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