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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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133 lines
4.6 KiB
C#
133 lines
4.6 KiB
C#
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//----------------------------------------------------------------------------------------------------------
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// X-PostProcessing Library
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// https://github.com/QianMo/X-PostProcessing-Library
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// Copyright (C) 2020 QianMo. All rights reserved.
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// Licensed under the MIT License
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// You may not use this file except in compliance with the License.You may obtain a copy of the License at
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// http://opensource.org/licenses/MIT
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//----------------------------------------------------------------------------------------------------------
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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namespace XPostProcessing
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{
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[Serializable]
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[PostProcess(typeof(DualTentBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/DualTentBlur")]
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public class DualTentBlur : PostProcessEffectSettings
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{
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[Range(0.0f, 15.0f)]
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public FloatParameter BlurRadius = new FloatParameter { value = 5.0f };
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[Range(1.0f, 8.0f)]
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public IntParameter Iteration = new IntParameter { value = 4 };
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[Range(1, 10)]
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public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
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}
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public sealed class DualTentBlurRenderer : PostProcessEffectRenderer<DualTentBlur>
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{
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private const string PROFILER_TAG = "X-DualTentBlur";
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private Shader shader;
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// [down,up]
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Level[] m_Pyramid;
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const int k_MaxPyramidSize = 16;
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public override void Init()
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{
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shader = Shader.Find("Hidden/X-PostProcessing/DualTentBlur");
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m_Pyramid = new Level[k_MaxPyramidSize];
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for (int i = 0; i < k_MaxPyramidSize; i++)
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{
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m_Pyramid[i] = new Level
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{
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down = Shader.PropertyToID("_BlurMipDown" + i),
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up = Shader.PropertyToID("_BlurMipUp" + i)
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};
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}
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}
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public override void Release()
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{
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base.Release();
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}
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static class ShaderIDs
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{
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internal static readonly int BlurOffset = Shader.PropertyToID("_BlurOffset");
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internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
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internal static readonly int BufferRT2 = Shader.PropertyToID("_BufferRT2");
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}
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struct Level
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{
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internal int down;
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internal int up;
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}
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public override void Render(PostProcessRenderContext context)
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{
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CommandBuffer cmd = context.command;
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PropertySheet sheet = context.propertySheets.Get(shader);
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cmd.BeginSample(PROFILER_TAG);
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int tw = (int)(context.screenWidth / settings.RTDownScaling);
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int th = (int)(context.screenHeight / settings.RTDownScaling);
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Vector4 BlurOffset = new Vector4(settings.BlurRadius / (float)context.screenWidth, settings.BlurRadius / (float)context.screenHeight, 0, 0);
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sheet.properties.SetVector(ShaderIDs.BlurOffset, BlurOffset);
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// Downsample
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RenderTargetIdentifier lastDown = context.source;
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for (int i = 0; i < settings.Iteration; i++)
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{
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int mipDown = m_Pyramid[i].down;
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int mipUp = m_Pyramid[i].up;
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context.GetScreenSpaceTemporaryRT(cmd, mipDown, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw, th);
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context.GetScreenSpaceTemporaryRT(cmd, mipUp, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw, th);
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cmd.BlitFullscreenTriangle(lastDown, mipDown, sheet, 0);
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lastDown = mipDown;
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tw = Mathf.Max(tw / 2, 1);
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th = Mathf.Max(th / 2, 1);
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}
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// Upsample
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int lastUp = m_Pyramid[settings.Iteration - 1].down;
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for (int i = settings.Iteration - 2; i >= 0; i--)
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{
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int mipUp = m_Pyramid[i].up;
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cmd.BlitFullscreenTriangle(lastUp, mipUp, sheet, 0);
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lastUp = mipUp;
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}
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// Render blurred texture in blend pass
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cmd.BlitFullscreenTriangle(lastUp, context.destination, sheet, 1);
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// Cleanup
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for (int i = 0; i < settings.Iteration; i++)
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{
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if (m_Pyramid[i].down != lastUp)
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cmd.ReleaseTemporaryRT(m_Pyramid[i].down);
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if (m_Pyramid[i].up != lastUp)
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cmd.ReleaseTemporaryRT(m_Pyramid[i].up);
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}
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cmd.EndSample(PROFILER_TAG);
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}
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}
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}
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