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