b486678290
Library -Artifacts
288 lines
9.2 KiB
C#
288 lines
9.2 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 asset is used to store references to shaders and other resources we might need at
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/// runtime without having to use a `Resources` folder. This allows for better memory management,
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/// better dependency tracking and better interoperability with asset bundles.
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/// </summary>
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public sealed class PostProcessResources : ScriptableObject
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{
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/// <summary>
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/// All the shaders used by post-processing.
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/// </summary>
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[Serializable]
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public sealed class Shaders
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{
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/// <summary>
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/// The shader used for the bloom effect.
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/// </summary>
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public Shader bloom;
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/// <summary>
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/// The shader used for internal blit copies.
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/// </summary>
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public Shader copy;
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/// <summary>
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/// The shader used for built-in blit copies in the built-in pipeline.
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/// </summary>
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public Shader copyStd;
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/// <summary>
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/// The shader used for built-in blit copies in the built-in pipeline when using a
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/// texture array (for stereo rendering).
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/// </summary>
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public Shader copyStdFromTexArray;
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/// <summary>
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/// The shader used for built-in blit copies in the built-in pipeline when using a
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/// double-wide texture (for stereo rendering).
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/// </summary>
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public Shader copyStdFromDoubleWide;
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/// <summary>
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/// The shader used to kill the alpha.
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/// </summary>
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public Shader discardAlpha;
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/// <summary>
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/// The shader used for the depth of field effect.
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/// </summary>
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public Shader depthOfField;
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/// <summary>
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/// The shader used for the final pass.
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/// </summary>
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public Shader finalPass;
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/// <summary>
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/// The shader used to generate the grain texture.
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/// </summary>
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public Shader grainBaker;
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/// <summary>
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/// The shader used for the motion blur effect.
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/// </summary>
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public Shader motionBlur;
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/// <summary>
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/// The shader used for the temporal anti-aliasing effect.
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/// </summary>
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public Shader temporalAntialiasing;
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/// <summary>
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/// The shader used for the sub-pixel morphological anti-aliasing effect.
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/// </summary>
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public Shader subpixelMorphologicalAntialiasing;
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/// <summary>
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/// The shader use by the volume manager to interpolate between two 2D textures.
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/// </summary>
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public Shader texture2dLerp;
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/// <summary>
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/// The uber shader that combine several effects into one.
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/// </summary>
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public Shader uber;
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/// <summary>
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/// The shader used to bake the 2D lookup table for color grading.
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/// </summary>
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public Shader lut2DBaker;
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/// <summary>
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/// The shader used to draw the light meter monitor.
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/// </summary>
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public Shader lightMeter;
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/// <summary>
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/// The shader used to draw the histogram monitor.
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/// </summary>
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public Shader gammaHistogram;
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/// <summary>
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/// The shader used to draw the waveform monitor.
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/// </summary>
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public Shader waveform;
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/// <summary>
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/// The shader used to draw the vectorscope monitor.
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/// </summary>
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public Shader vectorscope;
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/// <summary>
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/// The shader used to draw debug overlays.
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/// </summary>
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public Shader debugOverlays;
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/// <summary>
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/// The shader used for the deferred fog effect.
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/// </summary>
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public Shader deferredFog;
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/// <summary>
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/// The shader used for the scalable ambient occlusion effect.
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/// </summary>
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public Shader scalableAO;
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/// <summary>
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/// The shader used for the multi-scale ambient occlusion effect.
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/// </summary>
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public Shader multiScaleAO;
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/// <summary>
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/// The shader used for the screen-space reflection effect.
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/// </summary>
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public Shader screenSpaceReflections;
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/// <summary>
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/// Returns a copy of this class and its content.
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/// </summary>
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/// <returns>A copy of this class and its content.</returns>
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public Shaders Clone()
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{
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return (Shaders)MemberwiseClone();
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}
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}
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/// <summary>
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/// All the compute shaders used by post-processing.
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/// </summary>
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[Serializable]
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public sealed class ComputeShaders
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{
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/// <summary>
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/// The compute shader used for the auto-exposure effect.
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/// </summary>
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public ComputeShader autoExposure;
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/// <summary>
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/// The compute shader used to compute an histogram of the current frame.
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/// </summary>
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public ComputeShader exposureHistogram;
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/// <summary>
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/// The compute shader used to bake the 3D lookup table for color grading.
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/// </summary>
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public ComputeShader lut3DBaker;
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/// <summary>
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/// The compute shader used by the volume manager to interpolate between two 3D textures.
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/// </summary>
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public ComputeShader texture3dLerp;
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/// <summary>
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/// The compute shader used to compute the histogram monitor.
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/// </summary>
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public ComputeShader gammaHistogram;
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/// <summary>
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/// The compute shader used to compute the waveform monitor.
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/// </summary>
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public ComputeShader waveform;
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/// <summary>
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/// The compute shader used to compute the vectorscope monitor.
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/// </summary>
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public ComputeShader vectorscope;
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/// <summary>
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/// The compute shader used for the first downsampling pass of MSVO.
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/// </summary>
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public ComputeShader multiScaleAODownsample1;
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/// <summary>
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/// The compute shader used for the second downsampling pass of MSVO.
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/// </summary>
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public ComputeShader multiScaleAODownsample2;
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/// <summary>
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/// The compute shader used for the render pass of MSVO.
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/// </summary>
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public ComputeShader multiScaleAORender;
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/// <summary>
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/// The compute shader used for the upsampling pass of MSVO.
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/// </summary>
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public ComputeShader multiScaleAOUpsample;
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/// <summary>
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/// The compute shader used to a fast gaussian downsample.
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/// </summary>
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public ComputeShader gaussianDownsample;
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/// <summary>
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/// Returns a copy of this class and its content.
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/// </summary>
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/// <returns>A copy of this class and its content.</returns>
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public ComputeShaders Clone()
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{
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return (ComputeShaders)MemberwiseClone();
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}
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}
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/// <summary>
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/// A set of textures needed by the sub-pixel morphological anti-aliasing effect.
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/// </summary>
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[Serializable]
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public sealed class SMAALuts
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{
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/// <summary>
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/// The area lookup table.
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/// </summary>
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public Texture2D area;
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/// <summary>
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/// The search lookup table.
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/// </summary>
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public Texture2D search;
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}
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/// <summary>
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/// A set of 64x64, single-channel blue noise textures.
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/// </summary>
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public Texture2D[] blueNoise64;
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/// <summary>
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/// A set of 256x256, single-channel blue noise textures.
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/// </summary>
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public Texture2D[] blueNoise256;
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/// <summary>
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/// Lookup tables used by the sub-pixel morphological anti-aliasing effect.
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/// </summary>
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public SMAALuts smaaLuts;
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/// <summary>
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/// All the shaders used by post-processing.
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/// </summary>
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public Shaders shaders;
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/// <summary>
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/// All the compute shaders used by post-processing.
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/// </summary>
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public ComputeShaders computeShaders;
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#if UNITY_EDITOR
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/// <summary>
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/// A delegate used to track resource changes.
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/// </summary>
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public delegate void ChangeHandler();
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/// <summary>
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/// Set this callback to be notified of resource changes.
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/// </summary>
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public ChangeHandler changeHandler;
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void OnValidate()
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{
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if (changeHandler != null)
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changeHandler();
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}
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#endif
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}
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}
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