HeavenStudioPlus/Assets/X-PostProcessing/Effects/DualGaussianBlur/DualGaussianBlur.cs

167 lines
6.5 KiB
C#

//----------------------------------------------------------------------------------------------------------
// 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<DualGaussianBlur>
{
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);
}
}
}