b486678290
Library -Artifacts
290 lines
12 KiB
C#
290 lines
12 KiB
C#
using System;
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// This class holds settings for the Temporal Anti-aliasing (TAA) effect.
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/// </summary>
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[UnityEngine.Scripting.Preserve]
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[Serializable]
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public sealed class TemporalAntialiasing
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{
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/// <summary>
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/// The diameter (in texels) inside which jitter samples are spread. Smaller values result
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/// in crisper but more aliased output, while larger values result in more stable but
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/// blurrier output.
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/// </summary>
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[Tooltip("The diameter (in texels) inside which jitter samples are spread. Smaller values result in crisper but more aliased output, while larger values result in more stable, but blurrier, output.")]
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[Range(0.1f, 1f)]
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public float jitterSpread = 0.75f;
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/// <summary>
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/// Controls the amount of sharpening applied to the color buffer. High values may introduce
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/// dark-border artifacts.
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/// </summary>
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[Tooltip("Controls the amount of sharpening applied to the color buffer. High values may introduce dark-border artifacts.")]
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[Range(0f, 3f)]
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public float sharpness = 0.25f;
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/// <summary>
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/// The blend coefficient for a stationary fragment. Controls the percentage of history
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/// sample blended into the final color.
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/// </summary>
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[Tooltip("The blend coefficient for a stationary fragment. Controls the percentage of history sample blended into the final color.")]
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[Range(0f, 0.99f)]
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public float stationaryBlending = 0.95f;
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/// <summary>
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/// The blend coefficient for a fragment with significant motion. Controls the percentage of
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/// history sample blended into the final color.
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/// </summary>
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[Tooltip("The blend coefficient for a fragment with significant motion. Controls the percentage of history sample blended into the final color.")]
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[Range(0f, 0.99f)]
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public float motionBlending = 0.85f;
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/// <summary>
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/// Sets a custom function that will be called to generate the jittered projection matrice.
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/// </summary>
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public Func<Camera, Vector2, Matrix4x4> jitteredMatrixFunc;
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/// <summary>
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/// The current jitter amount
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/// </summary>
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public Vector2 jitter { get; private set; }
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enum Pass
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{
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SolverDilate,
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SolverNoDilate
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}
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readonly RenderTargetIdentifier[] m_Mrt = new RenderTargetIdentifier[2];
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bool m_ResetHistory = true;
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const int k_SampleCount = 8;
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/// <summary>
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/// The current sample index.
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/// </summary>
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public int sampleIndex { get; private set; }
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// Ping-pong between two history textures as we can't read & write the same target in the
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// same pass
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const int k_NumEyes = 2;
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const int k_NumHistoryTextures = 2;
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readonly RenderTexture[][] m_HistoryTextures = new RenderTexture[k_NumEyes][];
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readonly int[] m_HistoryPingPong = new int[k_NumEyes];
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/// <summary>
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/// Returns <c>true</c> if the effect is currently enabled and supported.
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/// </summary>
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/// <returns><c>true</c> if the effect is currently enabled and supported</returns>
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public bool IsSupported()
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{
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return SystemInfo.supportedRenderTargetCount >= 2
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&& SystemInfo.supportsMotionVectors
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#if !UNITY_2017_3_OR_NEWER
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&& !RuntimeUtilities.isVREnabled
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#endif
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&& SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
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}
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internal DepthTextureMode GetCameraFlags()
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{
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return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
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}
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internal void ResetHistory()
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{
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m_ResetHistory = true;
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}
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Vector2 GenerateRandomOffset()
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{
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// The variance between 0 and the actual halton sequence values reveals noticeable instability
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// in Unity's shadow maps, so we avoid index 0.
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var offset = new Vector2(
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HaltonSeq.Get((sampleIndex & 1023) + 1, 2) - 0.5f,
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HaltonSeq.Get((sampleIndex & 1023) + 1, 3) - 0.5f
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);
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if (++sampleIndex >= k_SampleCount)
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sampleIndex = 0;
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return offset;
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}
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/// <summary>
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/// Generates a jittered projection matrix for a given camera.
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/// </summary>
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/// <param name="camera">The camera to get a jittered projection matrix for.</param>
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/// <returns>A jittered projection matrix.</returns>
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public Matrix4x4 GetJitteredProjectionMatrix(Camera camera)
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{
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Matrix4x4 cameraProj;
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jitter = GenerateRandomOffset();
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jitter *= jitterSpread;
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if (jitteredMatrixFunc != null)
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{
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cameraProj = jitteredMatrixFunc(camera, jitter);
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}
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else
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{
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cameraProj = camera.orthographic
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? RuntimeUtilities.GetJitteredOrthographicProjectionMatrix(camera, jitter)
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: RuntimeUtilities.GetJitteredPerspectiveProjectionMatrix(camera, jitter);
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}
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jitter = new Vector2(jitter.x / camera.pixelWidth, jitter.y / camera.pixelHeight);
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return cameraProj;
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}
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/// <summary>
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/// Prepares the jittered and non jittered projection matrices.
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/// </summary>
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/// <param name="context">The current post-processing context.</param>
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public void ConfigureJitteredProjectionMatrix(PostProcessRenderContext context)
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{
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var camera = context.camera;
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camera.nonJitteredProjectionMatrix = camera.projectionMatrix;
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camera.projectionMatrix = GetJitteredProjectionMatrix(camera);
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camera.useJitteredProjectionMatrixForTransparentRendering = false;
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}
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/// <summary>
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/// Prepares the jittered and non jittered projection matrices for stereo rendering.
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/// </summary>
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/// <param name="context">The current post-processing context.</param>
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// TODO: We'll probably need to isolate most of this for SRPs
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public void ConfigureStereoJitteredProjectionMatrices(PostProcessRenderContext context)
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{
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#if UNITY_2017_3_OR_NEWER
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var camera = context.camera;
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jitter = GenerateRandomOffset();
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jitter *= jitterSpread;
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for (var eye = Camera.StereoscopicEye.Left; eye <= Camera.StereoscopicEye.Right; eye++)
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{
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// This saves off the device generated projection matrices as non-jittered
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context.camera.CopyStereoDeviceProjectionMatrixToNonJittered(eye);
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var originalProj = context.camera.GetStereoNonJitteredProjectionMatrix(eye);
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// Currently no support for custom jitter func, as VR devices would need to provide
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// original projection matrix as input along with jitter
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var jitteredMatrix = RuntimeUtilities.GenerateJitteredProjectionMatrixFromOriginal(context, originalProj, jitter);
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context.camera.SetStereoProjectionMatrix(eye, jitteredMatrix);
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}
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// jitter has to be scaled for the actual eye texture size, not just the intermediate texture size
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// which could be double-wide in certain stereo rendering scenarios
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jitter = new Vector2(jitter.x / context.screenWidth, jitter.y / context.screenHeight);
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camera.useJitteredProjectionMatrixForTransparentRendering = false;
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#endif
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}
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void GenerateHistoryName(RenderTexture rt, int id, PostProcessRenderContext context)
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{
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rt.name = "Temporal Anti-aliasing History id #" + id;
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if (context.stereoActive)
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rt.name += " for eye " + context.xrActiveEye;
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}
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RenderTexture CheckHistory(int id, PostProcessRenderContext context)
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{
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int activeEye = context.xrActiveEye;
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if (m_HistoryTextures[activeEye] == null)
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m_HistoryTextures[activeEye] = new RenderTexture[k_NumHistoryTextures];
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var rt = m_HistoryTextures[activeEye][id];
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if (m_ResetHistory || rt == null || !rt.IsCreated())
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{
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RenderTexture.ReleaseTemporary(rt);
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rt = context.GetScreenSpaceTemporaryRT(0, context.sourceFormat);
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GenerateHistoryName(rt, id, context);
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rt.filterMode = FilterMode.Bilinear;
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m_HistoryTextures[activeEye][id] = rt;
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context.command.BlitFullscreenTriangle(context.source, rt);
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}
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else if (rt.width != context.width || rt.height != context.height)
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{
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// On size change, simply copy the old history to the new one. This looks better
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// than completely discarding the history and seeing a few aliased frames.
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var rt2 = context.GetScreenSpaceTemporaryRT(0, context.sourceFormat);
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GenerateHistoryName(rt2, id, context);
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rt2.filterMode = FilterMode.Bilinear;
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m_HistoryTextures[activeEye][id] = rt2;
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context.command.BlitFullscreenTriangle(rt, rt2);
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RenderTexture.ReleaseTemporary(rt);
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}
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return m_HistoryTextures[activeEye][id];
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}
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internal void Render(PostProcessRenderContext context)
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{
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var sheet = context.propertySheets.Get(context.resources.shaders.temporalAntialiasing);
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var cmd = context.command;
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cmd.BeginSample("TemporalAntialiasing");
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int pp = m_HistoryPingPong[context.xrActiveEye];
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var historyRead = CheckHistory(++pp % 2, context);
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var historyWrite = CheckHistory(++pp % 2, context);
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m_HistoryPingPong[context.xrActiveEye] = ++pp % 2;
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const float kMotionAmplification = 100f * 60f;
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sheet.properties.SetVector(ShaderIDs.Jitter, jitter);
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sheet.properties.SetFloat(ShaderIDs.Sharpness, sharpness);
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sheet.properties.SetVector(ShaderIDs.FinalBlendParameters, new Vector4(stationaryBlending, motionBlending, kMotionAmplification, 0f));
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sheet.properties.SetTexture(ShaderIDs.HistoryTex, historyRead);
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// TODO: Account for different possible RenderViewportScale value from previous frame...
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int pass = context.camera.orthographic ? (int)Pass.SolverNoDilate : (int)Pass.SolverDilate;
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m_Mrt[0] = context.destination;
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m_Mrt[1] = historyWrite;
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cmd.BlitFullscreenTriangle(context.source, m_Mrt, context.source, sheet, pass);
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cmd.EndSample("TemporalAntialiasing");
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m_ResetHistory = false;
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}
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internal void Release()
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{
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if (m_HistoryTextures != null)
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{
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for (int i = 0; i < m_HistoryTextures.Length; i++)
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{
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if (m_HistoryTextures[i] == null)
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continue;
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for (int j = 0; j < m_HistoryTextures[i].Length; j++)
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{
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RenderTexture.ReleaseTemporary(m_HistoryTextures[i][j]);
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m_HistoryTextures[i][j] = null;
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}
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m_HistoryTextures[i] = null;
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}
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}
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sampleIndex = 0;
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m_HistoryPingPong[0] = 0;
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m_HistoryPingPong[1] = 0;
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ResetHistory();
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}
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}
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}
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