namespace UnityEngine.Rendering.PostProcessing { internal sealed class LogHistogram { public const int rangeMin = -9; // ev public const int rangeMax = 9; // ev // Don't forget to update 'ExposureHistogram.hlsl' if you change these values ! const int k_Bins = 128; public ComputeBuffer data { get; private set; } public void Generate(PostProcessRenderContext context) { if (data == null) data = new ComputeBuffer(k_Bins, sizeof(uint)); uint threadX, threadY, threadZ; var scaleOffsetRes = GetHistogramScaleOffsetRes(context); var compute = context.resources.computeShaders.exposureHistogram; var cmd = context.command; cmd.BeginSample("LogHistogram"); // Clear the buffer on every frame as we use it to accumulate luminance values on each frame int kernel = compute.FindKernel("KEyeHistogramClear"); cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", data); compute.GetKernelThreadGroupSizes(kernel, out threadX, out threadY, out threadZ); cmd.DispatchCompute(compute, kernel, Mathf.CeilToInt(k_Bins / (float)threadX), 1, 1); // Get a log histogram kernel = compute.FindKernel("KEyeHistogram"); cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", data); cmd.SetComputeTextureParam(compute, kernel, "_Source", context.source); cmd.SetComputeVectorParam(compute, "_ScaleOffsetRes", scaleOffsetRes); compute.GetKernelThreadGroupSizes(kernel, out threadX, out threadY, out threadZ); cmd.DispatchCompute(compute, kernel, Mathf.CeilToInt(scaleOffsetRes.z / 2f / threadX), Mathf.CeilToInt(scaleOffsetRes.w / 2f / threadY), 1 ); cmd.EndSample("LogHistogram"); } public Vector4 GetHistogramScaleOffsetRes(PostProcessRenderContext context) { float diff = rangeMax - rangeMin; float scale = 1f / diff; float offset = -rangeMin * scale; return new Vector4(scale, offset, context.width, context.height); } public void Release() { if (data != null) data.Release(); data = null; } } }