217 lines
7.8 KiB
C#
217 lines
7.8 KiB
C#
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using System;
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namespace UnityEngine.PostProcessing
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{
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public sealed class TaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
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{
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static class Uniforms
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{
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internal static int _Jitter = Shader.PropertyToID("_Jitter");
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internal static int _SharpenParameters = Shader.PropertyToID("_SharpenParameters");
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internal static int _FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters");
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internal static int _HistoryTex = Shader.PropertyToID("_HistoryTex");
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internal static int _MainTex = Shader.PropertyToID("_MainTex");
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}
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const string k_ShaderString = "Hidden/Post FX/Temporal Anti-aliasing";
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const int k_SampleCount = 8;
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readonly RenderBuffer[] m_MRT = new RenderBuffer[2];
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int m_SampleIndex = 0;
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bool m_ResetHistory = true;
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RenderTexture m_HistoryTexture;
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public override bool active
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{
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get
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{
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return model.enabled
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&& model.settings.method == AntialiasingModel.Method.Taa
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&& SystemInfo.supportsMotionVectors
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&& SystemInfo.supportedRenderTargetCount >= 2
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&& !context.interrupted;
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}
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}
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public override DepthTextureMode GetCameraFlags()
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{
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return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
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}
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public Vector2 jitterVector { get; private set; }
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public void ResetHistory()
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{
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m_ResetHistory = true;
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}
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public void SetProjectionMatrix(Func<Vector2, Matrix4x4> jitteredFunc)
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{
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var settings = model.settings.taaSettings;
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var jitter = GenerateRandomOffset();
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jitter *= settings.jitterSpread;
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context.camera.nonJitteredProjectionMatrix = context.camera.projectionMatrix;
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if (jitteredFunc != null)
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{
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context.camera.projectionMatrix = jitteredFunc(jitter);
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}
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else
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{
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context.camera.projectionMatrix = context.camera.orthographic
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? GetOrthographicProjectionMatrix(jitter)
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: GetPerspectiveProjectionMatrix(jitter);
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}
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#if UNITY_5_5_OR_NEWER
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context.camera.useJitteredProjectionMatrixForTransparentRendering = false;
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#endif
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jitter.x /= context.width;
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jitter.y /= context.height;
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var material = context.materialFactory.Get(k_ShaderString);
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material.SetVector(Uniforms._Jitter, jitter);
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jitterVector = jitter;
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}
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public void Render(RenderTexture source, RenderTexture destination)
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{
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var material = context.materialFactory.Get(k_ShaderString);
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material.shaderKeywords = null;
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var settings = model.settings.taaSettings;
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if (m_ResetHistory || m_HistoryTexture == null || m_HistoryTexture.width != source.width || m_HistoryTexture.height != source.height)
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{
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if (m_HistoryTexture)
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RenderTexture.ReleaseTemporary(m_HistoryTexture);
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m_HistoryTexture = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);
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m_HistoryTexture.name = "TAA History";
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Graphics.Blit(source, m_HistoryTexture, material, 2);
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}
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const float kMotionAmplification = 100f * 60f;
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material.SetVector(Uniforms._SharpenParameters, new Vector4(settings.sharpen, 0f, 0f, 0f));
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material.SetVector(Uniforms._FinalBlendParameters, new Vector4(settings.stationaryBlending, settings.motionBlending, kMotionAmplification, 0f));
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material.SetTexture(Uniforms._MainTex, source);
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material.SetTexture(Uniforms._HistoryTex, m_HistoryTexture);
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var tempHistory = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);
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tempHistory.name = "TAA History";
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m_MRT[0] = destination.colorBuffer;
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m_MRT[1] = tempHistory.colorBuffer;
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Graphics.SetRenderTarget(m_MRT, source.depthBuffer);
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GraphicsUtils.Blit(material, context.camera.orthographic ? 1 : 0);
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RenderTexture.ReleaseTemporary(m_HistoryTexture);
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m_HistoryTexture = tempHistory;
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m_ResetHistory = false;
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}
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float GetHaltonValue(int index, int radix)
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{
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float result = 0f;
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float fraction = 1f / (float)radix;
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while (index > 0)
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{
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result += (float)(index % radix) * fraction;
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index /= radix;
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fraction /= (float)radix;
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}
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return result;
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}
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Vector2 GenerateRandomOffset()
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{
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var offset = new Vector2(
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GetHaltonValue(m_SampleIndex & 1023, 2),
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GetHaltonValue(m_SampleIndex & 1023, 3));
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if (++m_SampleIndex >= k_SampleCount)
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m_SampleIndex = 0;
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return offset;
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}
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// Adapted heavily from PlayDead's TAA code
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// https://github.com/playdeadgames/temporal/blob/master/Assets/Scripts/Extensions.cs
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Matrix4x4 GetPerspectiveProjectionMatrix(Vector2 offset)
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{
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float vertical = Mathf.Tan(0.5f * Mathf.Deg2Rad * context.camera.fieldOfView);
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float horizontal = vertical * context.camera.aspect;
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offset.x *= horizontal / (0.5f * context.width);
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offset.y *= vertical / (0.5f * context.height);
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float left = (offset.x - horizontal) * context.camera.nearClipPlane;
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float right = (offset.x + horizontal) * context.camera.nearClipPlane;
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float top = (offset.y + vertical) * context.camera.nearClipPlane;
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float bottom = (offset.y - vertical) * context.camera.nearClipPlane;
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var matrix = new Matrix4x4();
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matrix[0, 0] = (2f * context.camera.nearClipPlane) / (right - left);
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matrix[0, 1] = 0f;
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matrix[0, 2] = (right + left) / (right - left);
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matrix[0, 3] = 0f;
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matrix[1, 0] = 0f;
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matrix[1, 1] = (2f * context.camera.nearClipPlane) / (top - bottom);
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matrix[1, 2] = (top + bottom) / (top - bottom);
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matrix[1, 3] = 0f;
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matrix[2, 0] = 0f;
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matrix[2, 1] = 0f;
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matrix[2, 2] = -(context.camera.farClipPlane + context.camera.nearClipPlane) / (context.camera.farClipPlane - context.camera.nearClipPlane);
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matrix[2, 3] = -(2f * context.camera.farClipPlane * context.camera.nearClipPlane) / (context.camera.farClipPlane - context.camera.nearClipPlane);
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matrix[3, 0] = 0f;
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matrix[3, 1] = 0f;
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matrix[3, 2] = -1f;
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matrix[3, 3] = 0f;
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return matrix;
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}
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Matrix4x4 GetOrthographicProjectionMatrix(Vector2 offset)
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{
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float vertical = context.camera.orthographicSize;
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float horizontal = vertical * context.camera.aspect;
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offset.x *= horizontal / (0.5f * context.width);
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offset.y *= vertical / (0.5f * context.height);
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float left = offset.x - horizontal;
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float right = offset.x + horizontal;
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float top = offset.y + vertical;
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float bottom = offset.y - vertical;
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return Matrix4x4.Ortho(left, right, bottom, top, context.camera.nearClipPlane, context.camera.farClipPlane);
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}
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public override void OnDisable()
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{
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if (m_HistoryTexture != null)
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RenderTexture.ReleaseTemporary(m_HistoryTexture);
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m_HistoryTexture = null;
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m_SampleIndex = 0;
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ResetHistory();
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}
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}
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}
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