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

138 lines
4.5 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(DualKawaseBlurRenderer), PostProcessEvent.AfterStack, "X-PostProcessing/Blur/DualKawaseBlur")]
public class DualKawaseBlur : PostProcessEffectSettings
{
[Range(0.0f, 15.0f)]
public FloatParameter BlurRadius = new FloatParameter { value = 5.0f };
[Range(1.0f, 10.0f)]
public IntParameter Iteration = new IntParameter { value = 4 };
[Range(1, 10)]
public FloatParameter RTDownScaling = new FloatParameter { value = 2 };
}
public sealed class DualKawaseBlurRenderer : PostProcessEffectRenderer<DualKawaseBlur>
{
private const string PROFILER_TAG = "X-DualKawaseBlur";
private Shader shader;
// [down,up]
Level[] m_Pyramid;
const int k_MaxPyramidSize = 16;
public override void Init()
{
shader = Shader.Find("Hidden/X-PostProcessing/DualKawaseBlur");
m_Pyramid = new Level[k_MaxPyramidSize];
for (int i = 0; i < k_MaxPyramidSize; i++)
{
m_Pyramid[i] = new Level
{
down = Shader.PropertyToID("_BlurMipDown" + i),
up = Shader.PropertyToID("_BlurMipUp" + i)
};
}
}
public override void Release()
{
base.Release();
}
static class ShaderIDs
{
internal static readonly int BlurOffset = Shader.PropertyToID("_Offset");
internal static readonly int BufferRT1 = Shader.PropertyToID("_BufferRT1");
internal static readonly int BufferRT2 = Shader.PropertyToID("_BufferRT2");
}
struct Level
{
internal int down;
internal int up;
}
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);
sheet.properties.SetFloat(ShaderIDs.BlurOffset, settings.BlurRadius);
// Downsample
RenderTargetIdentifier lastDown = context.source;
for (int i = 0; i < settings.Iteration; i++)
{
int mipDown = m_Pyramid[i].down;
int mipUp = m_Pyramid[i].up;
context.GetScreenSpaceTemporaryRT(cmd, mipDown, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw, th);
context.GetScreenSpaceTemporaryRT(cmd, mipUp, 0, context.sourceFormat, RenderTextureReadWrite.Default, FilterMode.Bilinear, tw, th);
cmd.BlitFullscreenTriangle(lastDown, mipDown, sheet, 0);
lastDown = mipDown;
tw = Mathf.Max(tw / 2, 1);
th = Mathf.Max(th / 2, 1);
}
// Upsample
int lastUp = m_Pyramid[settings.Iteration - 1].down;
for (int i = settings.Iteration - 2; i >= 0; i--)
{
int mipUp = m_Pyramid[i].up;
cmd.BlitFullscreenTriangle(lastUp, mipUp, sheet, 1);
lastUp = mipUp;
}
// 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 != lastUp)
cmd.ReleaseTemporaryRT(m_Pyramid[i].down);
if (m_Pyramid[i].up != lastUp)
cmd.ReleaseTemporaryRT(m_Pyramid[i].up);
}
cmd.EndSample(PROFILER_TAG);
}
}
}