84 lines
3.4 KiB
C#
84 lines
3.4 KiB
C#
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using System;
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// This class holds settings for the Subpixel Morphological Anti-aliasing (SMAA) effect.
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/// </summary>
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[UnityEngine.Scripting.Preserve]
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[Serializable]
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public sealed class SubpixelMorphologicalAntialiasing
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{
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enum Pass
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{
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EdgeDetection = 0,
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BlendWeights = 3,
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NeighborhoodBlending = 6
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}
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/// <summary>
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/// Quality presets.
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/// </summary>
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public enum Quality
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{
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/// <summary>
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/// Low quality.
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/// </summary>
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Low = 0,
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/// <summary>
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/// Medium quality.
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/// </summary>
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Medium = 1,
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/// <summary>
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/// High quality.
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/// </summary>
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High = 2
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}
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/// <summary>
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/// The quality preset to use for the anti-aliasing filter.
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/// </summary>
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[Tooltip("Lower quality is faster at the expense of visual quality (Low = ~60%, Medium = ~80%).")]
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public Quality quality = Quality.High;
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/// <summary>
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/// Checks if the effect is supported on the target platform.
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/// </summary>
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/// <returns><c>true</c> if the anti-aliasing filter is supported, <c>false</c> otherwise</returns>
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public bool IsSupported()
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{
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return !RuntimeUtilities.isSinglePassStereoEnabled;
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}
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internal void Render(PostProcessRenderContext context)
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{
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var sheet = context.propertySheets.Get(context.resources.shaders.subpixelMorphologicalAntialiasing);
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sheet.properties.SetTexture("_AreaTex", context.resources.smaaLuts.area);
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sheet.properties.SetTexture("_SearchTex", context.resources.smaaLuts.search);
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var cmd = context.command;
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cmd.BeginSample("SubpixelMorphologicalAntialiasing");
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#if UNITY_2017_3_OR_NEWER
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cmd.GetTemporaryRT(ShaderIDs.SMAA_Flip, context.width, context.height, 0, FilterMode.Bilinear, context.sourceFormat, RenderTextureReadWrite.Linear, 1, false, RenderTextureMemoryless.None, context.camera.allowDynamicResolution);
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cmd.GetTemporaryRT(ShaderIDs.SMAA_Flop, context.width, context.height, 0, FilterMode.Bilinear, context.sourceFormat, RenderTextureReadWrite.Linear, 1, false, RenderTextureMemoryless.None, context.camera.allowDynamicResolution);
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#else
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cmd.GetTemporaryRT(ShaderIDs.SMAA_Flip, context.width, context.height, 0, FilterMode.Bilinear, context.sourceFormat, RenderTextureReadWrite.Linear, 1, false);
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cmd.GetTemporaryRT(ShaderIDs.SMAA_Flop, context.width, context.height, 0, FilterMode.Bilinear, context.sourceFormat, RenderTextureReadWrite.Linear, 1, false);
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#endif
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cmd.BlitFullscreenTriangle(context.source, ShaderIDs.SMAA_Flip, sheet, (int)Pass.EdgeDetection + (int)quality, true);
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cmd.BlitFullscreenTriangle(ShaderIDs.SMAA_Flip, ShaderIDs.SMAA_Flop, sheet, (int)Pass.BlendWeights + (int)quality);
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cmd.SetGlobalTexture("_BlendTex", ShaderIDs.SMAA_Flop);
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cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)Pass.NeighborhoodBlending);
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cmd.ReleaseTemporaryRT(ShaderIDs.SMAA_Flip);
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cmd.ReleaseTemporaryRT(ShaderIDs.SMAA_Flop);
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cmd.EndSample("SubpixelMorphologicalAntialiasing");
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}
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}
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}
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