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- //======= Copyright (c) Stereolabs Corporation, All rights reserved. ===============
- using UnityEngine;
- using UnityEngine.Rendering;
- /// <summary>
- /// Helper functions for the post processing effects applied to the final mixed reality image.
- /// Used by ZEDRenderingPlane when Post-Processing is enabled, and always used by GreenScreenManager.
- /// </summary>
- public class ZEDPostProcessingTools
- {
- /// <summary>
- /// Cached property ID for _horizontal. Use horizontalPropertyID property instead.
- /// </summary>
- private static int? _horizpropID;
- /// <summary>
- /// Cached shader ID for "_horizontal" property, to optimize shader assignment.
- /// We do this since this is a property we may set every frame.
- /// </summary>
- private static int horizontalPropertyID
- {
- get
- {
- if (_horizpropID == null)
- {
- _horizpropID = Shader.PropertyToID("horizontal");
- }
- return (int)_horizpropID;
- }
- }
- /// <summary>
- /// Returns the gaussian value for f(x) = (1/2*3.14*s)*e(-x*x/(2*s)).
- /// </summary>
- /// <param name="x"></param>
- /// <param name="sigma"></param>
- /// <returns></returns>
- public static float Gaussian(float x, float sigma)
- {
- return (1.0f / (2.0f * Mathf.PI * sigma)) * Mathf.Exp(-((x * x) / (2.0f * sigma)));
- }
- /// <summary>
- /// Computes weights to be sent to the blur shader.
- /// </summary>
- /// <param name="sigma"></param>
- /// <param name="weights_"></param>
- /// <param name="offsets_"></param>
- public static void ComputeWeights(float sigma, out float[] weights_, out float[] offsets_)
- {
- float[] weights = new float[5];
- float[] offsets = { 0.0f, 1.0f, 2.0f, 3.0f, 4.0f };
- weights_ = new float[5];
- offsets_ = new float[5] { 0.0f, 1.0f, 2.0f, 3.0f, 4.0f };
- // Calculate the weights
- weights[0] = Gaussian(0, sigma);
- if (sigma != 0)
- {
- float sum = weights[0];
- for (int i = 1; i < 5; ++i)
- {
- weights[i] = Gaussian(offsets[i], sigma);
- sum += 2.0f * weights[i];
- }
- for (int i = 0; i < 5; ++i)
- {
- weights[i] /= sum;
- }
- //Fix for just 3 fetches
- weights_[0] = weights[0];
- weights_[1] = weights[1] + weights[2];
- weights_[2] = weights[3] + weights[4];
- offsets_[0] = 0.0f;
- offsets_[1] = ((weights[1] * offsets[1]) + (weights[2] * offsets[2])) / weights_[1];
- offsets_[2] = ((weights[3] * offsets[3]) + (weights[4] * offsets[4])) / weights_[2];
- }
- }
- /// <summary>
- /// Blurs a render texture.
- /// </summary>
- /// <param name="source">Source RenderTexture.</param>
- /// <param name="dest">RenderTexture that the blurred version will be rendered into.</param>
- /// <param name="mat">Material used to blur.</param>
- /// <param name="pass">The pass used by the material.</param>
- /// <param name="numberIterations">More iterations means a more prominent blur.</param>
- /// <param name="downscale">The downscale of the source, which increases blur and decreases computation time.</param>
- public static void Blur(RenderTexture source, RenderTexture dest, Material mat, int pass, int numberIterations = -1, int downscale = 2)
- {
- if (numberIterations == -1 || numberIterations == 0)
- {
- Graphics.Blit(source, dest, mat, pass);
- return;
- }
- RenderTexture buffer = RenderTexture.GetTemporary(source.width / downscale, source.height / downscale, source.depth, source.format, RenderTextureReadWrite.Default);
- if (mat == null)
- {
- Graphics.Blit(source, buffer);
- Graphics.Blit(buffer, dest);
- }
- else
- {
- bool oddEven = false;
- //Create two buffers to make a multi-pass blur.
- RenderTexture buffer2 = RenderTexture.GetTemporary(source.width / downscale, source.height / downscale, source.depth, source.format, RenderTextureReadWrite.Default);
- Graphics.Blit(source, buffer);
- //To each pass, alternate the buffer, and set the blur direction.
- for (int i = 0; i < numberIterations * 2; i++)
- {
- //mat.SetInt("horizontal", System.Convert.ToInt32(oddEven));
- mat.SetInt(horizontalPropertyID, System.Convert.ToInt32(oddEven));
- if (i < numberIterations * 2 - 1)
- {
- Graphics.Blit(oddEven ? buffer2 : buffer, !oddEven ? buffer2 : buffer, mat, pass);
- oddEven = !oddEven;
- }
- else
- {
- //mat.SetInt("horizontal", System.Convert.ToInt32(oddEven));
- mat.SetInt(horizontalPropertyID, System.Convert.ToInt32(oddEven));
-
- //Copy the buffer to the final texture.
- if (oddEven)
- {
- Graphics.Blit(buffer2, dest, mat, pass);
- }
- else
- {
- Graphics.Blit(buffer, dest, mat, pass);
- }
- }
- }
- //Destroy all the temporary buffers.
- RenderTexture.ReleaseTemporary(buffer2);
- }
- RenderTexture.ReleaseTemporary(buffer);
- }
- /// <summary>
- /// Holds IDs of shader properties. Used because setting a property by ID is faster than
- /// setting it by a property name.
- /// </summary>
- static class Uniforms
- {
- internal static readonly int _MainTex = Shader.PropertyToID("_MainTex");
- internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
- internal static readonly int _TempRT2 = Shader.PropertyToID("_TempRT2");
- internal static readonly int _TempRT3 = Shader.PropertyToID("_TempRT3");
- }
- /// <summary>
- /// Blurs a render texture.
- /// </summary>
- /// <param name="cb">CommandBuffer from where the rendertexture is taken.</param>
- /// <param name="dest">RenderTexture to be blurred.</param>
- /// <param name="mat">Material used to blur</param>
- /// <param name="pass">The pass used by the material</param>
- /// <param name="numberIterations">More iterations means a more prominent blur</param>
- /// <param name="downscale">The downscale of the source, which increases blur and decreases computation time.</param>
- public static void Blur(CommandBuffer cb, RenderTexture texture, Material mat, int pass, int numberIterations = -1, int downscale = 2)
- {
- if (numberIterations == -1 || numberIterations == 0)
- {
- cb.GetTemporaryRT(Uniforms._TempRT, texture.width, texture.height, texture.depth);
- cb.Blit(texture, Uniforms._TempRT, mat, pass);
- cb.Blit(Uniforms._TempRT, texture);
- cb.ReleaseTemporaryRT(Uniforms._TempRT);
- return;
- }
- cb.GetTemporaryRT(Uniforms._TempRT, texture.width / downscale, texture.height / downscale, texture.depth, FilterMode.Bilinear, texture.format, RenderTextureReadWrite.Default);
- cb.GetTemporaryRT(Uniforms._TempRT2, texture.width / downscale, texture.height / downscale, texture.depth, FilterMode.Bilinear, texture.format, RenderTextureReadWrite.Default);
- bool oddEven = false;
- //Create two buffers to make a multi-pass blur
- cb.Blit(texture, Uniforms._TempRT);
- //To each pass alternate the buffer, and set the blur direction
- for (int i = 0; i < numberIterations * 2; i++)
- {
- //mat.SetInt("horizontal", System.Convert.ToInt32(oddEven));
- mat.SetInt(horizontalPropertyID, System.Convert.ToInt32(oddEven));
- if (i < numberIterations * 2 - 1)
- {
- cb.Blit(oddEven ? Uniforms._TempRT2 : Uniforms._TempRT, !oddEven ? Uniforms._TempRT2 : Uniforms._TempRT, mat, pass);
- oddEven = !oddEven;
- }
- else
- {
- //mat.SetInt("horizontal", System.Convert.ToInt32(oddEven));
- mat.SetInt(horizontalPropertyID, System.Convert.ToInt32(oddEven));
- //Copy the buffer to the final texture
- if (oddEven)
- {
- cb.Blit(Uniforms._TempRT2, texture, mat, pass);
- }
- else
- {
- cb.Blit(Uniforms._TempRT, texture, mat, pass);
- }
- }
- }
- //Destroy all the temporary buffers
- cb.ReleaseTemporaryRT(Uniforms._TempRT);
- cb.ReleaseTemporaryRT(Uniforms._TempRT2);
- }
- public static void ComposeMask(CommandBuffer cb, RenderTexture mask, Material matStencilToMask, Material matComposeMask)
- {
- cb.GetTemporaryRT(Uniforms._TempRT, mask.width, mask.height, mask.depth, mask.filterMode, mask.format, RenderTextureReadWrite.Default);
- cb.GetTemporaryRT(Uniforms._TempRT2, -1, -1, 24);
- cb.Blit(mask, Uniforms._TempRT);
- //This is fine, set up the target and clear.
- cb.SetRenderTarget(Uniforms._TempRT2);
- cb.ClearRenderTarget(false, true, Color.black);
- //To keep the stencil in post process.
- cb.SetRenderTarget(Uniforms._TempRT2, BuiltinRenderTextureType.CurrentActive);
- cb.Blit(BuiltinRenderTextureType.CameraTarget, Uniforms._TempRT2, matStencilToMask);
- //Compose the second mask retrieved in the forward pass. The shader should set the stencil to 148.
- //cb.Blit(mask, Uniforms._TempRT);
- cb.SetGlobalTexture("_Mask", Uniforms._TempRT);
- // matComposeMask.set("_Mask", Uniforms._TempRT);
- cb.Blit(Uniforms._TempRT2, mask, matComposeMask);
- }
- }
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