Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/Passes/PostProcessPass.cs

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2023-03-28 13:24:16 -04:00
using System.Runtime.CompilerServices;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
// TODO: xmldoc
public interface IPostProcessComponent
{
bool IsActive();
bool IsTileCompatible();
}
}
namespace UnityEngine.Rendering.Universal.Internal
{
// TODO: TAA
// TODO: Motion blur
/// <summary>
/// Renders the post-processing effect stack.
/// </summary>
public class PostProcessPass : ScriptableRenderPass
{
RenderTextureDescriptor m_Descriptor;
RenderTargetIdentifier m_Source;
RenderTargetHandle m_Destination;
RenderTargetHandle m_Depth;
RenderTargetHandle m_InternalLut;
const string k_RenderPostProcessingTag = "Render PostProcessing Effects";
const string k_RenderFinalPostProcessingTag = "Render Final PostProcessing Pass";
private static readonly ProfilingSampler m_ProfilingRenderPostProcessing = new ProfilingSampler(k_RenderPostProcessingTag);
private static readonly ProfilingSampler m_ProfilingRenderFinalPostProcessing = new ProfilingSampler(k_RenderFinalPostProcessingTag);
MaterialLibrary m_Materials;
PostProcessData m_Data;
// Builtin effects settings
DepthOfField m_DepthOfField;
MotionBlur m_MotionBlur;
PaniniProjection m_PaniniProjection;
Bloom m_Bloom;
LensDistortion m_LensDistortion;
ChromaticAberration m_ChromaticAberration;
Vignette m_Vignette;
ColorLookup m_ColorLookup;
ColorAdjustments m_ColorAdjustments;
Tonemapping m_Tonemapping;
FilmGrain m_FilmGrain;
// Misc
const int k_MaxPyramidSize = 16;
readonly GraphicsFormat m_DefaultHDRFormat;
bool m_UseRGBM;
readonly GraphicsFormat m_SMAAEdgeFormat;
readonly GraphicsFormat m_GaussianCoCFormat;
bool m_ResetHistory;
int m_DitheringTextureIndex;
RenderTargetIdentifier[] m_MRT2;
Vector4[] m_BokehKernel;
int m_BokehHash;
// Needed if the device changes its render target width/height (ex, Mobile platform allows change of orientation)
float m_BokehMaxRadius;
float m_BokehRCPAspect;
// True when this is the very last pass in the pipeline
bool m_IsFinalPass;
// If there's a final post process pass after this pass.
// If yes, Film Grain and Dithering are setup in the final pass, otherwise they are setup in this pass.
bool m_HasFinalPass;
// Some Android devices do not support sRGB backbuffer
// We need to do the conversion manually on those
bool m_EnableSRGBConversionIfNeeded;
// Option to use procedural draw instead of cmd.blit
bool m_UseDrawProcedural;
// Use Fast conversions between SRGB and Linear
bool m_UseFastSRGBLinearConversion;
// Blit to screen or color frontbuffer at the end
bool m_ResolveToScreen;
// Renderer is using swapbuffer system
bool m_UseSwapBuffer;
Material m_BlitMaterial;
public PostProcessPass(RenderPassEvent evt, PostProcessData data, Material blitMaterial)
{
base.profilingSampler = new ProfilingSampler(nameof(PostProcessPass));
renderPassEvent = evt;
m_Data = data;
m_Materials = new MaterialLibrary(data);
m_BlitMaterial = blitMaterial;
// Texture format pre-lookup
if (SystemInfo.IsFormatSupported(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.Linear | FormatUsage.Render))
{
m_DefaultHDRFormat = GraphicsFormat.B10G11R11_UFloatPack32;
m_UseRGBM = false;
}
else
{
m_DefaultHDRFormat = QualitySettings.activeColorSpace == ColorSpace.Linear
? GraphicsFormat.R8G8B8A8_SRGB
: GraphicsFormat.R8G8B8A8_UNorm;
m_UseRGBM = true;
}
// Only two components are needed for edge render texture, but on some vendors four components may be faster.
if (SystemInfo.IsFormatSupported(GraphicsFormat.R8G8_UNorm, FormatUsage.Render) && SystemInfo.graphicsDeviceVendor.ToLowerInvariant().Contains("arm"))
m_SMAAEdgeFormat = GraphicsFormat.R8G8_UNorm;
else
m_SMAAEdgeFormat = GraphicsFormat.R8G8B8A8_UNorm;
if (SystemInfo.IsFormatSupported(GraphicsFormat.R16_UNorm, FormatUsage.Linear | FormatUsage.Render))
m_GaussianCoCFormat = GraphicsFormat.R16_UNorm;
else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, FormatUsage.Linear | FormatUsage.Render))
m_GaussianCoCFormat = GraphicsFormat.R16_SFloat;
else // Expect CoC banding
m_GaussianCoCFormat = GraphicsFormat.R8_UNorm;
// Bloom pyramid shader ids - can't use a simple stackalloc in the bloom function as we
// unfortunately need to allocate strings
ShaderConstants._BloomMipUp = new int[k_MaxPyramidSize];
ShaderConstants._BloomMipDown = new int[k_MaxPyramidSize];
for (int i = 0; i < k_MaxPyramidSize; i++)
{
ShaderConstants._BloomMipUp[i] = Shader.PropertyToID("_BloomMipUp" + i);
ShaderConstants._BloomMipDown[i] = Shader.PropertyToID("_BloomMipDown" + i);
}
m_MRT2 = new RenderTargetIdentifier[2];
m_ResetHistory = true;
base.useNativeRenderPass = false;
}
public void Cleanup() => m_Materials.Cleanup();
public void Setup(in RenderTextureDescriptor baseDescriptor, in RenderTargetHandle source, bool resolveToScreen, in RenderTargetHandle depth, in RenderTargetHandle internalLut, bool hasFinalPass, bool enableSRGBConversion)
{
m_Descriptor = baseDescriptor;
m_Descriptor.useMipMap = false;
m_Descriptor.autoGenerateMips = false;
m_Source = source.id;
m_Depth = depth;
m_InternalLut = internalLut;
m_IsFinalPass = false;
m_HasFinalPass = hasFinalPass;
m_EnableSRGBConversionIfNeeded = enableSRGBConversion;
m_ResolveToScreen = resolveToScreen;
m_Destination = RenderTargetHandle.CameraTarget;
m_UseSwapBuffer = true;
}
public void Setup(in RenderTextureDescriptor baseDescriptor, in RenderTargetHandle source, RenderTargetHandle destination, in RenderTargetHandle depth, in RenderTargetHandle internalLut, bool hasFinalPass, bool enableSRGBConversion)
{
m_Descriptor = baseDescriptor;
m_Descriptor.useMipMap = false;
m_Descriptor.autoGenerateMips = false;
m_Source = source.id;
m_Destination = destination;
m_Depth = depth;
m_InternalLut = internalLut;
m_IsFinalPass = false;
m_HasFinalPass = hasFinalPass;
m_EnableSRGBConversionIfNeeded = enableSRGBConversion;
m_UseSwapBuffer = false;
}
public void SetupFinalPass(in RenderTargetHandle source, bool useSwapBuffer = false)
{
m_Source = source.id;
m_Destination = RenderTargetHandle.CameraTarget;
m_IsFinalPass = true;
m_HasFinalPass = false;
m_EnableSRGBConversionIfNeeded = true;
m_UseSwapBuffer = useSwapBuffer;
}
/// <inheritdoc/>
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
overrideCameraTarget = true;
if (m_Destination == RenderTargetHandle.CameraTarget)
return;
// If RenderTargetHandle already has a valid internal render target identifier, we shouldn't request a temp
if (m_Destination.HasInternalRenderTargetId())
return;
var desc = GetCompatibleDescriptor();
desc.depthBufferBits = 0;
cmd.GetTemporaryRT(m_Destination.id, desc, FilterMode.Point);
}
/// <inheritdoc/>
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (m_Destination == RenderTargetHandle.CameraTarget)
return;
// Logic here matches the if check in OnCameraSetup
if (m_Destination.HasInternalRenderTargetId())
return;
cmd.ReleaseTemporaryRT(m_Destination.id);
}
public void ResetHistory()
{
m_ResetHistory = true;
}
public bool CanRunOnTile()
{
// Check builtin & user effects here
return false;
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
// Start by pre-fetching all builtin effect settings we need
// Some of the color-grading settings are only used in the color grading lut pass
var stack = VolumeManager.instance.stack;
m_DepthOfField = stack.GetComponent<DepthOfField>();
m_MotionBlur = stack.GetComponent<MotionBlur>();
m_PaniniProjection = stack.GetComponent<PaniniProjection>();
m_Bloom = stack.GetComponent<Bloom>();
m_LensDistortion = stack.GetComponent<LensDistortion>();
m_ChromaticAberration = stack.GetComponent<ChromaticAberration>();
m_Vignette = stack.GetComponent<Vignette>();
m_ColorLookup = stack.GetComponent<ColorLookup>();
m_ColorAdjustments = stack.GetComponent<ColorAdjustments>();
m_Tonemapping = stack.GetComponent<Tonemapping>();
m_FilmGrain = stack.GetComponent<FilmGrain>();
m_UseDrawProcedural = renderingData.cameraData.xr.enabled;
m_UseFastSRGBLinearConversion = renderingData.postProcessingData.useFastSRGBLinearConversion;
if (m_IsFinalPass)
{
var cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingRenderFinalPostProcessing))
{
RenderFinalPass(cmd, ref renderingData);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
else if (CanRunOnTile())
{
// TODO: Add a fast render path if only on-tile compatible effects are used and we're actually running on a platform that supports it
// Note: we can still work on-tile if FXAA is enabled, it'd be part of the final pass
}
else
{
// Regular render path (not on-tile) - we do everything in a single command buffer as it
// makes it easier to manage temporary targets' lifetime
var cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingRenderPostProcessing))
{
Render(cmd, ref renderingData);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
m_ResetHistory = false;
}
RenderTextureDescriptor GetCompatibleDescriptor()
=> GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_Descriptor.graphicsFormat);
RenderTextureDescriptor GetCompatibleDescriptor(int width, int height, GraphicsFormat format, int depthBufferBits = 0)
{
var desc = m_Descriptor;
desc.depthBufferBits = depthBufferBits;
desc.msaaSamples = 1;
desc.width = width;
desc.height = height;
desc.graphicsFormat = format;
return desc;
}
bool RequireSRGBConversionBlitToBackBuffer(CameraData cameraData)
{
return cameraData.requireSrgbConversion && m_EnableSRGBConversionIfNeeded;
}
private new void Blit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, source);
if (m_UseDrawProcedural)
{
Vector4 scaleBias = new Vector4(1, 1, 0, 0);
cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
cmd.SetRenderTarget(new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1),
RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
cmd.DrawProcedural(Matrix4x4.identity, material, passIndex, MeshTopology.Quads, 4, 1, null);
}
else
{
cmd.Blit(source, destination, material, passIndex);
}
}
private void DrawFullscreenMesh(CommandBuffer cmd, Material material, int passIndex)
{
if (m_UseDrawProcedural)
{
Vector4 scaleBias = new Vector4(1, 1, 0, 0);
cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
cmd.DrawProcedural(Matrix4x4.identity, material, passIndex, MeshTopology.Quads, 4, 1, null);
}
else
{
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
}
void Render(CommandBuffer cmd, ref RenderingData renderingData)
{
ref CameraData cameraData = ref renderingData.cameraData;
ref ScriptableRenderer renderer = ref cameraData.renderer;
bool isSceneViewCamera = cameraData.isSceneViewCamera;
//Check amount of swaps we have to do
//We blit back and forth without msaa untill the last blit.
bool useStopNan = cameraData.isStopNaNEnabled && m_Materials.stopNaN != null;
bool useSubPixeMorpAA = cameraData.antialiasing == AntialiasingMode.SubpixelMorphologicalAntiAliasing && SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
var dofMaterial = m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian ? m_Materials.gaussianDepthOfField : m_Materials.bokehDepthOfField;
bool useDepthOfField = m_DepthOfField.IsActive() && !isSceneViewCamera && dofMaterial != null;
bool useLensFlare = !LensFlareCommonSRP.Instance.IsEmpty();
bool useMotionBlur = m_MotionBlur.IsActive() && !isSceneViewCamera;
bool usePaniniProjection = m_PaniniProjection.IsActive() && !isSceneViewCamera;
int amountOfPassesRemaining = (useStopNan ? 1 : 0) + (useSubPixeMorpAA ? 1 : 0) + (useDepthOfField ? 1 : 0) + (useLensFlare ? 1 : 0) + (useMotionBlur ? 1 : 0) + (usePaniniProjection ? 1 : 0);
if (m_UseSwapBuffer && amountOfPassesRemaining > 0)
{
renderer.EnableSwapBufferMSAA(false);
}
// Don't use these directly unless you have a good reason to, use GetSource() and
// GetDestination() instead
bool tempTargetUsed = false;
bool tempTarget2Used = false;
RenderTargetIdentifier source = m_UseSwapBuffer ? renderer.cameraColorTarget : m_Source;
RenderTargetIdentifier destination = m_UseSwapBuffer ? renderer.GetCameraColorFrontBuffer(cmd) : -1;
RenderTargetIdentifier GetSource() => source;
RenderTargetIdentifier GetDestination()
{
if (m_UseSwapBuffer)
return destination;
else
{
if (destination == -1)
{
cmd.GetTemporaryRT(ShaderConstants._TempTarget, GetCompatibleDescriptor(), FilterMode.Bilinear);
destination = ShaderConstants._TempTarget;
tempTargetUsed = true;
}
else if (destination == m_Source && m_Descriptor.msaaSamples > 1)
{
// Avoid using m_Source.id as new destination, it may come with a depth buffer that we don't want, may have MSAA that we don't want etc
cmd.GetTemporaryRT(ShaderConstants._TempTarget2, GetCompatibleDescriptor(), FilterMode.Bilinear);
destination = ShaderConstants._TempTarget2;
tempTarget2Used = true;
}
return destination;
}
}
void Swap(ref ScriptableRenderer r)
{
--amountOfPassesRemaining;
if (m_UseSwapBuffer)
{
//we want the last blit to be to MSAA
if (amountOfPassesRemaining == 0 && !m_HasFinalPass)
{
r.EnableSwapBufferMSAA(true);
}
r.SwapColorBuffer(cmd);
source = r.cameraColorTarget;
destination = r.GetCameraColorFrontBuffer(cmd);
}
else
{
CoreUtils.Swap(ref source, ref destination);
}
}
// Setup projection matrix for cmd.DrawMesh()
cmd.SetGlobalMatrix(ShaderConstants._FullscreenProjMat, GL.GetGPUProjectionMatrix(Matrix4x4.identity, true));
// Optional NaN killer before post-processing kicks in
// stopNaN may be null on Adreno 3xx. It doesn't support full shader level 3.5, but SystemInfo.graphicsShaderLevel is 35.
if (useStopNan)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.StopNaNs)))
{
RenderingUtils.Blit(
cmd, GetSource(), GetDestination(), m_Materials.stopNaN, 0, m_UseDrawProcedural,
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
Swap(ref renderer);
}
}
// Anti-aliasing
if (useSubPixeMorpAA)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.SMAA)))
{
DoSubpixelMorphologicalAntialiasing(ref cameraData, cmd, GetSource(), GetDestination());
Swap(ref renderer);
}
}
// Depth of Field
// Adreno 3xx SystemInfo.graphicsShaderLevel is 35, but instancing support is disabled due to buggy drivers.
// DOF shader uses #pragma target 3.5 which adds requirement for instancing support, thus marking the shader unsupported on those devices.
if (useDepthOfField)
{
var markerName = m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian
? URPProfileId.GaussianDepthOfField
: URPProfileId.BokehDepthOfField;
using (new ProfilingScope(cmd, ProfilingSampler.Get(markerName)))
{
DoDepthOfField(cameraData.camera, cmd, GetSource(), GetDestination(), cameraData.pixelRect);
Swap(ref renderer);
}
}
// Motion blur
if (useMotionBlur)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MotionBlur)))
{
DoMotionBlur(cameraData, cmd, GetSource(), GetDestination());
Swap(ref renderer);
}
}
// Panini projection is done as a fullscreen pass after all depth-based effects are done
// and before bloom kicks in
if (usePaniniProjection)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.PaniniProjection)))
{
DoPaniniProjection(cameraData.camera, cmd, GetSource(), GetDestination());
Swap(ref renderer);
}
}
// Lens Flare
if (useLensFlare)
{
bool usePanini;
float paniniDistance;
float paniniCropToFit;
if (m_PaniniProjection.IsActive())
{
usePanini = true;
paniniDistance = m_PaniniProjection.distance.value;
paniniCropToFit = m_PaniniProjection.cropToFit.value;
}
else
{
usePanini = false;
paniniDistance = 1.0f;
paniniCropToFit = 1.0f;
}
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.LensFlareDataDriven)))
{
DoLensFlareDatadriven(cameraData.camera, cmd, GetSource(), usePanini, paniniDistance, paniniCropToFit);
}
}
// Combined post-processing stack
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.UberPostProcess)))
{
// Reset uber keywords
m_Materials.uber.shaderKeywords = null;
// Bloom goes first
bool bloomActive = m_Bloom.IsActive();
if (bloomActive)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.Bloom)))
SetupBloom(cmd, GetSource(), m_Materials.uber);
}
// Setup other effects constants
SetupLensDistortion(m_Materials.uber, isSceneViewCamera);
SetupChromaticAberration(m_Materials.uber);
SetupVignette(m_Materials.uber);
SetupColorGrading(cmd, ref renderingData, m_Materials.uber);
// Only apply dithering & grain if there isn't a final pass.
SetupGrain(cameraData, m_Materials.uber);
SetupDithering(cameraData, m_Materials.uber);
if (RequireSRGBConversionBlitToBackBuffer(cameraData))
m_Materials.uber.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion);
if (m_UseFastSRGBLinearConversion)
{
m_Materials.uber.EnableKeyword(ShaderKeywordStrings.UseFastSRGBLinearConversion);
}
GetActiveDebugHandler(renderingData)?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, ref cameraData, !m_HasFinalPass);
// Done with Uber, blit it
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, GetSource());
var colorLoadAction = RenderBufferLoadAction.DontCare;
if (m_Destination == RenderTargetHandle.CameraTarget && !cameraData.isDefaultViewport)
colorLoadAction = RenderBufferLoadAction.Load;
RenderTargetIdentifier targetDestination = m_UseSwapBuffer ? destination : m_Destination.id;
// Note: We rendering to "camera target" we need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack.
// Overlay cameras need to output to the target described in the base camera while doing camera stack.
RenderTargetHandle cameraTargetHandle = RenderTargetHandle.GetCameraTarget(cameraData.xr);
RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null && !cameraData.xr.enabled) ? new RenderTargetIdentifier(cameraData.targetTexture) : cameraTargetHandle.Identifier();
// With camera stacking we not always resolve post to final screen as we might run post-processing in the middle of the stack.
if (m_UseSwapBuffer)
{
cameraTarget = (m_ResolveToScreen) ? cameraTarget : targetDestination;
}
else
{
cameraTarget = (m_Destination == RenderTargetHandle.CameraTarget) ? cameraTarget : m_Destination.Identifier();
m_ResolveToScreen = cameraData.resolveFinalTarget || (m_Destination == cameraTargetHandle || m_HasFinalPass == true);
}
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled)
{
cmd.SetRenderTarget(new RenderTargetIdentifier(cameraTarget, 0, CubemapFace.Unknown, -1),
colorLoadAction, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
bool isRenderToBackBufferTarget = cameraTarget == cameraData.xr.renderTarget && !cameraData.xr.renderTargetIsRenderTexture;
if (isRenderToBackBufferTarget)
cmd.SetViewport(cameraData.pixelRect);
// We y-flip if
// 1) we are bliting from render texture to back buffer and
// 2) renderTexture starts UV at top
bool yflip = isRenderToBackBufferTarget && SystemInfo.graphicsUVStartsAtTop;
Vector4 scaleBias = yflip ? new Vector4(1, -1, 0, 1) : new Vector4(1, 1, 0, 0);
cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
cmd.DrawProcedural(Matrix4x4.identity, m_Materials.uber, 0, MeshTopology.Quads, 4, 1, null);
//TODO: Implement swapbuffer in 2DRenderer so we can remove this
// For now, when render post - processing in the middle of the camera stack(not resolving to screen)
// we do an extra blit to ping pong results back to color texture. In future we should allow a Swap of the current active color texture
// in the pipeline to avoid this extra blit.
if (!m_ResolveToScreen && !m_UseSwapBuffer)
{
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, cameraTarget);
cmd.SetRenderTarget(new RenderTargetIdentifier(m_Source, 0, CubemapFace.Unknown, -1),
colorLoadAction, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
scaleBias = new Vector4(1, 1, 0, 0);;
cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
cmd.DrawProcedural(Matrix4x4.identity, m_BlitMaterial, 0, MeshTopology.Quads, 4, 1, null);
}
}
else
#endif
{
cmd.SetRenderTarget(cameraTarget, colorLoadAction, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
if ((m_Destination == RenderTargetHandle.CameraTarget && !m_UseSwapBuffer) || (m_ResolveToScreen && m_UseSwapBuffer))
cmd.SetViewport(cameraData.pixelRect);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Materials.uber);
// TODO: Implement swapbuffer in 2DRenderer so we can remove this
// For now, when render post-processing in the middle of the camera stack (not resolving to screen)
// we do an extra blit to ping pong results back to color texture. In future we should allow a Swap of the current active color texture
// in the pipeline to avoid this extra blit.
if (!m_ResolveToScreen && !m_UseSwapBuffer)
{
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, cameraTarget);
cmd.SetRenderTarget(m_Source, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_BlitMaterial);
}
cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix);
}
if (m_UseSwapBuffer && !m_ResolveToScreen)
{
renderer.SwapColorBuffer(cmd);
}
// Cleanup
if (bloomActive)
cmd.ReleaseTemporaryRT(ShaderConstants._BloomMipUp[0]);
if (tempTargetUsed)
cmd.ReleaseTemporaryRT(ShaderConstants._TempTarget);
if (tempTarget2Used)
cmd.ReleaseTemporaryRT(ShaderConstants._TempTarget2);
}
}
private BuiltinRenderTextureType BlitDstDiscardContent(CommandBuffer cmd, RenderTargetIdentifier rt)
{
// We set depth to DontCare because rt might be the source of PostProcessing used as a temporary target
// Source typically comes with a depth buffer and right now we don't have a way to only bind the color attachment of a RenderTargetIdentifier
cmd.SetRenderTarget(new RenderTargetIdentifier(rt, 0, CubemapFace.Unknown, -1),
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
return BuiltinRenderTextureType.CurrentActive;
}
#region Sub-pixel Morphological Anti-aliasing
void DoSubpixelMorphologicalAntialiasing(ref CameraData cameraData, CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination)
{
var camera = cameraData.camera;
var pixelRect = cameraData.pixelRect;
var material = m_Materials.subpixelMorphologicalAntialiasing;
const int kStencilBit = 64;
// Globals
material.SetVector(ShaderConstants._Metrics, new Vector4(1f / m_Descriptor.width, 1f / m_Descriptor.height, m_Descriptor.width, m_Descriptor.height));
material.SetTexture(ShaderConstants._AreaTexture, m_Data.textures.smaaAreaTex);
material.SetTexture(ShaderConstants._SearchTexture, m_Data.textures.smaaSearchTex);
material.SetFloat(ShaderConstants._StencilRef, (float)kStencilBit);
material.SetFloat(ShaderConstants._StencilMask, (float)kStencilBit);
// Quality presets
material.shaderKeywords = null;
switch (cameraData.antialiasingQuality)
{
case AntialiasingQuality.Low:
material.EnableKeyword(ShaderKeywordStrings.SmaaLow);
break;
case AntialiasingQuality.Medium:
material.EnableKeyword(ShaderKeywordStrings.SmaaMedium);
break;
case AntialiasingQuality.High:
material.EnableKeyword(ShaderKeywordStrings.SmaaHigh);
break;
}
// Intermediate targets
RenderTargetIdentifier stencil; // We would only need stencil, no depth. But Unity doesn't support that.
int tempDepthBits;
if (m_Depth == RenderTargetHandle.CameraTarget || m_Descriptor.msaaSamples > 1)
{
// In case m_Depth is CameraTarget it may refer to the backbuffer and we can't use that as an attachment on all platforms
stencil = ShaderConstants._EdgeTexture;
tempDepthBits = 24;
}
else
{
stencil = m_Depth.Identifier();
tempDepthBits = 0;
}
cmd.GetTemporaryRT(ShaderConstants._EdgeTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_SMAAEdgeFormat, tempDepthBits), FilterMode.Bilinear);
cmd.GetTemporaryRT(ShaderConstants._BlendTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8G8B8A8_UNorm), FilterMode.Point);
// Prepare for manual blit
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.SetViewport(pixelRect);
// Pass 1: Edge detection
cmd.SetRenderTarget(new RenderTargetIdentifier(ShaderConstants._EdgeTexture, 0, CubemapFace.Unknown, -1),
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, stencil,
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.ClearRenderTarget(RTClearFlags.ColorStencil, Color.clear, 1.0f, 0);
cmd.SetGlobalTexture(ShaderConstants._ColorTexture, source);
DrawFullscreenMesh(cmd, material, 0);
// Pass 2: Blend weights
cmd.SetRenderTarget(new RenderTargetIdentifier(ShaderConstants._BlendTexture, 0, CubemapFace.Unknown, -1),
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, stencil,
RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetGlobalTexture(ShaderConstants._ColorTexture, ShaderConstants._EdgeTexture);
DrawFullscreenMesh(cmd, material, 1);
// Pass 3: Neighborhood blending
cmd.SetRenderTarget(new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1),
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
cmd.SetGlobalTexture(ShaderConstants._ColorTexture, source);
cmd.SetGlobalTexture(ShaderConstants._BlendTexture, ShaderConstants._BlendTexture);
DrawFullscreenMesh(cmd, material, 2);
// Cleanup
cmd.ReleaseTemporaryRT(ShaderConstants._EdgeTexture);
cmd.ReleaseTemporaryRT(ShaderConstants._BlendTexture);
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
}
#endregion
#region Depth Of Field
// TODO: CoC reprojection once TAA gets in LW
// TODO: Proper LDR/gamma support
void DoDepthOfField(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Rect pixelRect)
{
if (m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian)
DoGaussianDepthOfField(camera, cmd, source, destination, pixelRect);
else if (m_DepthOfField.mode.value == DepthOfFieldMode.Bokeh)
DoBokehDepthOfField(cmd, source, destination, pixelRect);
}
void DoGaussianDepthOfField(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Rect pixelRect)
{
int downSample = 2;
var material = m_Materials.gaussianDepthOfField;
int wh = m_Descriptor.width / downSample;
int hh = m_Descriptor.height / downSample;
float farStart = m_DepthOfField.gaussianStart.value;
float farEnd = Mathf.Max(farStart, m_DepthOfField.gaussianEnd.value);
// Assumes a radius of 1 is 1 at 1080p
// Past a certain radius our gaussian kernel will look very bad so we'll clamp it for
// very high resolutions (4K+).
float maxRadius = m_DepthOfField.gaussianMaxRadius.value * (wh / 1080f);
maxRadius = Mathf.Min(maxRadius, 2f);
CoreUtils.SetKeyword(material, ShaderKeywordStrings.HighQualitySampling, m_DepthOfField.highQualitySampling.value);
material.SetVector(ShaderConstants._CoCParams, new Vector3(farStart, farEnd, maxRadius));
// Temporary textures
cmd.GetTemporaryRT(ShaderConstants._FullCoCTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_GaussianCoCFormat), FilterMode.Bilinear);
cmd.GetTemporaryRT(ShaderConstants._HalfCoCTexture, GetCompatibleDescriptor(wh, hh, m_GaussianCoCFormat), FilterMode.Bilinear);
cmd.GetTemporaryRT(ShaderConstants._PingTexture, GetCompatibleDescriptor(wh, hh, m_DefaultHDRFormat), FilterMode.Bilinear);
cmd.GetTemporaryRT(ShaderConstants._PongTexture, GetCompatibleDescriptor(wh, hh, m_DefaultHDRFormat), FilterMode.Bilinear);
// Note: fresh temporary RTs don't require explicit RenderBufferLoadAction.DontCare, only when they are reused (such as PingTexture)
PostProcessUtils.SetSourceSize(cmd, m_Descriptor);
cmd.SetGlobalVector(ShaderConstants._DownSampleScaleFactor, new Vector4(1.0f / downSample, 1.0f / downSample, downSample, downSample));
// Compute CoC
Blit(cmd, source, ShaderConstants._FullCoCTexture, material, 0);
// Downscale & prefilter color + coc
m_MRT2[0] = ShaderConstants._HalfCoCTexture;
m_MRT2[1] = ShaderConstants._PingTexture;
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.SetViewport(pixelRect);
cmd.SetGlobalTexture(ShaderConstants._ColorTexture, source);
cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture, ShaderConstants._FullCoCTexture);
cmd.SetRenderTarget(m_MRT2, ShaderConstants._HalfCoCTexture, 0, CubemapFace.Unknown, -1);
DrawFullscreenMesh(cmd, material, 1);
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
// Blur
cmd.SetGlobalTexture(ShaderConstants._HalfCoCTexture, ShaderConstants._HalfCoCTexture);
Blit(cmd, ShaderConstants._PingTexture, ShaderConstants._PongTexture, material, 2);
Blit(cmd, ShaderConstants._PongTexture, BlitDstDiscardContent(cmd, ShaderConstants._PingTexture), material, 3);
// Composite
cmd.SetGlobalTexture(ShaderConstants._ColorTexture, ShaderConstants._PingTexture);
cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture, ShaderConstants._FullCoCTexture);
Blit(cmd, source, BlitDstDiscardContent(cmd, destination), material, 4);
// Cleanup
cmd.ReleaseTemporaryRT(ShaderConstants._FullCoCTexture);
cmd.ReleaseTemporaryRT(ShaderConstants._HalfCoCTexture);
cmd.ReleaseTemporaryRT(ShaderConstants._PingTexture);
cmd.ReleaseTemporaryRT(ShaderConstants._PongTexture);
}
void PrepareBokehKernel(float maxRadius, float rcpAspect)
{
const int kRings = 4;
const int kPointsPerRing = 7;
// Check the existing array
if (m_BokehKernel == null)
m_BokehKernel = new Vector4[42];
// Fill in sample points (concentric circles transformed to rotated N-Gon)
int idx = 0;
float bladeCount = m_DepthOfField.bladeCount.value;
float curvature = 1f - m_DepthOfField.bladeCurvature.value;
float rotation = m_DepthOfField.bladeRotation.value * Mathf.Deg2Rad;
const float PI = Mathf.PI;
const float TWO_PI = Mathf.PI * 2f;
for (int ring = 1; ring < kRings; ring++)
{
float bias = 1f / kPointsPerRing;
float radius = (ring + bias) / (kRings - 1f + bias);
int points = ring * kPointsPerRing;
for (int point = 0; point < points; point++)
{
// Angle on ring
float phi = 2f * PI * point / points;
// Transform to rotated N-Gon
// Adapted from "CryEngine 3 Graphics Gems" [Sousa13]
float nt = Mathf.Cos(PI / bladeCount);
float dt = Mathf.Cos(phi - (TWO_PI / bladeCount) * Mathf.Floor((bladeCount * phi + Mathf.PI) / TWO_PI));
float r = radius * Mathf.Pow(nt / dt, curvature);
float u = r * Mathf.Cos(phi - rotation);
float v = r * Mathf.Sin(phi - rotation);
float uRadius = u * maxRadius;
float vRadius = v * maxRadius;
float uRadiusPowTwo = uRadius * uRadius;
float vRadiusPowTwo = vRadius * vRadius;
float kernelLength = Mathf.Sqrt((uRadiusPowTwo + vRadiusPowTwo));
float uRCP = uRadius * rcpAspect;
m_BokehKernel[idx] = new Vector4(uRadius, vRadius, kernelLength, uRCP);
idx++;
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static float GetMaxBokehRadiusInPixels(float viewportHeight)
{
// Estimate the maximum radius of bokeh (empirically derived from the ring count)
const float kRadiusInPixels = 14f;
return Mathf.Min(0.05f, kRadiusInPixels / viewportHeight);
}
void DoBokehDepthOfField(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Rect pixelRect)
{
int downSample = 2;
var material = m_Materials.bokehDepthOfField;
int wh = m_Descriptor.width / downSample;
int hh = m_Descriptor.height / downSample;
// "A Lens and Aperture Camera Model for Synthetic Image Generation" [Potmesil81]
float F = m_DepthOfField.focalLength.value / 1000f;
float A = m_DepthOfField.focalLength.value / m_DepthOfField.aperture.value;
float P = m_DepthOfField.focusDistance.value;
float maxCoC = (A * F) / (P - F);
float maxRadius = GetMaxBokehRadiusInPixels(m_Descriptor.height);
float rcpAspect = 1f / (wh / (float)hh);
CoreUtils.SetKeyword(material, ShaderKeywordStrings.UseFastSRGBLinearConversion, m_UseFastSRGBLinearConversion);
cmd.SetGlobalVector(ShaderConstants._CoCParams, new Vector4(P, maxCoC, maxRadius, rcpAspect));
// Prepare the bokeh kernel constant buffer
int hash = m_DepthOfField.GetHashCode();
if (hash != m_BokehHash || maxRadius != m_BokehMaxRadius || rcpAspect != m_BokehRCPAspect)
{
m_BokehHash = hash;
m_BokehMaxRadius = maxRadius;
m_BokehRCPAspect = rcpAspect;
PrepareBokehKernel(maxRadius, rcpAspect);
}
cmd.SetGlobalVectorArray(ShaderConstants._BokehKernel, m_BokehKernel);
// Temporary textures
cmd.GetTemporaryRT(ShaderConstants._FullCoCTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8_UNorm), FilterMode.Bilinear);
cmd.GetTemporaryRT(ShaderConstants._PingTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear);
cmd.GetTemporaryRT(ShaderConstants._PongTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear);
PostProcessUtils.SetSourceSize(cmd, m_Descriptor);
cmd.SetGlobalVector(ShaderConstants._DownSampleScaleFactor, new Vector4(1.0f / downSample, 1.0f / downSample, downSample, downSample));
float uvMargin = (1.0f / m_Descriptor.height) * downSample;
cmd.SetGlobalVector(ShaderConstants._BokehConstants, new Vector4(uvMargin, uvMargin * 2.0f));
// Compute CoC
Blit(cmd, source, ShaderConstants._FullCoCTexture, material, 0);
cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture, ShaderConstants._FullCoCTexture);
// Downscale & prefilter color + coc
Blit(cmd, source, ShaderConstants._PingTexture, material, 1);
// Bokeh blur
Blit(cmd, ShaderConstants._PingTexture, ShaderConstants._PongTexture, material, 2);
// Post-filtering
Blit(cmd, ShaderConstants._PongTexture, BlitDstDiscardContent(cmd, ShaderConstants._PingTexture), material, 3);
// Composite
cmd.SetGlobalTexture(ShaderConstants._DofTexture, ShaderConstants._PingTexture);
Blit(cmd, source, BlitDstDiscardContent(cmd, destination), material, 4);
// Cleanup
cmd.ReleaseTemporaryRT(ShaderConstants._FullCoCTexture);
cmd.ReleaseTemporaryRT(ShaderConstants._PingTexture);
cmd.ReleaseTemporaryRT(ShaderConstants._PongTexture);
}
#endregion
#region LensFlareDataDriven
static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo)
{
// Must always be true
if (light != null)
{
switch (light.type)
{
case LightType.Directional:
return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, wo);
case LightType.Point:
return LensFlareCommonSRP.ShapeAttenuationPointLight();
case LightType.Spot:
return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f);
default:
return 1.0f;
}
}
return 1.0f;
}
void DoLensFlareDatadriven(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source, bool usePanini, float paniniDistance, float paniniCropToFit)
{
var gpuView = camera.worldToCameraMatrix;
var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
// Zero out the translation component.
gpuView.SetColumn(3, new Vector4(0, 0, 0, 1));
var gpuVP = gpuNonJitteredProj * camera.worldToCameraMatrix;
LensFlareCommonSRP.DoLensFlareDataDrivenCommon(m_Materials.lensFlareDataDriven, LensFlareCommonSRP.Instance, camera, (float)m_Descriptor.width, (float)m_Descriptor.height,
usePanini, paniniDistance, paniniCropToFit,
true,
camera.transform.position,
gpuVP,
cmd, source,
(Light light, Camera cam, Vector3 wo) => { return GetLensFlareLightAttenuation(light, cam, wo); },
ShaderConstants._FlareOcclusionTex, ShaderConstants._FlareOcclusionIndex,
ShaderConstants._FlareTex, ShaderConstants._FlareColorValue,
ShaderConstants._FlareData0, ShaderConstants._FlareData1, ShaderConstants._FlareData2, ShaderConstants._FlareData3, ShaderConstants._FlareData4,
false);
}
#endregion
#region Motion Blur
static readonly int kShaderPropertyId_ViewProjM = Shader.PropertyToID("_ViewProjM");
static readonly int kShaderPropertyId_PrevViewProjM = Shader.PropertyToID("_PrevViewProjM");
static readonly int kShaderPropertyId_ViewProjMStereo = Shader.PropertyToID("_ViewProjMStereo");
static readonly int kShaderPropertyId_PrevViewProjMStereo = Shader.PropertyToID("_PrevViewProjMStereo");
void UpdateMotionBlurMatrices(ref Material material, Camera camera, XRPass xr)
{
MotionVectorsPersistentData motionData = null;
if (camera.TryGetComponent<UniversalAdditionalCameraData>(out var additionalCameraData))
motionData = additionalCameraData.motionVectorsPersistentData;
if (motionData == null)
return;
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled && xr.singlePassEnabled)
{
material.SetMatrixArray(kShaderPropertyId_ViewProjMStereo, motionData.viewProjectionStereo);
if (m_ResetHistory)
material.SetMatrixArray(kShaderPropertyId_PrevViewProjMStereo, motionData.viewProjectionStereo);
else
material.SetMatrixArray(kShaderPropertyId_PrevViewProjMStereo, motionData.previousViewProjectionStereo);
}
else
#endif
{
int prevViewProjMIdx = 0;
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
prevViewProjMIdx = xr.multipassId;
#endif
// This is needed because Blit will reset viewproj matrices to identity and UniversalRP currently
// relies on SetupCameraProperties instead of handling its own matrices.
// TODO: We need get rid of SetupCameraProperties and setup camera matrices in Universal
material.SetMatrix(kShaderPropertyId_ViewProjM, motionData.viewProjection);
if (m_ResetHistory)
material.SetMatrix(kShaderPropertyId_PrevViewProjM, motionData.viewProjection);
else
material.SetMatrix(kShaderPropertyId_PrevViewProjM, motionData.previousViewProjection);
}
}
void DoMotionBlur(CameraData cameraData, CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination)
{
var material = m_Materials.cameraMotionBlur;
UpdateMotionBlurMatrices(ref material, cameraData.camera, cameraData.xr);
material.SetFloat("_Intensity", m_MotionBlur.intensity.value);
material.SetFloat("_Clamp", m_MotionBlur.clamp.value);
PostProcessUtils.SetSourceSize(cmd, m_Descriptor);
Blit(cmd, source, BlitDstDiscardContent(cmd, destination), material, (int)m_MotionBlur.quality.value);
}
#endregion
#region Panini Projection
// Back-ported & adapted from the work of the Stockholm demo team - thanks Lasse!
void DoPaniniProjection(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination)
{
float distance = m_PaniniProjection.distance.value;
var viewExtents = CalcViewExtents(camera);
var cropExtents = CalcCropExtents(camera, distance);
float scaleX = cropExtents.x / viewExtents.x;
float scaleY = cropExtents.y / viewExtents.y;
float scaleF = Mathf.Min(scaleX, scaleY);
float paniniD = distance;
float paniniS = Mathf.Lerp(1f, Mathf.Clamp01(scaleF), m_PaniniProjection.cropToFit.value);
var material = m_Materials.paniniProjection;
material.SetVector(ShaderConstants._Params, new Vector4(viewExtents.x, viewExtents.y, paniniD, paniniS));
material.EnableKeyword(
1f - Mathf.Abs(paniniD) > float.Epsilon
? ShaderKeywordStrings.PaniniGeneric : ShaderKeywordStrings.PaniniUnitDistance
);
Blit(cmd, source, BlitDstDiscardContent(cmd, destination), material);
}
Vector2 CalcViewExtents(Camera camera)
{
float fovY = camera.fieldOfView * Mathf.Deg2Rad;
float aspect = m_Descriptor.width / (float)m_Descriptor.height;
float viewExtY = Mathf.Tan(0.5f * fovY);
float viewExtX = aspect * viewExtY;
return new Vector2(viewExtX, viewExtY);
}
Vector2 CalcCropExtents(Camera camera, float d)
{
// given
// S----------- E--X-------
// | ` ~. /,´
// |-- --- Q
// | ,/ `
// 1 | ,´/ `
// | ,´ / ´
// | ,´ / ´
// |,` / ,
// O /
// | / ,
// d | /
// | / ,
// |/ .
// P
// | ´
// | , ´
// +- ´
//
// have X
// want to find E
float viewDist = 1f + d;
var projPos = CalcViewExtents(camera);
var projHyp = Mathf.Sqrt(projPos.x * projPos.x + 1f);
float cylDistMinusD = 1f / projHyp;
float cylDist = cylDistMinusD + d;
var cylPos = projPos * cylDistMinusD;
return cylPos * (viewDist / cylDist);
}
#endregion
#region Bloom
void SetupBloom(CommandBuffer cmd, RenderTargetIdentifier source, Material uberMaterial)
{
// Start at half-res
int tw = m_Descriptor.width >> 1;
int th = m_Descriptor.height >> 1;
// Determine the iteration count
int maxSize = Mathf.Max(tw, th);
int iterations = Mathf.FloorToInt(Mathf.Log(maxSize, 2f) - 1);
iterations -= m_Bloom.skipIterations.value;
int mipCount = Mathf.Clamp(iterations, 1, k_MaxPyramidSize);
// Pre-filtering parameters
float clamp = m_Bloom.clamp.value;
float threshold = Mathf.GammaToLinearSpace(m_Bloom.threshold.value);
float thresholdKnee = threshold * 0.5f; // Hardcoded soft knee
// Material setup
float scatter = Mathf.Lerp(0.05f, 0.95f, m_Bloom.scatter.value);
var bloomMaterial = m_Materials.bloom;
bloomMaterial.SetVector(ShaderConstants._Params, new Vector4(scatter, clamp, threshold, thresholdKnee));
CoreUtils.SetKeyword(bloomMaterial, ShaderKeywordStrings.BloomHQ, m_Bloom.highQualityFiltering.value);
CoreUtils.SetKeyword(bloomMaterial, ShaderKeywordStrings.UseRGBM, m_UseRGBM);
// Prefilter
var desc = GetCompatibleDescriptor(tw, th, m_DefaultHDRFormat);
cmd.GetTemporaryRT(ShaderConstants._BloomMipDown[0], desc, FilterMode.Bilinear);
cmd.GetTemporaryRT(ShaderConstants._BloomMipUp[0], desc, FilterMode.Bilinear);
Blit(cmd, source, ShaderConstants._BloomMipDown[0], bloomMaterial, 0);
// Downsample - gaussian pyramid
int lastDown = ShaderConstants._BloomMipDown[0];
for (int i = 1; i < mipCount; i++)
{
tw = Mathf.Max(1, tw >> 1);
th = Mathf.Max(1, th >> 1);
int mipDown = ShaderConstants._BloomMipDown[i];
int mipUp = ShaderConstants._BloomMipUp[i];
desc.width = tw;
desc.height = th;
cmd.GetTemporaryRT(mipDown, desc, FilterMode.Bilinear);
cmd.GetTemporaryRT(mipUp, desc, FilterMode.Bilinear);
// Classic two pass gaussian blur - use mipUp as a temporary target
// First pass does 2x downsampling + 9-tap gaussian
// Second pass does 9-tap gaussian using a 5-tap filter + bilinear filtering
Blit(cmd, lastDown, mipUp, bloomMaterial, 1);
Blit(cmd, mipUp, mipDown, bloomMaterial, 2);
lastDown = mipDown;
}
// Upsample (bilinear by default, HQ filtering does bicubic instead
for (int i = mipCount - 2; i >= 0; i--)
{
int lowMip = (i == mipCount - 2) ? ShaderConstants._BloomMipDown[i + 1] : ShaderConstants._BloomMipUp[i + 1];
int highMip = ShaderConstants._BloomMipDown[i];
int dst = ShaderConstants._BloomMipUp[i];
cmd.SetGlobalTexture(ShaderConstants._SourceTexLowMip, lowMip);
Blit(cmd, highMip, BlitDstDiscardContent(cmd, dst), bloomMaterial, 3);
}
// Cleanup
for (int i = 0; i < mipCount; i++)
{
cmd.ReleaseTemporaryRT(ShaderConstants._BloomMipDown[i]);
if (i > 0) cmd.ReleaseTemporaryRT(ShaderConstants._BloomMipUp[i]);
}
// Setup bloom on uber
var tint = m_Bloom.tint.value.linear;
var luma = ColorUtils.Luminance(tint);
tint = luma > 0f ? tint * (1f / luma) : Color.white;
var bloomParams = new Vector4(m_Bloom.intensity.value, tint.r, tint.g, tint.b);
uberMaterial.SetVector(ShaderConstants._Bloom_Params, bloomParams);
uberMaterial.SetFloat(ShaderConstants._Bloom_RGBM, m_UseRGBM ? 1f : 0f);
cmd.SetGlobalTexture(ShaderConstants._Bloom_Texture, ShaderConstants._BloomMipUp[0]);
// Setup lens dirtiness on uber
// Keep the aspect ratio correct & center the dirt texture, we don't want it to be
// stretched or squashed
var dirtTexture = m_Bloom.dirtTexture.value == null ? Texture2D.blackTexture : m_Bloom.dirtTexture.value;
float dirtRatio = dirtTexture.width / (float)dirtTexture.height;
float screenRatio = m_Descriptor.width / (float)m_Descriptor.height;
var dirtScaleOffset = new Vector4(1f, 1f, 0f, 0f);
float dirtIntensity = m_Bloom.dirtIntensity.value;
if (dirtRatio > screenRatio)
{
dirtScaleOffset.x = screenRatio / dirtRatio;
dirtScaleOffset.z = (1f - dirtScaleOffset.x) * 0.5f;
}
else if (screenRatio > dirtRatio)
{
dirtScaleOffset.y = dirtRatio / screenRatio;
dirtScaleOffset.w = (1f - dirtScaleOffset.y) * 0.5f;
}
uberMaterial.SetVector(ShaderConstants._LensDirt_Params, dirtScaleOffset);
uberMaterial.SetFloat(ShaderConstants._LensDirt_Intensity, dirtIntensity);
uberMaterial.SetTexture(ShaderConstants._LensDirt_Texture, dirtTexture);
// Keyword setup - a bit convoluted as we're trying to save some variants in Uber...
if (m_Bloom.highQualityFiltering.value)
uberMaterial.EnableKeyword(dirtIntensity > 0f ? ShaderKeywordStrings.BloomHQDirt : ShaderKeywordStrings.BloomHQ);
else
uberMaterial.EnableKeyword(dirtIntensity > 0f ? ShaderKeywordStrings.BloomLQDirt : ShaderKeywordStrings.BloomLQ);
}
#endregion
#region Lens Distortion
void SetupLensDistortion(Material material, bool isSceneView)
{
float amount = 1.6f * Mathf.Max(Mathf.Abs(m_LensDistortion.intensity.value * 100f), 1f);
float theta = Mathf.Deg2Rad * Mathf.Min(160f, amount);
float sigma = 2f * Mathf.Tan(theta * 0.5f);
var center = m_LensDistortion.center.value * 2f - Vector2.one;
var p1 = new Vector4(
center.x,
center.y,
Mathf.Max(m_LensDistortion.xMultiplier.value, 1e-4f),
Mathf.Max(m_LensDistortion.yMultiplier.value, 1e-4f)
);
var p2 = new Vector4(
m_LensDistortion.intensity.value >= 0f ? theta : 1f / theta,
sigma,
1f / m_LensDistortion.scale.value,
m_LensDistortion.intensity.value * 100f
);
material.SetVector(ShaderConstants._Distortion_Params1, p1);
material.SetVector(ShaderConstants._Distortion_Params2, p2);
if (m_LensDistortion.IsActive() && !isSceneView)
material.EnableKeyword(ShaderKeywordStrings.Distortion);
}
#endregion
#region Chromatic Aberration
void SetupChromaticAberration(Material material)
{
material.SetFloat(ShaderConstants._Chroma_Params, m_ChromaticAberration.intensity.value * 0.05f);
if (m_ChromaticAberration.IsActive())
material.EnableKeyword(ShaderKeywordStrings.ChromaticAberration);
}
#endregion
#region Vignette
void SetupVignette(Material material)
{
var color = m_Vignette.color.value;
var center = m_Vignette.center.value;
var aspectRatio = m_Descriptor.width / (float)m_Descriptor.height;
var v1 = new Vector4(
color.r, color.g, color.b,
m_Vignette.rounded.value ? aspectRatio : 1f
);
var v2 = new Vector4(
center.x, center.y,
m_Vignette.intensity.value * 3f,
m_Vignette.smoothness.value * 5f
);
material.SetVector(ShaderConstants._Vignette_Params1, v1);
material.SetVector(ShaderConstants._Vignette_Params2, v2);
}
#endregion
#region Color Grading
void SetupColorGrading(CommandBuffer cmd, ref RenderingData renderingData, Material material)
{
ref var postProcessingData = ref renderingData.postProcessingData;
bool hdr = postProcessingData.gradingMode == ColorGradingMode.HighDynamicRange;
int lutHeight = postProcessingData.lutSize;
int lutWidth = lutHeight * lutHeight;
// Source material setup
float postExposureLinear = Mathf.Pow(2f, m_ColorAdjustments.postExposure.value);
cmd.SetGlobalTexture(ShaderConstants._InternalLut, m_InternalLut.Identifier());
material.SetVector(ShaderConstants._Lut_Params, new Vector4(1f / lutWidth, 1f / lutHeight, lutHeight - 1f, postExposureLinear));
material.SetTexture(ShaderConstants._UserLut, m_ColorLookup.texture.value);
material.SetVector(ShaderConstants._UserLut_Params, !m_ColorLookup.IsActive()
? Vector4.zero
: new Vector4(1f / m_ColorLookup.texture.value.width,
1f / m_ColorLookup.texture.value.height,
m_ColorLookup.texture.value.height - 1f,
m_ColorLookup.contribution.value)
);
if (hdr)
{
material.EnableKeyword(ShaderKeywordStrings.HDRGrading);
}
else
{
switch (m_Tonemapping.mode.value)
{
case TonemappingMode.Neutral: material.EnableKeyword(ShaderKeywordStrings.TonemapNeutral); break;
case TonemappingMode.ACES: material.EnableKeyword(ShaderKeywordStrings.TonemapACES); break;
default: break; // None
}
}
}
#endregion
#region Film Grain
void SetupGrain(in CameraData cameraData, Material material)
{
if (!m_HasFinalPass && m_FilmGrain.IsActive())
{
material.EnableKeyword(ShaderKeywordStrings.FilmGrain);
PostProcessUtils.ConfigureFilmGrain(
m_Data,
m_FilmGrain,
cameraData.pixelWidth, cameraData.pixelHeight,
material
);
}
}
#endregion
#region 8-bit Dithering
void SetupDithering(in CameraData cameraData, Material material)
{
if (!m_HasFinalPass && cameraData.isDitheringEnabled)
{
material.EnableKeyword(ShaderKeywordStrings.Dithering);
m_DitheringTextureIndex = PostProcessUtils.ConfigureDithering(
m_Data,
m_DitheringTextureIndex,
cameraData.pixelWidth, cameraData.pixelHeight,
material
);
}
}
#endregion
#region Final pass
void RenderFinalPass(CommandBuffer cmd, ref RenderingData renderingData)
{
ref var cameraData = ref renderingData.cameraData;
var material = m_Materials.finalPass;
material.shaderKeywords = null;
PostProcessUtils.SetSourceSize(cmd, cameraData.cameraTargetDescriptor);
SetupGrain(cameraData, material);
SetupDithering(cameraData, material);
if (RequireSRGBConversionBlitToBackBuffer(cameraData))
material.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion);
GetActiveDebugHandler(renderingData)?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, ref cameraData, m_IsFinalPass);
if (!m_UseSwapBuffer)
{
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, m_Source);
}
else if (m_Source == cameraData.renderer.GetCameraColorFrontBuffer(cmd))
{
m_Source = cameraData.renderer.cameraColorTarget;
}
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, m_Source);
var colorLoadAction = cameraData.isDefaultViewport ? RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
bool isScalingSetupUsed = false;
bool isUpscaledTextureUsed = false;
bool isFxaaEnabled = (cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing);
if (cameraData.imageScalingMode != ImageScalingMode.None)
{
// FSR is only considered "enabled" when we're performing upscaling. (downscaling uses a linear filter unconditionally)
bool isFsrEnabled = ((cameraData.imageScalingMode == ImageScalingMode.Upscaling) && (cameraData.upscalingFilter == ImageUpscalingFilter.FSR));
// When FXAA is enabled in scaled renders, we execute it in a separate blit since it's not designed to be used in
// situations where the input and output resolutions do not match.
// When FSR is active, we always need an additional pass since it has a very particular color encoding requirement.
// NOTE: An ideal implementation could inline this color conversion logic into the UberPost pass, but the current code structure would make
// this process very complex. Specifically, we'd need to guarantee that the uber post output is always written to a UNORM format render
// target in order to preserve the precision of specially encoded color data.
bool isSetupRequired = (isFxaaEnabled || isFsrEnabled);
// Make sure to remove any MSAA and attached depth buffers from the temporary render targets
var tempRtDesc = cameraData.cameraTargetDescriptor;
tempRtDesc.msaaSamples = 1;
tempRtDesc.depthBufferBits = 0;
// Select a UNORM format since we've already performed tonemapping. (Values are in 0-1 range)
// This improves precision and is required if we want to avoid excessive banding when FSR is in use.
tempRtDesc.graphicsFormat = UniversalRenderPipeline.MakeUnormRenderTextureGraphicsFormat();
m_Materials.scalingSetup.shaderKeywords = null;
var sourceRtId = m_Source;
if (isSetupRequired)
{
if (isFxaaEnabled)
{
m_Materials.scalingSetup.EnableKeyword(ShaderKeywordStrings.Fxaa);
}
if (isFsrEnabled)
{
m_Materials.scalingSetup.EnableKeyword(ShaderKeywordStrings.Gamma20);
}
cmd.GetTemporaryRT(ShaderConstants._ScalingSetupTexture, tempRtDesc, FilterMode.Point);
isScalingSetupUsed = true;
Blit(cmd, m_Source, ShaderConstants._ScalingSetupTexture, m_Materials.scalingSetup);
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, ShaderConstants._ScalingSetupTexture);
sourceRtId = ShaderConstants._ScalingSetupTexture;
}
switch (cameraData.imageScalingMode)
{
case ImageScalingMode.Upscaling:
{
// In the upscaling case, set material keywords based on the selected upscaling filter
// Note: If FSR is enabled, we go down this path regardless of the current render scale. We do this because
// FSR still provides visual benefits at 100% scale. This will also make the transition between 99% and 100%
// scale less obvious for cases where FSR is used with dynamic resolution scaling.
switch (cameraData.upscalingFilter)
{
case ImageUpscalingFilter.Point:
{
material.EnableKeyword(ShaderKeywordStrings.PointSampling);
break;
}
case ImageUpscalingFilter.Linear:
{
// Do nothing as linear is the default filter in the shader
break;
}
case ImageUpscalingFilter.FSR:
{
m_Materials.easu.shaderKeywords = null;
var upscaleRtDesc = tempRtDesc;
upscaleRtDesc.width = cameraData.pixelWidth;
upscaleRtDesc.height = cameraData.pixelHeight;
// EASU
cmd.GetTemporaryRT(ShaderConstants._UpscaledTexture, upscaleRtDesc, FilterMode.Point);
isUpscaledTextureUsed = true;
var fsrInputSize = new Vector2(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height);
var fsrOutputSize = new Vector2(cameraData.pixelWidth, cameraData.pixelHeight);
FSRUtils.SetEasuConstants(cmd, fsrInputSize, fsrInputSize, fsrOutputSize);
Blit(cmd, sourceRtId, ShaderConstants._UpscaledTexture, m_Materials.easu);
// RCAS
// Use the override value if it's available, otherwise use the default.
float sharpness = cameraData.fsrOverrideSharpness ? cameraData.fsrSharpness : FSRUtils.kDefaultSharpnessLinear;
// Set up the parameters for the RCAS pass unless the sharpness value indicates that it wont have any effect.
if (cameraData.fsrSharpness > 0.0f)
{
// RCAS is performed during the final post blit, but we set up the parameters here for better logical grouping.
material.EnableKeyword(ShaderKeywordStrings.Rcas);
FSRUtils.SetRcasConstantsLinear(cmd, sharpness);
}
// Update the source texture for the next operation
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, ShaderConstants._UpscaledTexture);
PostProcessUtils.SetSourceSize(cmd, upscaleRtDesc);
break;
}
}
break;
}
case ImageScalingMode.Downscaling:
{
// In the downscaling case, we don't perform any sort of filter override logic since we always want linear filtering
// and it's already the default option in the shader.
break;
}
}
}
else if (isFxaaEnabled)
{
// In unscaled renders, FXAA can be safely performed in the FinalPost shader
material.EnableKeyword(ShaderKeywordStrings.Fxaa);
}
RenderTargetHandle cameraTargetHandle = RenderTargetHandle.GetCameraTarget(cameraData.xr);
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled)
{
RenderTargetIdentifier cameraTarget = cameraTargetHandle.Identifier();
//Blit(cmd, m_Source.Identifier(), BuiltinRenderTextureType.CurrentActive, material);
bool isRenderToBackBufferTarget = cameraTarget == cameraData.xr.renderTarget && !cameraData.xr.renderTargetIsRenderTexture;
// We y-flip if
// 1) we are bliting from render texture to back buffer and
// 2) renderTexture starts UV at top
bool yflip = isRenderToBackBufferTarget && SystemInfo.graphicsUVStartsAtTop;
Vector4 scaleBias = yflip ? new Vector4(1, -1, 0, 1) : new Vector4(1, 1, 0, 0);
cmd.SetRenderTarget(new RenderTargetIdentifier(cameraTarget, 0, CubemapFace.Unknown, -1),
colorLoadAction, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
cmd.SetViewport(cameraData.pixelRect);
cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
cmd.DrawProcedural(Matrix4x4.identity, material, 0, MeshTopology.Quads, 4, 1, null);
}
else
#endif
{
// Note: We need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack.
// Overlay cameras need to output to the target described in the base camera while doing camera stack.
RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null) ? new RenderTargetIdentifier(cameraData.targetTexture) : cameraTargetHandle.Identifier();
cmd.SetRenderTarget(cameraTarget, colorLoadAction, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.SetViewport(cameraData.pixelRect);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material);
cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix);
cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget);
}
if (isUpscaledTextureUsed)
{
cmd.ReleaseTemporaryRT(ShaderConstants._UpscaledTexture);
}
if (isScalingSetupUsed)
{
cmd.ReleaseTemporaryRT(ShaderConstants._ScalingSetupTexture);
}
}
#endregion
#region Internal utilities
class MaterialLibrary
{
public readonly Material stopNaN;
public readonly Material subpixelMorphologicalAntialiasing;
public readonly Material gaussianDepthOfField;
public readonly Material bokehDepthOfField;
public readonly Material cameraMotionBlur;
public readonly Material paniniProjection;
public readonly Material bloom;
public readonly Material scalingSetup;
public readonly Material easu;
public readonly Material uber;
public readonly Material finalPass;
public readonly Material lensFlareDataDriven;
public MaterialLibrary(PostProcessData data)
{
stopNaN = Load(data.shaders.stopNanPS);
subpixelMorphologicalAntialiasing = Load(data.shaders.subpixelMorphologicalAntialiasingPS);
gaussianDepthOfField = Load(data.shaders.gaussianDepthOfFieldPS);
bokehDepthOfField = Load(data.shaders.bokehDepthOfFieldPS);
cameraMotionBlur = Load(data.shaders.cameraMotionBlurPS);
paniniProjection = Load(data.shaders.paniniProjectionPS);
bloom = Load(data.shaders.bloomPS);
scalingSetup = Load(data.shaders.scalingSetupPS);
easu = Load(data.shaders.easuPS);
uber = Load(data.shaders.uberPostPS);
finalPass = Load(data.shaders.finalPostPassPS);
lensFlareDataDriven = Load(data.shaders.LensFlareDataDrivenPS);
}
Material Load(Shader shader)
{
if (shader == null)
{
Debug.LogErrorFormat($"Missing shader. {GetType().DeclaringType.Name} render pass will not execute. Check for missing reference in the renderer resources.");
return null;
}
else if (!shader.isSupported)
{
return null;
}
return CoreUtils.CreateEngineMaterial(shader);
}
internal void Cleanup()
{
CoreUtils.Destroy(stopNaN);
CoreUtils.Destroy(subpixelMorphologicalAntialiasing);
CoreUtils.Destroy(gaussianDepthOfField);
CoreUtils.Destroy(bokehDepthOfField);
CoreUtils.Destroy(cameraMotionBlur);
CoreUtils.Destroy(paniniProjection);
CoreUtils.Destroy(bloom);
CoreUtils.Destroy(scalingSetup);
CoreUtils.Destroy(easu);
CoreUtils.Destroy(uber);
CoreUtils.Destroy(finalPass);
}
}
// Precomputed shader ids to same some CPU cycles (mostly affects mobile)
static class ShaderConstants
{
public static readonly int _TempTarget = Shader.PropertyToID("_TempTarget");
public static readonly int _TempTarget2 = Shader.PropertyToID("_TempTarget2");
public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef");
public static readonly int _StencilMask = Shader.PropertyToID("_StencilMask");
public static readonly int _FullCoCTexture = Shader.PropertyToID("_FullCoCTexture");
public static readonly int _HalfCoCTexture = Shader.PropertyToID("_HalfCoCTexture");
public static readonly int _DofTexture = Shader.PropertyToID("_DofTexture");
public static readonly int _CoCParams = Shader.PropertyToID("_CoCParams");
public static readonly int _BokehKernel = Shader.PropertyToID("_BokehKernel");
public static readonly int _BokehConstants = Shader.PropertyToID("_BokehConstants");
public static readonly int _PongTexture = Shader.PropertyToID("_PongTexture");
public static readonly int _PingTexture = Shader.PropertyToID("_PingTexture");
public static readonly int _Metrics = Shader.PropertyToID("_Metrics");
public static readonly int _AreaTexture = Shader.PropertyToID("_AreaTexture");
public static readonly int _SearchTexture = Shader.PropertyToID("_SearchTexture");
public static readonly int _EdgeTexture = Shader.PropertyToID("_EdgeTexture");
public static readonly int _BlendTexture = Shader.PropertyToID("_BlendTexture");
public static readonly int _ColorTexture = Shader.PropertyToID("_ColorTexture");
public static readonly int _Params = Shader.PropertyToID("_Params");
public static readonly int _SourceTexLowMip = Shader.PropertyToID("_SourceTexLowMip");
public static readonly int _Bloom_Params = Shader.PropertyToID("_Bloom_Params");
public static readonly int _Bloom_RGBM = Shader.PropertyToID("_Bloom_RGBM");
public static readonly int _Bloom_Texture = Shader.PropertyToID("_Bloom_Texture");
public static readonly int _LensDirt_Texture = Shader.PropertyToID("_LensDirt_Texture");
public static readonly int _LensDirt_Params = Shader.PropertyToID("_LensDirt_Params");
public static readonly int _LensDirt_Intensity = Shader.PropertyToID("_LensDirt_Intensity");
public static readonly int _Distortion_Params1 = Shader.PropertyToID("_Distortion_Params1");
public static readonly int _Distortion_Params2 = Shader.PropertyToID("_Distortion_Params2");
public static readonly int _Chroma_Params = Shader.PropertyToID("_Chroma_Params");
public static readonly int _Vignette_Params1 = Shader.PropertyToID("_Vignette_Params1");
public static readonly int _Vignette_Params2 = Shader.PropertyToID("_Vignette_Params2");
public static readonly int _Lut_Params = Shader.PropertyToID("_Lut_Params");
public static readonly int _UserLut_Params = Shader.PropertyToID("_UserLut_Params");
public static readonly int _InternalLut = Shader.PropertyToID("_InternalLut");
public static readonly int _UserLut = Shader.PropertyToID("_UserLut");
public static readonly int _DownSampleScaleFactor = Shader.PropertyToID("_DownSampleScaleFactor");
public static readonly int _FlareOcclusionTex = Shader.PropertyToID("_FlareOcclusionTex");
public static readonly int _FlareOcclusionIndex = Shader.PropertyToID("_FlareOcclusionIndex");
public static readonly int _FlareTex = Shader.PropertyToID("_FlareTex");
public static readonly int _FlareColorValue = Shader.PropertyToID("_FlareColorValue");
public static readonly int _FlareData0 = Shader.PropertyToID("_FlareData0");
public static readonly int _FlareData1 = Shader.PropertyToID("_FlareData1");
public static readonly int _FlareData2 = Shader.PropertyToID("_FlareData2");
public static readonly int _FlareData3 = Shader.PropertyToID("_FlareData3");
public static readonly int _FlareData4 = Shader.PropertyToID("_FlareData4");
public static readonly int _FlareData5 = Shader.PropertyToID("_FlareData5");
public static readonly int _FullscreenProjMat = Shader.PropertyToID("_FullscreenProjMat");
public static readonly int _ScalingSetupTexture = Shader.PropertyToID("_ScalingSetupTexture");
public static readonly int _UpscaledTexture = Shader.PropertyToID("_UpscaledTexture");
public static int[] _BloomMipUp;
public static int[] _BloomMipDown;
}
#endregion
}
}