {
  1501. return Mathf.Pow(v, 0.454545454545455f);
  1502. }
  1503. private static Vector2 ToGammaSpace(Vector2 v)
  1504. {
  1505. return new Vector2(ToGammaSpace(v.x), ToGammaSpace(v.y));
  1506. }
  1507. private void CreateNoiseTexture()
  1508. {
  1509. noiseTex = new Texture2D(4, 4, SystemInfo.SupportsTextureFormat(TextureFormat.RGHalf) ? TextureFormat.RGHalf : TextureFormat.RGB24, false, true);
  1510. noiseTex.filterMode = FilterMode.Point;
  1511. noiseTex.wrapMode = TextureWrapMode.Repeat;
  1512. int z = 0;
  1513. for (int x = 0; x < 4; ++x)
  1514. {
  1515. for (int y = 0; y < 4; ++y)
  1516. {
  1517. float r1 = generalSettings.noiseType != NoiseType.Dither ? 0.25f * (0.0625f * ((x + y & 3) << 2) + (x & 3)) : MersenneTwister.Numbers[z++];
  1518. float r2 = generalSettings.noiseType != NoiseType.Dither ? 0.25f * ((y - x) & 3) : MersenneTwister.Numbers[z++];
  1519. Color color = new Color(r1, r2, 0);
  1520. noiseTex.SetPixel(x, y, color);
  1521. }
  1522. }
  1523. noiseTex.Apply();
  1524. for (int i = 0, j = 0; i < s_jitter.Length; ++i)
  1525. {
  1526. float r1 = MersenneTwister.Numbers[j++];
  1527. float r2 = MersenneTwister.Numbers[j++];
  1528. s_jitter[i] = new Vector2(r1, r2);
  1529. }
  1530. }
  1531. }
  1532. }