Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/MotionBlur.cs

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2023-03-28 13:24:16 -04:00
using System;
namespace UnityEngine.Rendering.PostProcessing
{
/// <summary>
/// This class holds settings for the Motion Blur effect.
/// </summary>
[Serializable]
[PostProcess(typeof(MotionBlurRenderer), "Unity/Motion Blur", false)]
public sealed class MotionBlur : PostProcessEffectSettings
{
/// <summary>
/// The angle of the rotary shutter. Larger values give longer exposure therefore a stronger
/// blur effect.
/// </summary>
[Range(0f, 360f), Tooltip("The angle of rotary shutter. Larger values give longer exposure.")]
public FloatParameter shutterAngle = new FloatParameter { value = 270f };
/// <summary>
/// The amount of sample points, which affects quality and performances.
/// </summary>
[Range(4, 32), Tooltip("The amount of sample points. This affects quality and performance.")]
public IntParameter sampleCount = new IntParameter { value = 10 };
/// <summary>
/// Returns <c>true</c> if the effect is currently enabled and supported.
/// </summary>
/// <param name="context">The current post-processing render context</param>
/// <returns><c>true</c> if the effect is currently enabled and supported</returns>
public override bool IsEnabledAndSupported(PostProcessRenderContext context)
{
return enabled.value
&& shutterAngle.value > 0f
#if UNITY_EDITOR
// Don't render motion blur preview when the editor is not playing as it can in some
// cases results in ugly artifacts (i.e. when resizing the game view).
&& Application.isPlaying
#endif
&& SystemInfo.supportsMotionVectors
&& RenderTextureFormat.RGHalf.IsSupported()
&& !context.stereoActive;
}
}
[UnityEngine.Scripting.Preserve]
internal sealed class MotionBlurRenderer : PostProcessEffectRenderer<MotionBlur>
{
enum Pass
{
VelocitySetup,
TileMax1,
TileMax2,
TileMaxV,
NeighborMax,
Reconstruction
}
public override DepthTextureMode GetCameraFlags()
{
return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
}
private void CreateTemporaryRT(PostProcessRenderContext context, int nameID, int width, int height, RenderTextureFormat RTFormat)
{
var cmd = context.command;
var rtDesc = context.GetDescriptor(0, RTFormat, RenderTextureReadWrite.Linear);
rtDesc.width = width;
rtDesc.height = height;
#if UNITY_2019_1_OR_NEWER
cmd.GetTemporaryRT(nameID, rtDesc, FilterMode.Point);
#elif UNITY_2017_3_OR_NEWER
cmd.GetTemporaryRT(nameID, rtDesc.width, rtDesc.height, rtDesc.depthBufferBits, FilterMode.Point, rtDesc.colorFormat, RenderTextureReadWrite.Linear, rtDesc.msaaSamples, rtDesc.enableRandomWrite, rtDesc.memoryless, context.camera.allowDynamicResolution);
#else
cmd.GetTemporaryRT(nameID, rtDesc.width, rtDesc.height, rtDesc.depthBufferBits, FilterMode.Point, rtDesc.colorFormat, RenderTextureReadWrite.Linear, rtDesc.msaaSamples, rtDesc.enableRandomWrite, rtDesc.memoryless);
#endif
}
public override void Render(PostProcessRenderContext context)
{
var cmd = context.command;
if (m_ResetHistory)
{
cmd.BlitFullscreenTriangle(context.source, context.destination);
m_ResetHistory = false;
return;
}
const float kMaxBlurRadius = 5f;
var vectorRTFormat = RenderTextureFormat.RGHalf;
var packedRTFormat = RenderTextureFormat.ARGB2101010.IsSupported()
? RenderTextureFormat.ARGB2101010
: RenderTextureFormat.ARGB32;
var sheet = context.propertySheets.Get(context.resources.shaders.motionBlur);
cmd.BeginSample("MotionBlur");
// Calculate the maximum blur radius in pixels.
int maxBlurPixels = (int)(kMaxBlurRadius * context.height / 100);
// Calculate the TileMax size.
// It should be a multiple of 8 and larger than maxBlur.
int tileSize = ((maxBlurPixels - 1) / 8 + 1) * 8;
// Pass 1 - Velocity/depth packing
var velocityScale = settings.shutterAngle / 360f;
sheet.properties.SetFloat(ShaderIDs.VelocityScale, velocityScale);
sheet.properties.SetFloat(ShaderIDs.MaxBlurRadius, maxBlurPixels);
sheet.properties.SetFloat(ShaderIDs.RcpMaxBlurRadius, 1f / maxBlurPixels);
int vbuffer = ShaderIDs.VelocityTex;
CreateTemporaryRT(context, vbuffer, context.width, context.height, packedRTFormat);
cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, vbuffer, sheet, (int)Pass.VelocitySetup);
// Pass 2 - First TileMax filter (1/2 downsize)
int tile2 = ShaderIDs.Tile2RT;
CreateTemporaryRT(context, tile2, context.width / 2, context.height / 2, vectorRTFormat);
cmd.BlitFullscreenTriangle(vbuffer, tile2, sheet, (int)Pass.TileMax1);
// Pass 3 - Second TileMax filter (1/2 downsize)
int tile4 = ShaderIDs.Tile4RT;
CreateTemporaryRT(context, tile4, context.width / 4, context.height / 4, vectorRTFormat);
cmd.BlitFullscreenTriangle(tile2, tile4, sheet, (int)Pass.TileMax2);
cmd.ReleaseTemporaryRT(tile2);
// Pass 4 - Third TileMax filter (1/2 downsize)
int tile8 = ShaderIDs.Tile8RT;
CreateTemporaryRT(context, tile8, context.width / 8, context.height / 8, vectorRTFormat);
cmd.BlitFullscreenTriangle(tile4, tile8, sheet, (int)Pass.TileMax2);
cmd.ReleaseTemporaryRT(tile4);
// Pass 5 - Fourth TileMax filter (reduce to tileSize)
var tileMaxOffs = Vector2.one * (tileSize / 8f - 1f) * -0.5f;
sheet.properties.SetVector(ShaderIDs.TileMaxOffs, tileMaxOffs);
sheet.properties.SetFloat(ShaderIDs.TileMaxLoop, (int)(tileSize / 8f));
int tile = ShaderIDs.TileVRT;
CreateTemporaryRT(context, tile, context.width / tileSize, context.height / tileSize, vectorRTFormat);
cmd.BlitFullscreenTriangle(tile8, tile, sheet, (int)Pass.TileMaxV);
cmd.ReleaseTemporaryRT(tile8);
// Pass 6 - NeighborMax filter
int neighborMax = ShaderIDs.NeighborMaxTex;
CreateTemporaryRT(context, neighborMax, context.width / tileSize, context.height / tileSize, vectorRTFormat);
cmd.BlitFullscreenTriangle(tile, neighborMax, sheet, (int)Pass.NeighborMax);
cmd.ReleaseTemporaryRT(tile);
// Pass 7 - Reconstruction pass
sheet.properties.SetFloat(ShaderIDs.LoopCount, Mathf.Clamp(settings.sampleCount / 2, 1, 64));
cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)Pass.Reconstruction);
cmd.ReleaseTemporaryRT(vbuffer);
cmd.ReleaseTemporaryRT(neighborMax);
cmd.EndSample("MotionBlur");
}
}
}