using System.Collections.Generic; using UnityEngine.Assertions; namespace UnityEngine.Rendering.PostProcessing { class TextureLerper { static TextureLerper m_Instance; internal static TextureLerper instance { get { if (m_Instance == null) m_Instance = new TextureLerper(); return m_Instance; } } CommandBuffer m_Command; PropertySheetFactory m_PropertySheets; PostProcessResources m_Resources; List m_Recycled; List m_Actives; TextureLerper() { m_Recycled = new List(); m_Actives = new List(); } internal void BeginFrame(PostProcessRenderContext context) { m_Command = context.command; m_PropertySheets = context.propertySheets; m_Resources = context.resources; } internal void EndFrame() { // Release any remaining RT in the recycled list if (m_Recycled.Count > 0) { foreach (var rt in m_Recycled) RuntimeUtilities.Destroy(rt); m_Recycled.Clear(); } // There's a high probability that RTs will be requested in the same order on next // frame so keep them in the same order if (m_Actives.Count > 0) { foreach (var rt in m_Actives) m_Recycled.Add(rt); m_Actives.Clear(); } } RenderTexture Get(RenderTextureFormat format, int w, int h, int d = 1, bool enableRandomWrite = false, bool force3D = false) { RenderTexture rt = null; int i, len = m_Recycled.Count; for (i = 0; i < len; i++) { var r = m_Recycled[i]; if (r.width == w && r.height == h && r.volumeDepth == d && r.format == format && r.enableRandomWrite == enableRandomWrite && (!force3D || (r.dimension == TextureDimension.Tex3D))) { rt = r; break; } } if (rt == null) { var dimension = (d > 1) || force3D ? TextureDimension.Tex3D : TextureDimension.Tex2D; rt = new RenderTexture(w, h, 0, format) { dimension = dimension, filterMode = FilterMode.Bilinear, wrapMode = TextureWrapMode.Clamp, anisoLevel = 0, volumeDepth = d, enableRandomWrite = enableRandomWrite }; rt.Create(); } else m_Recycled.RemoveAt(i); m_Actives.Add(rt); return rt; } internal Texture Lerp(Texture from, Texture to, float t) { Assert.IsNotNull(from); Assert.IsNotNull(to); Assert.AreEqual(from.width, to.width); Assert.AreEqual(from.height, to.height); // Saves a potentially expensive fullscreen blit when using dirt textures & the likes if (from == to) return from; // Don't need to lerp boundary conditions if (t <= 0f) return from; if (t >= 1f) return to; bool is3D = from is Texture3D || (from is RenderTexture && ((RenderTexture)from).volumeDepth > 1); RenderTexture rt; // 3D texture blending is a special case and only works on compute enabled platforms if (is3D) { int dpth = @from is Texture3D ? ((Texture3D)@from).depth : ((RenderTexture)@from).volumeDepth; int size = Mathf.Max(from.width, from.height); size = Mathf.Max(size, dpth); rt = Get(RenderTextureFormat.ARGBHalf, from.width, from.height, dpth, true, true); var compute = m_Resources.computeShaders.texture3dLerp; int kernel = compute.FindKernel("KTexture3DLerp"); m_Command.SetComputeVectorParam(compute, "_DimensionsAndLerp", new Vector4(from.width, from.height, dpth, t)); m_Command.SetComputeTextureParam(compute, kernel, "_Output", rt); m_Command.SetComputeTextureParam(compute, kernel, "_From", from); m_Command.SetComputeTextureParam(compute, kernel, "_To", to); uint tgsX, tgsY, tgsZ; compute.GetKernelThreadGroupSizes(kernel, out tgsX, out tgsY, out tgsZ); Assert.AreEqual(tgsX, tgsY); int groupSizeXY = Mathf.CeilToInt(size / (float)tgsX); int groupSizeZ = Mathf.CeilToInt(size / (float)tgsZ); m_Command.DispatchCompute(compute, kernel, groupSizeXY, groupSizeXY, groupSizeZ); return rt; } // 2D texture blending // We could handle textures with different sizes by picking the biggest one to avoid // popping effects. This would work in most cases but will still pop if one texture is // wider but shorter than the other. Generally speaking you're expected to use same-size // textures anyway so we decided not to handle this case at the moment, especially since // it would waste a lot of texture memory as soon as you start using bigger textures // (snow ball effect). var format = TextureFormatUtilities.GetUncompressedRenderTextureFormat(to); rt = Get(format, to.width, to.height); var sheet = m_PropertySheets.Get(m_Resources.shaders.texture2dLerp); sheet.properties.SetTexture(ShaderIDs.To, to); sheet.properties.SetFloat(ShaderIDs.Interp, t); m_Command.BlitFullscreenTriangle(from, rt, sheet, 0); return rt; } internal Texture Lerp(Texture from, Color to, float t) { Assert.IsNotNull(from); if (t < 0.00001) return from; bool is3D = from is Texture3D || (from is RenderTexture && ((RenderTexture)from).volumeDepth > 1); RenderTexture rt; // 3D texture blending is a special case and only works on compute enabled platforms if (is3D) { int dpth = @from is Texture3D ? ((Texture3D)@from).depth : ((RenderTexture)@from).volumeDepth; int size = Mathf.Max(from.width, from.height); size = Mathf.Max(size, dpth); rt = Get(RenderTextureFormat.ARGBHalf, from.width, from.height, dpth, true, true); var compute = m_Resources.computeShaders.texture3dLerp; int kernel = compute.FindKernel("KTexture3DLerpToColor"); m_Command.SetComputeVectorParam(compute, "_DimensionsAndLerp", new Vector4(from.width, from.height, dpth, t)); m_Command.SetComputeVectorParam(compute, "_TargetColor", new Vector4(to.r, to.g, to.b, to.a)); m_Command.SetComputeTextureParam(compute, kernel, "_Output", rt); m_Command.SetComputeTextureParam(compute, kernel, "_From", from); int groupSize = Mathf.CeilToInt(size / 4f); m_Command.DispatchCompute(compute, kernel, groupSize, groupSize, groupSize); return rt; } // 2D texture blending // We could handle textures with different sizes by picking the biggest one to avoid // popping effects. This would work in most cases but will still pop if one texture is // wider but shorter than the other. Generally speaking you're expected to use same-size // textures anyway so we decided not to handle this case at the moment, especially since // it would waste a lot of texture memory as soon as you start using bigger textures // (snow ball effect). var format = TextureFormatUtilities.GetUncompressedRenderTextureFormat(from); rt = Get(format, from.width, from.height); var sheet = m_PropertySheets.Get(m_Resources.shaders.texture2dLerp); sheet.properties.SetVector(ShaderIDs.TargetColor, new Vector4(to.r, to.g, to.b, to.a)); sheet.properties.SetFloat(ShaderIDs.Interp, t); m_Command.BlitFullscreenTriangle(from, rt, sheet, 1); return rt; } internal void Clear() { foreach (var rt in m_Actives) RuntimeUtilities.Destroy(rt); foreach (var rt in m_Recycled) RuntimeUtilities.Destroy(rt); m_Actives.Clear(); m_Recycled.Clear(); } } }