b486678290
Library -Artifacts
63 lines
2.4 KiB
C#
63 lines
2.4 KiB
C#
namespace UnityEngine.Rendering.PostProcessing
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{
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internal sealed class LogHistogram
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{
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public const int rangeMin = -9; // ev
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public const int rangeMax = 9; // ev
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// Don't forget to update 'ExposureHistogram.hlsl' if you change these values !
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const int k_Bins = 128;
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public ComputeBuffer data { get; private set; }
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public void Generate(PostProcessRenderContext context)
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{
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if (data == null)
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data = new ComputeBuffer(k_Bins, sizeof(uint));
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uint threadX, threadY, threadZ;
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var scaleOffsetRes = GetHistogramScaleOffsetRes(context);
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var compute = context.resources.computeShaders.exposureHistogram;
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var cmd = context.command;
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cmd.BeginSample("LogHistogram");
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// Clear the buffer on every frame as we use it to accumulate luminance values on each frame
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int kernel = compute.FindKernel("KEyeHistogramClear");
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cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", data);
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compute.GetKernelThreadGroupSizes(kernel, out threadX, out threadY, out threadZ);
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cmd.DispatchCompute(compute, kernel, Mathf.CeilToInt(k_Bins / (float)threadX), 1, 1);
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// Get a log histogram
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kernel = compute.FindKernel("KEyeHistogram");
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cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", data);
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cmd.SetComputeTextureParam(compute, kernel, "_Source", context.source);
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cmd.SetComputeVectorParam(compute, "_ScaleOffsetRes", scaleOffsetRes);
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compute.GetKernelThreadGroupSizes(kernel, out threadX, out threadY, out threadZ);
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cmd.DispatchCompute(compute, kernel,
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Mathf.CeilToInt(scaleOffsetRes.z / 2f / threadX),
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Mathf.CeilToInt(scaleOffsetRes.w / 2f / threadY),
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1
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);
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cmd.EndSample("LogHistogram");
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}
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public Vector4 GetHistogramScaleOffsetRes(PostProcessRenderContext context)
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{
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float diff = rangeMax - rangeMin;
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float scale = 1f / diff;
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float offset = -rangeMin * scale;
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return new Vector4(scale, offset, context.width, context.height);
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}
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public void Release()
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{
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if (data != null)
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data.Release();
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data = null;
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}
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}
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}
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