BloomComponent.cs
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namespace UnityEngine.PostProcessing
{
public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
{
static class Uniforms
{
internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
internal static readonly int _Curve = Shader.PropertyToID("_Curve");
internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
}
const int k_MaxPyramidBlurLevel = 16;
readonly RenderTexture[] m_BlurBuffer1 = new RenderTexture[k_MaxPyramidBlurLevel];
readonly RenderTexture[] m_BlurBuffer2 = new RenderTexture[k_MaxPyramidBlurLevel];
public override bool active
{
get
{
return model.enabled
&& model.settings.bloom.intensity > 0f
&& !context.interrupted;
}
}
public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
{
var bloom = model.settings.bloom;
var lensDirt = model.settings.lensDirt;
var material = context.materialFactory.Get("Hidden/Post FX/Bloom");
material.shaderKeywords = null;
// Apply auto exposure before the prefiltering pass
material.SetTexture(Uniforms._AutoExposure, autoExposure);
// Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on
// fillrate limited platforms
var tw = context.width / 2;
var th = context.height / 2;
// Blur buffer format
// TODO: Extend the use of RGBM to the whole chain for mobile platforms
var useRGBM = Application.isMobilePlatform;
var rtFormat = useRGBM
? RenderTextureFormat.Default
: RenderTextureFormat.DefaultHDR;
// Determine the iteration count
float logh = Mathf.Log(th, 2f) + bloom.radius - 8f;
int logh_i = (int)logh;
int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidBlurLevel);
// Uupdate the shader properties
float lthresh = bloom.thresholdLinear;
material.SetFloat(Uniforms._Threshold, lthresh);
float knee = lthresh * bloom.softKnee + 1e-5f;
var curve = new Vector3(lthresh - knee, knee * 2f, 0.25f / knee);
material.SetVector(Uniforms._Curve, curve);
material.SetFloat(Uniforms._PrefilterOffs, bloom.antiFlicker ? -0.5f : 0f);
float sampleScale = 0.5f + logh - logh_i;
material.SetFloat(Uniforms._SampleScale, sampleScale);
// TODO: Probably can disable antiFlicker if TAA is enabled - need to do some testing
if (bloom.antiFlicker)
material.EnableKeyword("ANTI_FLICKER");
// Prefilter pass
var prefiltered = context.renderTextureFactory.Get(tw, th, 0, rtFormat);
Graphics.Blit(source, prefiltered, material, 0);
// Construct a mip pyramid
var last = prefiltered;
for (int level = 0; level < iterations; level++)
{
m_BlurBuffer1[level] = context.renderTextureFactory.Get(
last.width / 2, last.height / 2, 0, rtFormat
);
int pass = (level == 0) ? 1 : 2;
Graphics.Blit(last, m_BlurBuffer1[level], material, pass);
last = m_BlurBuffer1[level];
}
// Upsample and combine loop
for (int level = iterations - 2; level >= 0; level--)
{
var baseTex = m_BlurBuffer1[level];
material.SetTexture(Uniforms._BaseTex, baseTex);
m_BlurBuffer2[level] = context.renderTextureFactory.Get(
baseTex.width, baseTex.height, 0, rtFormat
);
Graphics.Blit(last, m_BlurBuffer2[level], material, 3);
last = m_BlurBuffer2[level];
}
var bloomTex = last;
// Release the temporary buffers
for (int i = 0; i < k_MaxPyramidBlurLevel; i++)
{
if (m_BlurBuffer1[i] != null)
context.renderTextureFactory.Release(m_BlurBuffer1[i]);
if (m_BlurBuffer2[i] != null && m_BlurBuffer2[i] != bloomTex)
context.renderTextureFactory.Release(m_BlurBuffer2[i]);
m_BlurBuffer1[i] = null;
m_BlurBuffer2[i] = null;
}
context.renderTextureFactory.Release(prefiltered);
// Push everything to the uber material
uberMaterial.SetTexture(Uniforms._BloomTex, bloomTex);
uberMaterial.SetVector(Uniforms._Bloom_Settings, new Vector2(sampleScale, bloom.intensity));
if (lensDirt.intensity > 0f && lensDirt.texture != null)
{
uberMaterial.SetTexture(Uniforms._Bloom_DirtTex, lensDirt.texture);
uberMaterial.SetFloat(Uniforms._Bloom_DirtIntensity, lensDirt.intensity);
uberMaterial.EnableKeyword("BLOOM_LENS_DIRT");
}
else
{
uberMaterial.EnableKeyword("BLOOM");
}
}
}
}