using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
///
/// Implement this interface on every post process volumes
///
public interface IPostProcessComponent
{
///
/// Tells if the post process needs to be rendered or not.
///
/// True if the component is active, otherwise false.
bool IsActive();
///
/// Tells if the post process can run the effect on-tile or if it needs a full pass.
///
/// True if it can run on-tile, otherwise false.
bool IsTileCompatible();
}
}
namespace UnityEngine.Rendering.Universal
{
///
/// Renders the post-processing effect stack.
///
internal class PostProcessPass : ScriptableRenderPass
{
RenderTextureDescriptor m_Descriptor;
RTHandle m_Source;
RTHandle m_Destination;
RTHandle m_Depth;
RTHandle m_InternalLut;
RTHandle m_MotionVectors;
RTHandle m_CameraTargetHandle;
RTHandle m_FullCoCTexture;
RTHandle m_HalfCoCTexture;
RTHandle m_PingTexture;
RTHandle m_PongTexture;
RTHandle[] m_BloomMipDown;
RTHandle[] m_BloomMipUp;
RTHandle m_BlendTexture;
RTHandle m_EdgeColorTexture;
RTHandle m_EdgeStencilTexture;
RTHandle m_TempTarget;
RTHandle m_TempTarget2;
const string k_RenderPostProcessingTag = "Render PostProcessing Effects";
const string k_RenderFinalPostProcessingTag = "Render Final PostProcessing Pass";
private static readonly ProfilingSampler m_ProfilingRenderPostProcessing = new ProfilingSampler(k_RenderPostProcessingTag);
private static readonly ProfilingSampler m_ProfilingRenderFinalPostProcessing = new ProfilingSampler(k_RenderFinalPostProcessingTag);
MaterialLibrary m_Materials;
PostProcessData m_Data;
// Builtin effects settings
DepthOfField m_DepthOfField;
MotionBlur m_MotionBlur;
PaniniProjection m_PaniniProjection;
Bloom m_Bloom;
LensDistortion m_LensDistortion;
ChromaticAberration m_ChromaticAberration;
Vignette m_Vignette;
ColorLookup m_ColorLookup;
ColorAdjustments m_ColorAdjustments;
Tonemapping m_Tonemapping;
FilmGrain m_FilmGrain;
// Misc
const int k_MaxPyramidSize = 16;
readonly GraphicsFormat m_DefaultHDRFormat;
bool m_UseRGBM;
readonly GraphicsFormat m_SMAAEdgeFormat;
readonly GraphicsFormat m_GaussianCoCFormat;
int m_DitheringTextureIndex;
RenderTargetIdentifier[] m_MRT2;
Vector4[] m_BokehKernel;
int m_BokehHash;
// Needed if the device changes its render target width/height (ex, Mobile platform allows change of orientation)
float m_BokehMaxRadius;
float m_BokehRCPAspect;
// True when this is the very last pass in the pipeline
bool m_IsFinalPass;
// If there's a final post process pass after this pass.
// If yes, Film Grain and Dithering are setup in the final pass, otherwise they are setup in this pass.
bool m_HasFinalPass;
// Some Android devices do not support sRGB backbuffer
// We need to do the conversion manually on those
// Also if HDR output is active
bool m_EnableColorEncodingIfNeeded;
// Use Fast conversions between SRGB and Linear
bool m_UseFastSRGBLinearConversion;
// Blit to screen or color frontbuffer at the end
bool m_ResolveToScreen;
// Renderer is using swapbuffer system
bool m_UseSwapBuffer;
// RTHandle used as a temporary target when operations need to be performed before image scaling
RTHandle m_ScalingSetupTarget;
// RTHandle used as a temporary target when operations need to be performed after upscaling
RTHandle m_UpscaledTarget;
Material m_BlitMaterial;
///
/// Creates a new PostProcessPass instance.
///
/// The RenderPassEvent to use.
/// The PostProcessData resources to use.
/// The PostProcessParams run-time params to use.
///
///
///
public PostProcessPass(RenderPassEvent evt, PostProcessData data, ref PostProcessParams postProcessParams)
{
base.profilingSampler = new ProfilingSampler(nameof(PostProcessPass));
renderPassEvent = evt;
m_Data = data;
m_Materials = new MaterialLibrary(data);
// Only two components are needed for edge render texture, but on some vendors four components may be faster.
if (SystemInfo.IsFormatSupported(GraphicsFormat.R8G8_UNorm, FormatUsage.Render) && SystemInfo.graphicsDeviceVendor.ToLowerInvariant().Contains("arm"))
m_SMAAEdgeFormat = GraphicsFormat.R8G8_UNorm;
else
m_SMAAEdgeFormat = GraphicsFormat.R8G8B8A8_UNorm;
if (SystemInfo.IsFormatSupported(GraphicsFormat.R16_UNorm, FormatUsage.Linear | FormatUsage.Render))
m_GaussianCoCFormat = GraphicsFormat.R16_UNorm;
else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, FormatUsage.Linear | FormatUsage.Render))
m_GaussianCoCFormat = GraphicsFormat.R16_SFloat;
else // Expect CoC banding
m_GaussianCoCFormat = GraphicsFormat.R8_UNorm;
// Bloom pyramid shader ids - can't use a simple stackalloc in the bloom function as we
// unfortunately need to allocate strings
ShaderConstants._BloomMipUp = new int[k_MaxPyramidSize];
ShaderConstants._BloomMipDown = new int[k_MaxPyramidSize];
m_BloomMipUp = new RTHandle[k_MaxPyramidSize];
m_BloomMipDown = new RTHandle[k_MaxPyramidSize];
for (int i = 0; i < k_MaxPyramidSize; i++)
{
ShaderConstants._BloomMipUp[i] = Shader.PropertyToID("_BloomMipUp" + i);
ShaderConstants._BloomMipDown[i] = Shader.PropertyToID("_BloomMipDown" + i);
// Get name, will get Allocated with descriptor later
m_BloomMipUp[i] = RTHandles.Alloc(ShaderConstants._BloomMipUp[i], name: "_BloomMipUp" + i);
m_BloomMipDown[i] = RTHandles.Alloc(ShaderConstants._BloomMipDown[i], name: "_BloomMipDown" + i);
}
m_MRT2 = new RenderTargetIdentifier[2];
base.useNativeRenderPass = false;
m_BlitMaterial = postProcessParams.blitMaterial;
// Texture format pre-lookup
const FormatUsage usage = FormatUsage.Linear | FormatUsage.Render;
if (SystemInfo.IsFormatSupported(postProcessParams.requestHDRFormat, usage))
{
m_DefaultHDRFormat = postProcessParams.requestHDRFormat;
m_UseRGBM = false;
}
else if (SystemInfo.IsFormatSupported(GraphicsFormat.B10G11R11_UFloatPack32, usage)) // HDR fallback
{
m_DefaultHDRFormat = GraphicsFormat.B10G11R11_UFloatPack32;
m_UseRGBM = false;
}
else
{
m_DefaultHDRFormat = QualitySettings.activeColorSpace == ColorSpace.Linear
? GraphicsFormat.R8G8B8A8_SRGB
: GraphicsFormat.R8G8B8A8_UNorm;
m_UseRGBM = true;
}
}
///
/// Cleans up the Material Library used in the passes.
///
public void Cleanup() => m_Materials.Cleanup();
///
/// Disposes used resources.
///
public void Dispose()
{
foreach (var handle in m_BloomMipDown)
handle?.Release();
foreach (var handle in m_BloomMipUp)
handle?.Release();
m_ScalingSetupTarget?.Release();
m_UpscaledTarget?.Release();
m_CameraTargetHandle?.Release();
m_FullCoCTexture?.Release();
m_HalfCoCTexture?.Release();
m_PingTexture?.Release();
m_PongTexture?.Release();
m_BlendTexture?.Release();
m_EdgeColorTexture?.Release();
m_EdgeStencilTexture?.Release();
m_TempTarget?.Release();
m_TempTarget2?.Release();
}
///
/// Configures the pass.
///
///
///
///
///
///
///
///
public void Setup(in RenderTextureDescriptor baseDescriptor, in RTHandle source, bool resolveToScreen, in RTHandle depth, in RTHandle internalLut, in RTHandle motionVectors, bool hasFinalPass, bool enableColorEncoding)
{
m_Descriptor = baseDescriptor;
m_Descriptor.useMipMap = false;
m_Descriptor.autoGenerateMips = false;
m_Source = source;
m_Depth = depth;
m_InternalLut = internalLut;
m_MotionVectors = motionVectors;
m_IsFinalPass = false;
m_HasFinalPass = hasFinalPass;
m_EnableColorEncodingIfNeeded = enableColorEncoding;
m_ResolveToScreen = resolveToScreen;
m_Destination = k_CameraTarget;
m_UseSwapBuffer = true;
}
///
/// Configures the pass.
///
///
///
///
///
///
///
///
public void Setup(in RenderTextureDescriptor baseDescriptor, in RTHandle source, RTHandle destination, in RTHandle depth, in RTHandle internalLut, bool hasFinalPass, bool enableColorEncoding)
{
m_Descriptor = baseDescriptor;
m_Descriptor.useMipMap = false;
m_Descriptor.autoGenerateMips = false;
m_Source = source;
m_Destination = destination;
m_Depth = depth;
m_InternalLut = internalLut;
m_IsFinalPass = false;
m_HasFinalPass = hasFinalPass;
m_EnableColorEncodingIfNeeded = enableColorEncoding;
m_UseSwapBuffer = false;
}
///
/// Configures the Final pass.
///
///
///
///
public void SetupFinalPass(in RTHandle source, bool useSwapBuffer = false, bool enableColorEncoding = true)
{
m_Source = source;
m_Destination = k_CameraTarget;
m_IsFinalPass = true;
m_HasFinalPass = false;
m_EnableColorEncodingIfNeeded = enableColorEncoding;
m_UseSwapBuffer = useSwapBuffer;
}
///
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
overrideCameraTarget = true;
}
public bool CanRunOnTile()
{
// Check builtin & user effects here
return false;
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
// Start by pre-fetching all builtin effect settings we need
// Some of the color-grading settings are only used in the color grading lut pass
var stack = VolumeManager.instance.stack;
m_DepthOfField = stack.GetComponent();
m_MotionBlur = stack.GetComponent();
m_PaniniProjection = stack.GetComponent();
m_Bloom = stack.GetComponent();
m_LensDistortion = stack.GetComponent();
m_ChromaticAberration = stack.GetComponent();
m_Vignette = stack.GetComponent();
m_ColorLookup = stack.GetComponent();
m_ColorAdjustments = stack.GetComponent();
m_Tonemapping = stack.GetComponent();
m_FilmGrain = stack.GetComponent();
m_UseFastSRGBLinearConversion = renderingData.postProcessingData.useFastSRGBLinearConversion;
var cmd = renderingData.commandBuffer;
if (m_IsFinalPass)
{
using (new ProfilingScope(cmd, m_ProfilingRenderFinalPostProcessing))
{
RenderFinalPass(cmd, ref renderingData);
}
}
else if (CanRunOnTile())
{
// TODO: Add a fast render path if only on-tile compatible effects are used and we're actually running on a platform that supports it
// Note: we can still work on-tile if FXAA is enabled, it'd be part of the final pass
}
else
{
// Regular render path (not on-tile) - we do everything in a single command buffer as it
// makes it easier to manage temporary targets' lifetime
using (new ProfilingScope(cmd, m_ProfilingRenderPostProcessing))
{
Render(cmd, ref renderingData);
}
}
}
RenderTextureDescriptor GetCompatibleDescriptor()
=> GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_Descriptor.graphicsFormat);
RenderTextureDescriptor GetCompatibleDescriptor(int width, int height, GraphicsFormat format, DepthBits depthBufferBits = DepthBits.None)
=> GetCompatibleDescriptor(m_Descriptor, width, height, format, depthBufferBits);
internal static RenderTextureDescriptor GetCompatibleDescriptor(RenderTextureDescriptor desc, int width, int height, GraphicsFormat format, DepthBits depthBufferBits = DepthBits.None)
{
desc.depthBufferBits = (int)depthBufferBits;
desc.msaaSamples = 1;
desc.width = width;
desc.height = height;
desc.graphicsFormat = format;
return desc;
}
bool RequireSRGBConversionBlitToBackBuffer(ref CameraData cameraData)
{
return cameraData.requireSrgbConversion && m_EnableColorEncodingIfNeeded;
}
bool RequireHDROutput(ref CameraData cameraData)
{
// If capturing, don't convert to HDR.
// If not last in the stack, don't convert to HDR.
return cameraData.isHDROutputActive && cameraData.captureActions == null;
}
void Render(CommandBuffer cmd, ref RenderingData renderingData)
{
ref CameraData cameraData = ref renderingData.cameraData;
ref ScriptableRenderer renderer = ref cameraData.renderer;
bool isSceneViewCamera = cameraData.isSceneViewCamera;
//Check amount of swaps we have to do
//We blit back and forth without msaa until the last blit.
bool useStopNan = cameraData.isStopNaNEnabled && m_Materials.stopNaN != null;
bool useSubPixeMorpAA = cameraData.antialiasing == AntialiasingMode.SubpixelMorphologicalAntiAliasing && SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
var dofMaterial = m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian ? m_Materials.gaussianDepthOfField : m_Materials.bokehDepthOfField;
bool useDepthOfField = m_DepthOfField.IsActive() && !isSceneViewCamera && dofMaterial != null;
bool useLensFlare = !LensFlareCommonSRP.Instance.IsEmpty();
bool useMotionBlur = m_MotionBlur.IsActive() && !isSceneViewCamera;
bool usePaniniProjection = m_PaniniProjection.IsActive() && !isSceneViewCamera;
// Note that enabling jitters uses the same CameraData::IsTemporalAAEnabled(). So if we add any other kind of overrides (like
// disable useTemporalAA if another feature is disabled) then we need to put it in CameraData::IsTemporalAAEnabled() as opposed
// to tweaking the value here.
bool useTemporalAA = cameraData.IsTemporalAAEnabled();
if (cameraData.antialiasing == AntialiasingMode.TemporalAntiAliasing && !useTemporalAA)
TemporalAA.ValidateAndWarn(ref cameraData);
int amountOfPassesRemaining = (useStopNan ? 1 : 0) + (useSubPixeMorpAA ? 1 : 0) + (useDepthOfField ? 1 : 0) + (useLensFlare ? 1 : 0) + (useTemporalAA ? 1 : 0) + (useMotionBlur ? 1 : 0) + (usePaniniProjection ? 1 : 0);
if (m_UseSwapBuffer && amountOfPassesRemaining > 0)
{
renderer.EnableSwapBufferMSAA(false);
}
// Don't use these directly unless you have a good reason to, use GetSource() and
// GetDestination() instead
RTHandle source = m_UseSwapBuffer ? renderer.cameraColorTargetHandle : m_Source;
RTHandle destination = m_UseSwapBuffer ? renderer.GetCameraColorFrontBuffer(cmd) : null;
RTHandle GetSource() => source;
RTHandle GetDestination()
{
if (destination == null)
{
RenderingUtils.ReAllocateIfNeeded(ref m_TempTarget, GetCompatibleDescriptor(), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_TempTarget");
destination = m_TempTarget;
}
else if (destination == m_Source && m_Descriptor.msaaSamples > 1)
{
// Avoid using m_Source.id as new destination, it may come with a depth buffer that we don't want, may have MSAA that we don't want etc
RenderingUtils.ReAllocateIfNeeded(ref m_TempTarget2, GetCompatibleDescriptor(), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_TempTarget2");
destination = m_TempTarget2;
}
return destination;
}
void Swap(ref ScriptableRenderer r)
{
--amountOfPassesRemaining;
if (m_UseSwapBuffer)
{
r.SwapColorBuffer(cmd);
source = r.cameraColorTargetHandle;
//we want the last blit to be to MSAA
if (amountOfPassesRemaining == 0 && !m_HasFinalPass)
r.EnableSwapBufferMSAA(true);
destination = r.GetCameraColorFrontBuffer(cmd);
}
else
{
CoreUtils.Swap(ref source, ref destination);
}
}
// Setup projection matrix for cmd.DrawMesh()
cmd.SetGlobalMatrix(ShaderConstants._FullscreenProjMat, GL.GetGPUProjectionMatrix(Matrix4x4.identity, true));
// Optional NaN killer before post-processing kicks in
// stopNaN may be null on Adreno 3xx. It doesn't support full shader level 3.5, but SystemInfo.graphicsShaderLevel is 35.
if (useStopNan)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.StopNaNs)))
{
Blitter.BlitCameraTexture(cmd, GetSource(), GetDestination(), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, m_Materials.stopNaN, 0);
Swap(ref renderer);
}
}
// Anti-aliasing
if (useSubPixeMorpAA)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.SMAA)))
{
DoSubpixelMorphologicalAntialiasing(ref cameraData, cmd, GetSource(), GetDestination());
Swap(ref renderer);
}
}
// Depth of Field
// Adreno 3xx SystemInfo.graphicsShaderLevel is 35, but instancing support is disabled due to buggy drivers.
// DOF shader uses #pragma target 3.5 which adds requirement for instancing support, thus marking the shader unsupported on those devices.
if (useDepthOfField)
{
var markerName = m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian
? URPProfileId.GaussianDepthOfField
: URPProfileId.BokehDepthOfField;
using (new ProfilingScope(cmd, ProfilingSampler.Get(markerName)))
{
DoDepthOfField(cameraData.camera, cmd, GetSource(), GetDestination(), cameraData.pixelRect);
Swap(ref renderer);
}
}
// Temporal Anti Aliasing
if (useTemporalAA)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.TemporalAA)))
{
TemporalAA.ExecutePass(cmd, m_Materials.temporalAntialiasing, ref cameraData, source, destination, m_MotionVectors.rt);
Swap(ref renderer);
}
}
// Motion blur
if (useMotionBlur)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MotionBlur)))
{
DoMotionBlur(cmd, GetSource(), GetDestination(), ref cameraData);
Swap(ref renderer);
}
}
// Panini projection is done as a fullscreen pass after all depth-based effects are done
// and before bloom kicks in
if (usePaniniProjection)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.PaniniProjection)))
{
DoPaniniProjection(cameraData.camera, cmd, GetSource(), GetDestination());
Swap(ref renderer);
}
}
// Combined post-processing stack
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.UberPostProcess)))
{
// Reset uber keywords
m_Materials.uber.shaderKeywords = null;
// Bloom goes first
bool bloomActive = m_Bloom.IsActive();
if (bloomActive)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.Bloom)))
SetupBloom(cmd, GetSource(), m_Materials.uber);
}
// Lens Flare
if (useLensFlare)
{
bool usePanini;
float paniniDistance;
float paniniCropToFit;
if (m_PaniniProjection.IsActive())
{
usePanini = true;
paniniDistance = m_PaniniProjection.distance.value;
paniniCropToFit = m_PaniniProjection.cropToFit.value;
}
else
{
usePanini = false;
paniniDistance = 1.0f;
paniniCropToFit = 1.0f;
}
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.LensFlareDataDrivenComputeOcclusion)))
{
LensFlareDataDrivenComputeOcclusion(cameraData.camera, cmd, GetSource(), usePanini, paniniDistance, paniniCropToFit);
}
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.LensFlareDataDriven)))
{
LensFlareDataDriven(cameraData.camera, cmd, GetSource(), usePanini, paniniDistance, paniniCropToFit);
}
}
// Setup other effects constants
SetupLensDistortion(m_Materials.uber, isSceneViewCamera);
SetupChromaticAberration(m_Materials.uber);
SetupVignette(m_Materials.uber, cameraData.xr);
SetupColorGrading(cmd, ref renderingData, m_Materials.uber);
// Only apply dithering & grain if there isn't a final pass.
SetupGrain(ref cameraData, m_Materials.uber);
SetupDithering(ref cameraData, m_Materials.uber);
if (RequireSRGBConversionBlitToBackBuffer(ref cameraData))
m_Materials.uber.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion);
bool requireHDROutput = RequireHDROutput(ref cameraData);
if (requireHDROutput)
{
// Color space conversion is already applied through color grading, do encoding if uber post is the last pass
// Otherwise encoding will happen in the final post process pass or the final blit pass
HDROutputUtils.Operation hdrOperation = !m_HasFinalPass && m_EnableColorEncodingIfNeeded ? HDROutputUtils.Operation.ColorEncoding : HDROutputUtils.Operation.None;
SetupHDROutput(m_Materials.uber, hdrOperation);
}
if (m_UseFastSRGBLinearConversion)
{
m_Materials.uber.EnableKeyword(ShaderKeywordStrings.UseFastSRGBLinearConversion);
}
DebugHandler debugHandler = GetActiveDebugHandler(ref renderingData);
bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(ref cameraData);
debugHandler?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, ref cameraData, !m_HasFinalPass && !resolveToDebugScreen);
// Done with Uber, blit it
var colorLoadAction = RenderBufferLoadAction.DontCare;
if (m_Destination == k_CameraTarget && !cameraData.isDefaultViewport)
colorLoadAction = RenderBufferLoadAction.Load;
// Note: We rendering to "camera target" we need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack.
// Overlay cameras need to output to the target described in the base camera while doing camera stack.
RenderTargetIdentifier cameraTargetID = BuiltinRenderTextureType.CameraTarget;
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled)
cameraTargetID = cameraData.xr.renderTarget;
#endif
if (!m_UseSwapBuffer)
m_ResolveToScreen = cameraData.resolveFinalTarget || m_Destination.nameID == cameraTargetID || m_HasFinalPass == true;
// With camera stacking we not always resolve post to final screen as we might run post-processing in the middle of the stack.
if (m_UseSwapBuffer && !m_ResolveToScreen)
{
if (!m_HasFinalPass)
{
// We need to reenable this to be able to blit to the correct AA target
renderer.EnableSwapBufferMSAA(true);
destination = renderer.GetCameraColorFrontBuffer(cmd);
}
Blitter.BlitCameraTexture(cmd, GetSource(), destination, colorLoadAction, RenderBufferStoreAction.Store, m_Materials.uber, 0);
renderer.ConfigureCameraColorTarget(destination);
Swap(ref renderer);
}
// TODO: Implement swapbuffer in 2DRenderer so we can remove this
// For now, when render post-processing in the middle of the camera stack (not resolving to screen)
// we do an extra blit to ping pong results back to color texture. In future we should allow a Swap of the current active color texture
// in the pipeline to avoid this extra blit.
else if (!m_UseSwapBuffer)
{
var firstSource = GetSource();
Blitter.BlitCameraTexture(cmd, firstSource, GetDestination(), colorLoadAction, RenderBufferStoreAction.Store, m_Materials.uber, 0);
Blitter.BlitCameraTexture(cmd, GetDestination(), m_Destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, m_BlitMaterial, m_Destination.rt?.filterMode == FilterMode.Bilinear ? 1 : 0);
}
else if (m_ResolveToScreen)
{
if (resolveToDebugScreen)
{
debugHandler.BlitTextureToDebugScreenTexture(cmd, GetSource(), m_Materials.uber, 0);
}
else
{
// Create RTHandle alias to use RTHandle apis
RenderTargetIdentifier cameraTarget = cameraData.targetTexture != null ? new RenderTargetIdentifier(cameraData.targetTexture) : cameraTargetID;
if (m_CameraTargetHandle != cameraTarget)
{
m_CameraTargetHandle?.Release();
m_CameraTargetHandle = RTHandles.Alloc(cameraTarget);
}
RenderingUtils.FinalBlit(cmd, ref cameraData, GetSource(), m_CameraTargetHandle, colorLoadAction, RenderBufferStoreAction.Store, m_Materials.uber, 0);
renderer.ConfigureCameraColorTarget(m_CameraTargetHandle);
}
}
}
}
#region Sub-pixel Morphological Anti-aliasing
void DoSubpixelMorphologicalAntialiasing(ref CameraData cameraData, CommandBuffer cmd, RTHandle source, RTHandle destination)
{
var camera = cameraData.camera;
var pixelRect = new Rect(Vector2.zero, new Vector2(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height));
var material = m_Materials.subpixelMorphologicalAntialiasing;
const int kStencilBit = 64;
// Intermediate targets
RTHandle stencil; // We would only need stencil, no depth. But Unity doesn't support that.
if (m_Depth.nameID == BuiltinRenderTextureType.CameraTarget || m_Descriptor.msaaSamples > 1)
{
// In case m_Depth is CameraTarget it may refer to the backbuffer and we can't use that as an attachment on all platforms
RenderingUtils.ReAllocateIfNeeded(ref m_EdgeStencilTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.None, DepthBits.Depth24), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_EdgeStencilTexture");
stencil = m_EdgeStencilTexture;
}
else
{
stencil = m_Depth;
}
RenderingUtils.ReAllocateIfNeeded(ref m_EdgeColorTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_SMAAEdgeFormat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_EdgeColorTexture");
RenderingUtils.ReAllocateIfNeeded(ref m_BlendTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8G8B8A8_UNorm), FilterMode.Point, TextureWrapMode.Clamp, name: "_BlendTexture");
// Globals
var targetSize = m_EdgeColorTexture.useScaling ? m_EdgeColorTexture.rtHandleProperties.currentRenderTargetSize : new Vector2Int(m_EdgeColorTexture.rt.width, m_EdgeColorTexture.rt.height);
material.SetVector(ShaderConstants._Metrics, new Vector4(1f / targetSize.x, 1f / targetSize.y, targetSize.x, targetSize.y));
material.SetTexture(ShaderConstants._AreaTexture, m_Data.textures.smaaAreaTex);
material.SetTexture(ShaderConstants._SearchTexture, m_Data.textures.smaaSearchTex);
material.SetFloat(ShaderConstants._StencilRef, (float)kStencilBit);
material.SetFloat(ShaderConstants._StencilMask, (float)kStencilBit);
// Quality presets
material.shaderKeywords = null;
switch (cameraData.antialiasingQuality)
{
case AntialiasingQuality.Low:
material.EnableKeyword(ShaderKeywordStrings.SmaaLow);
break;
case AntialiasingQuality.Medium:
material.EnableKeyword(ShaderKeywordStrings.SmaaMedium);
break;
case AntialiasingQuality.High:
material.EnableKeyword(ShaderKeywordStrings.SmaaHigh);
break;
}
// Pass 1: Edge detection
RenderingUtils.Blit(cmd, source, pixelRect,
m_EdgeColorTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
stencil, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
ClearFlag.ColorStencil, Color.clear, // implicit depth=1.0f stencil=0x0
material, 0);
// Pass 2: Blend weights
RenderingUtils.Blit(cmd, m_EdgeColorTexture, pixelRect, m_BlendTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Color, Color.clear, material, 1);
// Pass 3: Neighborhood blending
cmd.SetGlobalTexture(ShaderConstants._BlendTexture, m_BlendTexture.nameID);
Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 2);
}
#endregion
#region Depth Of Field
// TODO: CoC reprojection once TAA gets in LW
// TODO: Proper LDR/gamma support
void DoDepthOfField(Camera camera, CommandBuffer cmd, RTHandle source, RTHandle destination, Rect pixelRect)
{
if (m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian)
DoGaussianDepthOfField(camera, cmd, source, destination, pixelRect);
else if (m_DepthOfField.mode.value == DepthOfFieldMode.Bokeh)
DoBokehDepthOfField(cmd, source, destination, pixelRect);
}
void DoGaussianDepthOfField(Camera camera, CommandBuffer cmd, RTHandle source, RTHandle destination, Rect pixelRect)
{
int downSample = 2;
var material = m_Materials.gaussianDepthOfField;
int wh = m_Descriptor.width / downSample;
int hh = m_Descriptor.height / downSample;
float farStart = m_DepthOfField.gaussianStart.value;
float farEnd = Mathf.Max(farStart, m_DepthOfField.gaussianEnd.value);
// Assumes a radius of 1 is 1 at 1080p
// Past a certain radius our gaussian kernel will look very bad so we'll clamp it for
// very high resolutions (4K+).
float maxRadius = m_DepthOfField.gaussianMaxRadius.value * (wh / 1080f);
maxRadius = Mathf.Min(maxRadius, 2f);
CoreUtils.SetKeyword(material, ShaderKeywordStrings.HighQualitySampling, m_DepthOfField.highQualitySampling.value);
material.SetVector(ShaderConstants._CoCParams, new Vector3(farStart, farEnd, maxRadius));
RenderingUtils.ReAllocateIfNeeded(ref m_FullCoCTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_GaussianCoCFormat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_FullCoCTexture");
RenderingUtils.ReAllocateIfNeeded(ref m_HalfCoCTexture, GetCompatibleDescriptor(wh, hh, m_GaussianCoCFormat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_HalfCoCTexture");
RenderingUtils.ReAllocateIfNeeded(ref m_PingTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_PingTexture");
RenderingUtils.ReAllocateIfNeeded(ref m_PongTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_PongTexture");
PostProcessUtils.SetSourceSize(cmd, m_Descriptor);
cmd.SetGlobalVector(ShaderConstants._DownSampleScaleFactor, new Vector4(1.0f / downSample, 1.0f / downSample, downSample, downSample));
// Compute CoC
Blitter.BlitCameraTexture(cmd, source, m_FullCoCTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 0);
// Downscale & prefilter color + coc
m_MRT2[0] = m_HalfCoCTexture.nameID;
m_MRT2[1] = m_PingTexture.nameID;
cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture, m_FullCoCTexture.nameID);
CoreUtils.SetRenderTarget(cmd, m_MRT2, m_HalfCoCTexture);
Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
Blitter.BlitTexture(cmd, source, viewportScale, material, 1);
// Blur
cmd.SetGlobalTexture(ShaderConstants._HalfCoCTexture, m_HalfCoCTexture.nameID);
cmd.SetGlobalTexture(ShaderConstants._ColorTexture, source);
Blitter.BlitCameraTexture(cmd, m_PingTexture, m_PongTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 2);
Blitter.BlitCameraTexture(cmd, m_PongTexture, m_PingTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 3);
// Composite
cmd.SetGlobalTexture(ShaderConstants._ColorTexture, m_PingTexture.nameID);
cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture, m_FullCoCTexture.nameID);
Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 4);
}
void PrepareBokehKernel(float maxRadius, float rcpAspect)
{
const int kRings = 4;
const int kPointsPerRing = 7;
// Check the existing array
if (m_BokehKernel == null)
m_BokehKernel = new Vector4[42];
// Fill in sample points (concentric circles transformed to rotated N-Gon)
int idx = 0;
float bladeCount = m_DepthOfField.bladeCount.value;
float curvature = 1f - m_DepthOfField.bladeCurvature.value;
float rotation = m_DepthOfField.bladeRotation.value * Mathf.Deg2Rad;
const float PI = Mathf.PI;
const float TWO_PI = Mathf.PI * 2f;
for (int ring = 1; ring < kRings; ring++)
{
float bias = 1f / kPointsPerRing;
float radius = (ring + bias) / (kRings - 1f + bias);
int points = ring * kPointsPerRing;
for (int point = 0; point < points; point++)
{
// Angle on ring
float phi = 2f * PI * point / points;
// Transform to rotated N-Gon
// Adapted from "CryEngine 3 Graphics Gems" [Sousa13]
float nt = Mathf.Cos(PI / bladeCount);
float dt = Mathf.Cos(phi - (TWO_PI / bladeCount) * Mathf.Floor((bladeCount * phi + Mathf.PI) / TWO_PI));
float r = radius * Mathf.Pow(nt / dt, curvature);
float u = r * Mathf.Cos(phi - rotation);
float v = r * Mathf.Sin(phi - rotation);
float uRadius = u * maxRadius;
float vRadius = v * maxRadius;
float uRadiusPowTwo = uRadius * uRadius;
float vRadiusPowTwo = vRadius * vRadius;
float kernelLength = Mathf.Sqrt((uRadiusPowTwo + vRadiusPowTwo));
float uRCP = uRadius * rcpAspect;
m_BokehKernel[idx] = new Vector4(uRadius, vRadius, kernelLength, uRCP);
idx++;
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static float GetMaxBokehRadiusInPixels(float viewportHeight)
{
// Estimate the maximum radius of bokeh (empirically derived from the ring count)
const float kRadiusInPixels = 14f;
return Mathf.Min(0.05f, kRadiusInPixels / viewportHeight);
}
void DoBokehDepthOfField(CommandBuffer cmd, RTHandle source, RTHandle destination, Rect pixelRect)
{
int downSample = 2;
var material = m_Materials.bokehDepthOfField;
int wh = m_Descriptor.width / downSample;
int hh = m_Descriptor.height / downSample;
// "A Lens and Aperture Camera Model for Synthetic Image Generation" [Potmesil81]
float F = m_DepthOfField.focalLength.value / 1000f;
float A = m_DepthOfField.focalLength.value / m_DepthOfField.aperture.value;
float P = m_DepthOfField.focusDistance.value;
float maxCoC = (A * F) / (P - F);
float maxRadius = GetMaxBokehRadiusInPixels(m_Descriptor.height);
float rcpAspect = 1f / (wh / (float)hh);
CoreUtils.SetKeyword(material, ShaderKeywordStrings.UseFastSRGBLinearConversion, m_UseFastSRGBLinearConversion);
cmd.SetGlobalVector(ShaderConstants._CoCParams, new Vector4(P, maxCoC, maxRadius, rcpAspect));
// Prepare the bokeh kernel constant buffer
int hash = m_DepthOfField.GetHashCode();
if (hash != m_BokehHash || maxRadius != m_BokehMaxRadius || rcpAspect != m_BokehRCPAspect)
{
m_BokehHash = hash;
m_BokehMaxRadius = maxRadius;
m_BokehRCPAspect = rcpAspect;
PrepareBokehKernel(maxRadius, rcpAspect);
}
cmd.SetGlobalVectorArray(ShaderConstants._BokehKernel, m_BokehKernel);
RenderingUtils.ReAllocateIfNeeded(ref m_FullCoCTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8_UNorm), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_FullCoCTexture");
RenderingUtils.ReAllocateIfNeeded(ref m_PingTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_PingTexture");
RenderingUtils.ReAllocateIfNeeded(ref m_PongTexture, GetCompatibleDescriptor(wh, hh, GraphicsFormat.R16G16B16A16_SFloat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_PongTexture");
PostProcessUtils.SetSourceSize(cmd, m_Descriptor);
cmd.SetGlobalVector(ShaderConstants._DownSampleScaleFactor, new Vector4(1.0f / downSample, 1.0f / downSample, downSample, downSample));
float uvMargin = (1.0f / m_Descriptor.height) * downSample;
cmd.SetGlobalVector(ShaderConstants._BokehConstants, new Vector4(uvMargin, uvMargin * 2.0f));
// Compute CoC
Blitter.BlitCameraTexture(cmd, source, m_FullCoCTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 0);
cmd.SetGlobalTexture(ShaderConstants._FullCoCTexture, m_FullCoCTexture.nameID);
// Downscale & prefilter color + coc
Blitter.BlitCameraTexture(cmd, source, m_PingTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 1);
// Bokeh blur
Blitter.BlitCameraTexture(cmd, m_PingTexture, m_PongTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 2);
// Post-filtering
Blitter.BlitCameraTexture(cmd, m_PongTexture, m_PingTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 3);
// Composite
cmd.SetGlobalTexture(ShaderConstants._DofTexture, m_PingTexture.nameID);
Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 4);
}
#endregion
#region LensFlareDataDriven
static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo)
{
// Must always be true
if (light != null)
{
switch (light.type)
{
case LightType.Directional:
return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, wo);
case LightType.Point:
return LensFlareCommonSRP.ShapeAttenuationPointLight();
case LightType.Spot:
return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f);
default:
return 1.0f;
}
}
return 1.0f;
}
void LensFlareDataDrivenComputeOcclusion(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source, bool usePanini, float paniniDistance, float paniniCropToFit)
{
var gpuView = camera.worldToCameraMatrix;
var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
// Zero out the translation component.
gpuView.SetColumn(3, new Vector4(0, 0, 0, 1));
var gpuVP = gpuNonJitteredProj * camera.worldToCameraMatrix;
cmd.SetGlobalTexture(m_Depth.name, m_Depth.nameID);
LensFlareCommonSRP.ComputeOcclusion(
m_Materials.lensFlareDataDriven, camera,
(float)m_Descriptor.width, (float)m_Descriptor.height,
usePanini, paniniDistance, paniniCropToFit, true,
camera.transform.position,
gpuVP,
cmd,
false, false, null, null,
ShaderConstants._FlareOcclusionTex, -1, ShaderConstants._FlareOcclusionIndex, ShaderConstants._FlareTex, ShaderConstants._FlareColorValue,
-1, ShaderConstants._FlareData0, ShaderConstants._FlareData1, ShaderConstants._FlareData2, ShaderConstants._FlareData3, ShaderConstants._FlareData4);
}
void LensFlareDataDriven(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source, bool usePanini, float paniniDistance, float paniniCropToFit)
{
var gpuView = camera.worldToCameraMatrix;
var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
// Zero out the translation component.
gpuView.SetColumn(3, new Vector4(0, 0, 0, 1));
var gpuVP = gpuNonJitteredProj * camera.worldToCameraMatrix;
LensFlareCommonSRP.DoLensFlareDataDrivenCommon(
m_Materials.lensFlareDataDriven, camera, (float)m_Descriptor.width, (float)m_Descriptor.height,
usePanini, paniniDistance, paniniCropToFit,
true,
camera.transform.position,
gpuVP,
cmd,
false, false, null, null,
source,
(Light light, Camera cam, Vector3 wo) => { return GetLensFlareLightAttenuation(light, cam, wo); },
ShaderConstants._FlareOcclusionRemapTex, ShaderConstants._FlareOcclusionTex, ShaderConstants._FlareOcclusionIndex,
0, 0,
ShaderConstants._FlareTex, ShaderConstants._FlareColorValue, ShaderConstants._FlareData0, ShaderConstants._FlareData1, ShaderConstants._FlareData2, ShaderConstants._FlareData3, ShaderConstants._FlareData4,
false);
}
#endregion
#region Motion Blur
internal static readonly int k_ShaderPropertyId_ViewProjM = Shader.PropertyToID("_ViewProjM");
internal static readonly int k_ShaderPropertyId_PrevViewProjM = Shader.PropertyToID("_PrevViewProjM");
internal static readonly int k_ShaderPropertyId_ViewProjMStereo = Shader.PropertyToID("_ViewProjMStereo");
internal static readonly int k_ShaderPropertyId_PrevViewProjMStereo = Shader.PropertyToID("_PrevViewProjMStereo");
internal static void UpdateMotionBlurMatrices(ref Material material, Camera camera, XRPass xr)
{
MotionVectorsPersistentData motionData = null;
if(camera.TryGetComponent(out var additionalCameraData))
motionData = additionalCameraData.motionVectorsPersistentData;
if (motionData == null)
return;
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled && xr.singlePassEnabled)
{
material.SetMatrixArray(k_ShaderPropertyId_PrevViewProjMStereo, motionData.previousViewProjectionStereo);
material.SetMatrixArray(k_ShaderPropertyId_ViewProjMStereo, motionData.viewProjectionStereo);
}
else
#endif
{
int viewProjMIdx = 0;
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
viewProjMIdx = xr.multipassId;
#endif
// TODO: These should be part of URP main matrix set. For now, we set them here for motion vector rendering.
material.SetMatrix(k_ShaderPropertyId_PrevViewProjM, motionData.previousViewProjectionStereo[viewProjMIdx]);
material.SetMatrix(k_ShaderPropertyId_ViewProjM, motionData.viewProjectionStereo[viewProjMIdx]);
}
}
void DoMotionBlur(CommandBuffer cmd, RTHandle source, RTHandle destination, ref CameraData cameraData)
{
var material = m_Materials.cameraMotionBlur;
UpdateMotionBlurMatrices(ref material, cameraData.camera, cameraData.xr);
material.SetFloat("_Intensity", m_MotionBlur.intensity.value);
material.SetFloat("_Clamp", m_MotionBlur.clamp.value);
PostProcessUtils.SetSourceSize(cmd, m_Descriptor);
Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, (int)m_MotionBlur.quality.value);
}
#endregion
#region Panini Projection
// Back-ported & adapted from the work of the Stockholm demo team - thanks Lasse!
void DoPaniniProjection(Camera camera, CommandBuffer cmd, RTHandle source, RTHandle destination)
{
float distance = m_PaniniProjection.distance.value;
var viewExtents = CalcViewExtents(camera);
var cropExtents = CalcCropExtents(camera, distance);
float scaleX = cropExtents.x / viewExtents.x;
float scaleY = cropExtents.y / viewExtents.y;
float scaleF = Mathf.Min(scaleX, scaleY);
float paniniD = distance;
float paniniS = Mathf.Lerp(1f, Mathf.Clamp01(scaleF), m_PaniniProjection.cropToFit.value);
var material = m_Materials.paniniProjection;
material.SetVector(ShaderConstants._Params, new Vector4(viewExtents.x, viewExtents.y, paniniD, paniniS));
material.EnableKeyword(
1f - Mathf.Abs(paniniD) > float.Epsilon
? ShaderKeywordStrings.PaniniGeneric : ShaderKeywordStrings.PaniniUnitDistance
);
Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 0);
}
Vector2 CalcViewExtents(Camera camera)
{
float fovY = camera.fieldOfView * Mathf.Deg2Rad;
float aspect = m_Descriptor.width / (float)m_Descriptor.height;
float viewExtY = Mathf.Tan(0.5f * fovY);
float viewExtX = aspect * viewExtY;
return new Vector2(viewExtX, viewExtY);
}
Vector2 CalcCropExtents(Camera camera, float d)
{
// given
// S----------- E--X-------
// | ` ~. /,´
// |-- --- Q
// | ,/ `
// 1 | ,´/ `
// | ,´ / ´
// | ,´ / ´
// |,` / ,
// O /
// | / ,
// d | /
// | / ,
// |/ .
// P
// | ´
// | , ´
// +- ´
//
// have X
// want to find E
float viewDist = 1f + d;
var projPos = CalcViewExtents(camera);
var projHyp = Mathf.Sqrt(projPos.x * projPos.x + 1f);
float cylDistMinusD = 1f / projHyp;
float cylDist = cylDistMinusD + d;
var cylPos = projPos * cylDistMinusD;
return cylPos * (viewDist / cylDist);
}
#endregion
#region Bloom
void SetupBloom(CommandBuffer cmd, RTHandle source, Material uberMaterial)
{
// Start at half-res
int downres = 1;
switch (m_Bloom.downscale.value)
{
case BloomDownscaleMode.Half:
downres = 1;
break;
case BloomDownscaleMode.Quarter:
downres = 2;
break;
default:
throw new System.ArgumentOutOfRangeException();
}
int tw = m_Descriptor.width >> downres;
int th = m_Descriptor.height >> downres;
// Determine the iteration count
int maxSize = Mathf.Max(tw, th);
int iterations = Mathf.FloorToInt(Mathf.Log(maxSize, 2f) - 1);
int mipCount = Mathf.Clamp(iterations, 1, m_Bloom.maxIterations.value);
// Pre-filtering parameters
float clamp = m_Bloom.clamp.value;
float threshold = Mathf.GammaToLinearSpace(m_Bloom.threshold.value);
float thresholdKnee = threshold * 0.5f; // Hardcoded soft knee
// Material setup
float scatter = Mathf.Lerp(0.05f, 0.95f, m_Bloom.scatter.value);
var bloomMaterial = m_Materials.bloom;
bloomMaterial.SetVector(ShaderConstants._Params, new Vector4(scatter, clamp, threshold, thresholdKnee));
CoreUtils.SetKeyword(bloomMaterial, ShaderKeywordStrings.BloomHQ, m_Bloom.highQualityFiltering.value);
CoreUtils.SetKeyword(bloomMaterial, ShaderKeywordStrings.UseRGBM, m_UseRGBM);
// Prefilter
var desc = GetCompatibleDescriptor(tw, th, m_DefaultHDRFormat);
for (int i = 0; i < mipCount; i++)
{
RenderingUtils.ReAllocateIfNeeded(ref m_BloomMipUp[i], desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: m_BloomMipUp[i].name);
RenderingUtils.ReAllocateIfNeeded(ref m_BloomMipDown[i], desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: m_BloomMipDown[i].name);
desc.width = Mathf.Max(1, desc.width >> 1);
desc.height = Mathf.Max(1, desc.height >> 1);
}
Blitter.BlitCameraTexture(cmd, source, m_BloomMipDown[0], RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, bloomMaterial, 0);
// Downsample - gaussian pyramid
var lastDown = m_BloomMipDown[0];
for (int i = 1; i < mipCount; i++)
{
// Classic two pass gaussian blur - use mipUp as a temporary target
// First pass does 2x downsampling + 9-tap gaussian
// Second pass does 9-tap gaussian using a 5-tap filter + bilinear filtering
Blitter.BlitCameraTexture(cmd, lastDown, m_BloomMipUp[i], RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, bloomMaterial, 1);
Blitter.BlitCameraTexture(cmd, m_BloomMipUp[i], m_BloomMipDown[i], RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, bloomMaterial, 2);
lastDown = m_BloomMipDown[i];
}
// Upsample (bilinear by default, HQ filtering does bicubic instead
for (int i = mipCount - 2; i >= 0; i--)
{
var lowMip = (i == mipCount - 2) ? m_BloomMipDown[i + 1] : m_BloomMipUp[i + 1];
var highMip = m_BloomMipDown[i];
var dst = m_BloomMipUp[i];
cmd.SetGlobalTexture(ShaderConstants._SourceTexLowMip, lowMip);
Blitter.BlitCameraTexture(cmd, highMip, dst, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, bloomMaterial, 3);
}
// Setup bloom on uber
var tint = m_Bloom.tint.value.linear;
var luma = ColorUtils.Luminance(tint);
tint = luma > 0f ? tint * (1f / luma) : Color.white;
var bloomParams = new Vector4(m_Bloom.intensity.value, tint.r, tint.g, tint.b);
uberMaterial.SetVector(ShaderConstants._Bloom_Params, bloomParams);
uberMaterial.SetFloat(ShaderConstants._Bloom_RGBM, m_UseRGBM ? 1f : 0f);
cmd.SetGlobalTexture(ShaderConstants._Bloom_Texture, m_BloomMipUp[0]);
// Setup lens dirtiness on uber
// Keep the aspect ratio correct & center the dirt texture, we don't want it to be
// stretched or squashed
var dirtTexture = m_Bloom.dirtTexture.value == null ? Texture2D.blackTexture : m_Bloom.dirtTexture.value;
float dirtRatio = dirtTexture.width / (float)dirtTexture.height;
float screenRatio = m_Descriptor.width / (float)m_Descriptor.height;
var dirtScaleOffset = new Vector4(1f, 1f, 0f, 0f);
float dirtIntensity = m_Bloom.dirtIntensity.value;
if (dirtRatio > screenRatio)
{
dirtScaleOffset.x = screenRatio / dirtRatio;
dirtScaleOffset.z = (1f - dirtScaleOffset.x) * 0.5f;
}
else if (screenRatio > dirtRatio)
{
dirtScaleOffset.y = dirtRatio / screenRatio;
dirtScaleOffset.w = (1f - dirtScaleOffset.y) * 0.5f;
}
uberMaterial.SetVector(ShaderConstants._LensDirt_Params, dirtScaleOffset);
uberMaterial.SetFloat(ShaderConstants._LensDirt_Intensity, dirtIntensity);
uberMaterial.SetTexture(ShaderConstants._LensDirt_Texture, dirtTexture);
// Keyword setup - a bit convoluted as we're trying to save some variants in Uber...
if (m_Bloom.highQualityFiltering.value)
uberMaterial.EnableKeyword(dirtIntensity > 0f ? ShaderKeywordStrings.BloomHQDirt : ShaderKeywordStrings.BloomHQ);
else
uberMaterial.EnableKeyword(dirtIntensity > 0f ? ShaderKeywordStrings.BloomLQDirt : ShaderKeywordStrings.BloomLQ);
}
#endregion
#region Lens Distortion
void SetupLensDistortion(Material material, bool isSceneView)
{
float amount = 1.6f * Mathf.Max(Mathf.Abs(m_LensDistortion.intensity.value * 100f), 1f);
float theta = Mathf.Deg2Rad * Mathf.Min(160f, amount);
float sigma = 2f * Mathf.Tan(theta * 0.5f);
var center = m_LensDistortion.center.value * 2f - Vector2.one;
var p1 = new Vector4(
center.x,
center.y,
Mathf.Max(m_LensDistortion.xMultiplier.value, 1e-4f),
Mathf.Max(m_LensDistortion.yMultiplier.value, 1e-4f)
);
var p2 = new Vector4(
m_LensDistortion.intensity.value >= 0f ? theta : 1f / theta,
sigma,
1f / m_LensDistortion.scale.value,
m_LensDistortion.intensity.value * 100f
);
material.SetVector(ShaderConstants._Distortion_Params1, p1);
material.SetVector(ShaderConstants._Distortion_Params2, p2);
if (m_LensDistortion.IsActive() && !isSceneView)
material.EnableKeyword(ShaderKeywordStrings.Distortion);
}
#endregion
#region Chromatic Aberration
void SetupChromaticAberration(Material material)
{
material.SetFloat(ShaderConstants._Chroma_Params, m_ChromaticAberration.intensity.value * 0.05f);
if (m_ChromaticAberration.IsActive())
material.EnableKeyword(ShaderKeywordStrings.ChromaticAberration);
}
#endregion
#region Vignette
void SetupVignette(Material material, XRPass xrPass)
{
var color = m_Vignette.color.value;
var center = m_Vignette.center.value;
var aspectRatio = m_Descriptor.width / (float)m_Descriptor.height;
#if ENABLE_VR && ENABLE_XR_MODULE
if (xrPass != null && xrPass.enabled)
{
if (xrPass.singlePassEnabled)
material.SetVector(ShaderConstants._Vignette_ParamsXR, xrPass.ApplyXRViewCenterOffset(center));
else
// In multi-pass mode we need to modify the eye center with the values from .xy of the corrected
// center since the version of the shader that is not single-pass will use the value in _Vignette_Params2
center = xrPass.ApplyXRViewCenterOffset(center);
}
#endif
var v1 = new Vector4(
color.r, color.g, color.b,
m_Vignette.rounded.value ? aspectRatio : 1f
);
var v2 = new Vector4(
center.x, center.y,
m_Vignette.intensity.value * 3f,
m_Vignette.smoothness.value * 5f
);
material.SetVector(ShaderConstants._Vignette_Params1, v1);
material.SetVector(ShaderConstants._Vignette_Params2, v2);
}
#endregion
#region Color Grading
void SetupColorGrading(CommandBuffer cmd, ref RenderingData renderingData, Material material)
{
ref var postProcessingData = ref renderingData.postProcessingData;
bool hdr = postProcessingData.gradingMode == ColorGradingMode.HighDynamicRange;
int lutHeight = postProcessingData.lutSize;
int lutWidth = lutHeight * lutHeight;
// Source material setup
float postExposureLinear = Mathf.Pow(2f, m_ColorAdjustments.postExposure.value);
cmd.SetGlobalTexture(ShaderConstants._InternalLut, m_InternalLut.nameID);
material.SetVector(ShaderConstants._Lut_Params, new Vector4(1f / lutWidth, 1f / lutHeight, lutHeight - 1f, postExposureLinear));
material.SetTexture(ShaderConstants._UserLut, m_ColorLookup.texture.value);
material.SetVector(ShaderConstants._UserLut_Params, !m_ColorLookup.IsActive()
? Vector4.zero
: new Vector4(1f / m_ColorLookup.texture.value.width,
1f / m_ColorLookup.texture.value.height,
m_ColorLookup.texture.value.height - 1f,
m_ColorLookup.contribution.value)
);
if (hdr)
{
material.EnableKeyword(ShaderKeywordStrings.HDRGrading);
}
else
{
switch (m_Tonemapping.mode.value)
{
case TonemappingMode.Neutral: material.EnableKeyword(ShaderKeywordStrings.TonemapNeutral); break;
case TonemappingMode.ACES: material.EnableKeyword(ShaderKeywordStrings.TonemapACES); break;
default: break; // None
}
}
}
#endregion
#region Film Grain
void SetupGrain(ref CameraData cameraData, Material material)
{
// TODO: Investigate how to make grain work with HDR output.
if (!m_HasFinalPass && m_FilmGrain.IsActive())
{
material.EnableKeyword(ShaderKeywordStrings.FilmGrain);
PostProcessUtils.ConfigureFilmGrain(
m_Data,
m_FilmGrain,
cameraData.pixelWidth, cameraData.pixelHeight,
material
);
}
}
#endregion
#region 8-bit Dithering
void SetupDithering(ref CameraData cameraData, Material material)
{
// TODO: Investigate how to make dithering work with HDR output.
if (!m_HasFinalPass && cameraData.isDitheringEnabled)
{
material.EnableKeyword(ShaderKeywordStrings.Dithering);
m_DitheringTextureIndex = PostProcessUtils.ConfigureDithering(
m_Data,
m_DitheringTextureIndex,
cameraData.pixelWidth, cameraData.pixelHeight,
material
);
}
}
#endregion
#region HDR Output
void SetupHDROutput(Material material, HDROutputUtils.Operation hdrOperations)
{
Vector4 hdrOutputLuminanceParams;
UniversalRenderPipeline.GetHDROutputLuminanceParameters(m_Tonemapping, out hdrOutputLuminanceParams);
material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, hdrOutputLuminanceParams);
HDROutputUtils.ConfigureHDROutput(material, HDROutputSettings.main.displayColorGamut, hdrOperations);
}
#endregion
#region Final pass
void RenderFinalPass(CommandBuffer cmd, ref RenderingData renderingData)
{
ref var cameraData = ref renderingData.cameraData;
var material = m_Materials.finalPass;
material.shaderKeywords = null;
PostProcessUtils.SetSourceSize(cmd, cameraData.cameraTargetDescriptor);
SetupGrain(ref cameraData, material);
SetupDithering(ref cameraData, material);
if (RequireSRGBConversionBlitToBackBuffer(ref cameraData))
material.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion);
HDROutputUtils.Operation hdrOperations = HDROutputUtils.Operation.None;
bool requireHDROutput = RequireHDROutput(ref cameraData);
if (requireHDROutput)
{
// If there is a final post process pass, it's always the final pass so do color encoding
hdrOperations = m_EnableColorEncodingIfNeeded ? HDROutputUtils.Operation.ColorEncoding : HDROutputUtils.Operation.None;
// If the color space conversion wasn't applied by the uber pass, do it here
if (!cameraData.postProcessEnabled)
hdrOperations |= HDROutputUtils.Operation.ColorConversion;
SetupHDROutput(material, hdrOperations);
}
DebugHandler debugHandler = GetActiveDebugHandler(ref renderingData);
bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(ref cameraData);
debugHandler?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, ref cameraData, m_IsFinalPass && !resolveToDebugScreen);
if (m_UseSwapBuffer)
m_Source = cameraData.renderer.GetCameraColorBackBuffer(cmd);
RTHandle sourceTex = m_Source;
var colorLoadAction = cameraData.isDefaultViewport ? RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
bool isFxaaEnabled = (cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing);
// FSR is only considered "enabled" when we're performing upscaling. (downscaling uses a linear filter unconditionally)
bool isFsrEnabled = ((cameraData.imageScalingMode == ImageScalingMode.Upscaling) && (cameraData.upscalingFilter == ImageUpscalingFilter.FSR));
// Reuse RCAS pass as an optional standalone post sharpening pass for TAA.
// This avoids the cost of EASU and is available for other upscaling options.
// If FSR is enabled then FSR settings override the TAA settings and we perform RCAS only once.
bool isTaaSharpeningEnabled = (cameraData.IsTemporalAAEnabled() && cameraData.taaSettings.contrastAdaptiveSharpening > 0.0f) && !isFsrEnabled;
if (cameraData.imageScalingMode != ImageScalingMode.None)
{
// When FXAA is enabled in scaled renders, we execute it in a separate blit since it's not designed to be used in
// situations where the input and output resolutions do not match.
// When FSR is active, we always need an additional pass since it has a very particular color encoding requirement.
// NOTE: An ideal implementation could inline this color conversion logic into the UberPost pass, but the current code structure would make
// this process very complex. Specifically, we'd need to guarantee that the uber post output is always written to a UNORM format render
// target in order to preserve the precision of specially encoded color data.
bool isSetupRequired = (isFxaaEnabled || isFsrEnabled);
// Make sure to remove any MSAA and attached depth buffers from the temporary render targets
var tempRtDesc = cameraData.cameraTargetDescriptor;
tempRtDesc.msaaSamples = 1;
tempRtDesc.depthBufferBits = 0;
// Select a UNORM format since we've already performed tonemapping. (Values are in 0-1 range)
// This improves precision and is required if we want to avoid excessive banding when FSR is in use.
if (!requireHDROutput)
tempRtDesc.graphicsFormat = UniversalRenderPipeline.MakeUnormRenderTextureGraphicsFormat();
m_Materials.scalingSetup.shaderKeywords = null;
if (isSetupRequired)
{
if (requireHDROutput)
{
SetupHDROutput(m_Materials.scalingSetup, hdrOperations);
}
if (isFxaaEnabled)
{
m_Materials.scalingSetup.EnableKeyword(ShaderKeywordStrings.Fxaa);
}
if (isFsrEnabled)
{
m_Materials.scalingSetup.EnableKeyword(hdrOperations.HasFlag(HDROutputUtils.Operation.ColorEncoding) ? ShaderKeywordStrings.Gamma20AndHDRInput : ShaderKeywordStrings.Gamma20);
}
RenderingUtils.ReAllocateIfNeeded(ref m_ScalingSetupTarget, tempRtDesc, FilterMode.Point, TextureWrapMode.Clamp, name: "_ScalingSetupTexture");
Blitter.BlitCameraTexture(cmd, m_Source, m_ScalingSetupTarget, colorLoadAction, RenderBufferStoreAction.Store, m_Materials.scalingSetup, 0);
sourceTex = m_ScalingSetupTarget;
}
switch (cameraData.imageScalingMode)
{
case ImageScalingMode.Upscaling:
{
// In the upscaling case, set material keywords based on the selected upscaling filter
// Note: If FSR is enabled, we go down this path regardless of the current render scale. We do this because
// FSR still provides visual benefits at 100% scale. This will also make the transition between 99% and 100%
// scale less obvious for cases where FSR is used with dynamic resolution scaling.
switch (cameraData.upscalingFilter)
{
case ImageUpscalingFilter.Point:
{
// TAA post sharpening is an RCAS pass, avoid overriding it with point sampling.
if(!isTaaSharpeningEnabled)
material.EnableKeyword(ShaderKeywordStrings.PointSampling);
break;
}
case ImageUpscalingFilter.Linear:
{
// Do nothing as linear is the default filter in the shader
break;
}
case ImageUpscalingFilter.FSR:
{
m_Materials.easu.shaderKeywords = null;
var upscaleRtDesc = tempRtDesc;
upscaleRtDesc.width = cameraData.pixelWidth;
upscaleRtDesc.height = cameraData.pixelHeight;
// EASU
RenderingUtils.ReAllocateIfNeeded(ref m_UpscaledTarget, upscaleRtDesc, FilterMode.Point, TextureWrapMode.Clamp, name: "_UpscaledTexture");
var fsrInputSize = new Vector2(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height);
var fsrOutputSize = new Vector2(cameraData.pixelWidth, cameraData.pixelHeight);
FSRUtils.SetEasuConstants(cmd, fsrInputSize, fsrInputSize, fsrOutputSize);
Blitter.BlitCameraTexture(cmd, sourceTex, m_UpscaledTarget, colorLoadAction, RenderBufferStoreAction.Store, m_Materials.easu, 0);
// RCAS
// Use the override value if it's available, otherwise use the default.
float sharpness = cameraData.fsrOverrideSharpness ? cameraData.fsrSharpness : FSRUtils.kDefaultSharpnessLinear;
// Set up the parameters for the RCAS pass unless the sharpness value indicates that it wont have any effect.
if (cameraData.fsrSharpness > 0.0f)
{
// RCAS is performed during the final post blit, but we set up the parameters here for better logical grouping.
material.EnableKeyword(requireHDROutput ? ShaderKeywordStrings.EasuRcasAndHDRInput : ShaderKeywordStrings.Rcas);
FSRUtils.SetRcasConstantsLinear(cmd, sharpness);
}
// Update the source texture for the next operation
sourceTex = m_UpscaledTarget;
PostProcessUtils.SetSourceSize(cmd, upscaleRtDesc);
break;
}
}
break;
}
case ImageScalingMode.Downscaling:
{
// In the downscaling case, we don't perform any sort of filter override logic since we always want linear filtering
// and it's already the default option in the shader.
// Also disable TAA post sharpening pass when downscaling.
isTaaSharpeningEnabled = false;
break;
}
}
}
else if (isFxaaEnabled)
{
// In unscaled renders, FXAA can be safely performed in the FinalPost shader
material.EnableKeyword(ShaderKeywordStrings.Fxaa);
}
// Reuse RCAS as a standalone sharpening filter for TAA.
// If FSR is enabled then it overrides the TAA setting and we skip it.
if(isTaaSharpeningEnabled)
{
material.EnableKeyword(ShaderKeywordStrings.Rcas);
FSRUtils.SetRcasConstantsLinear(cmd, cameraData.taaSettings.contrastAdaptiveSharpening);
}
var cameraTarget = RenderingUtils.GetCameraTargetIdentifier(ref renderingData);
if (resolveToDebugScreen)
{
debugHandler.BlitTextureToDebugScreenTexture(cmd, sourceTex, material, 0);
cameraData.renderer.ConfigureCameraColorTarget(debugHandler.DebugScreenTextureHandle);
}
else
{
// Create RTHandle alias to use RTHandle apis
if (m_CameraTargetHandle != cameraTarget)
{
m_CameraTargetHandle?.Release();
m_CameraTargetHandle = RTHandles.Alloc(cameraTarget);
}
RenderingUtils.FinalBlit(cmd, ref cameraData, sourceTex, m_CameraTargetHandle, colorLoadAction, RenderBufferStoreAction.Store, material, 0);
}
}
#endregion
#region Internal utilities
class MaterialLibrary
{
public readonly Material stopNaN;
public readonly Material subpixelMorphologicalAntialiasing;
public readonly Material gaussianDepthOfField;
public readonly Material bokehDepthOfField;
public readonly Material cameraMotionBlur;
public readonly Material paniniProjection;
public readonly Material bloom;
public readonly Material temporalAntialiasing;
public readonly Material scalingSetup;
public readonly Material easu;
public readonly Material uber;
public readonly Material finalPass;
public readonly Material lensFlareDataDriven;
public MaterialLibrary(PostProcessData data)
{
// NOTE NOTE NOTE NOTE NOTE NOTE
// If you create something here you must also destroy it in Cleanup()
// or it will leak during enter/leave play mode cycles
// NOTE NOTE NOTE NOTE NOTE NOTE
stopNaN = Load(data.shaders.stopNanPS);
subpixelMorphologicalAntialiasing = Load(data.shaders.subpixelMorphologicalAntialiasingPS);
gaussianDepthOfField = Load(data.shaders.gaussianDepthOfFieldPS);
bokehDepthOfField = Load(data.shaders.bokehDepthOfFieldPS);
cameraMotionBlur = Load(data.shaders.cameraMotionBlurPS);
paniniProjection = Load(data.shaders.paniniProjectionPS);
bloom = Load(data.shaders.bloomPS);
temporalAntialiasing = Load(data.shaders.temporalAntialiasingPS);
scalingSetup = Load(data.shaders.scalingSetupPS);
easu = Load(data.shaders.easuPS);
uber = Load(data.shaders.uberPostPS);
finalPass = Load(data.shaders.finalPostPassPS);
lensFlareDataDriven = Load(data.shaders.LensFlareDataDrivenPS);
}
Material Load(Shader shader)
{
if (shader == null)
{
Debug.LogErrorFormat($"Missing shader. {GetType().DeclaringType.Name} render pass will not execute. Check for missing reference in the renderer resources.");
return null;
}
else if (!shader.isSupported)
{
return null;
}
return CoreUtils.CreateEngineMaterial(shader);
}
internal void Cleanup()
{
CoreUtils.Destroy(stopNaN);
CoreUtils.Destroy(subpixelMorphologicalAntialiasing);
CoreUtils.Destroy(gaussianDepthOfField);
CoreUtils.Destroy(bokehDepthOfField);
CoreUtils.Destroy(cameraMotionBlur);
CoreUtils.Destroy(paniniProjection);
CoreUtils.Destroy(bloom);
CoreUtils.Destroy(temporalAntialiasing);
CoreUtils.Destroy(scalingSetup);
CoreUtils.Destroy(easu);
CoreUtils.Destroy(uber);
CoreUtils.Destroy(finalPass);
CoreUtils.Destroy(lensFlareDataDriven);
}
}
// Precomputed shader ids to same some CPU cycles (mostly affects mobile)
static class ShaderConstants
{
public static readonly int _TempTarget = Shader.PropertyToID("_TempTarget");
public static readonly int _TempTarget2 = Shader.PropertyToID("_TempTarget2");
public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef");
public static readonly int _StencilMask = Shader.PropertyToID("_StencilMask");
public static readonly int _FullCoCTexture = Shader.PropertyToID("_FullCoCTexture");
public static readonly int _HalfCoCTexture = Shader.PropertyToID("_HalfCoCTexture");
public static readonly int _DofTexture = Shader.PropertyToID("_DofTexture");
public static readonly int _CoCParams = Shader.PropertyToID("_CoCParams");
public static readonly int _BokehKernel = Shader.PropertyToID("_BokehKernel");
public static readonly int _BokehConstants = Shader.PropertyToID("_BokehConstants");
public static readonly int _PongTexture = Shader.PropertyToID("_PongTexture");
public static readonly int _PingTexture = Shader.PropertyToID("_PingTexture");
public static readonly int _Metrics = Shader.PropertyToID("_Metrics");
public static readonly int _AreaTexture = Shader.PropertyToID("_AreaTexture");
public static readonly int _SearchTexture = Shader.PropertyToID("_SearchTexture");
public static readonly int _EdgeTexture = Shader.PropertyToID("_EdgeTexture");
public static readonly int _BlendTexture = Shader.PropertyToID("_BlendTexture");
public static readonly int _ColorTexture = Shader.PropertyToID("_ColorTexture");
public static readonly int _Params = Shader.PropertyToID("_Params");
public static readonly int _SourceTexLowMip = Shader.PropertyToID("_SourceTexLowMip");
public static readonly int _Bloom_Params = Shader.PropertyToID("_Bloom_Params");
public static readonly int _Bloom_RGBM = Shader.PropertyToID("_Bloom_RGBM");
public static readonly int _Bloom_Texture = Shader.PropertyToID("_Bloom_Texture");
public static readonly int _LensDirt_Texture = Shader.PropertyToID("_LensDirt_Texture");
public static readonly int _LensDirt_Params = Shader.PropertyToID("_LensDirt_Params");
public static readonly int _LensDirt_Intensity = Shader.PropertyToID("_LensDirt_Intensity");
public static readonly int _Distortion_Params1 = Shader.PropertyToID("_Distortion_Params1");
public static readonly int _Distortion_Params2 = Shader.PropertyToID("_Distortion_Params2");
public static readonly int _Chroma_Params = Shader.PropertyToID("_Chroma_Params");
public static readonly int _Vignette_Params1 = Shader.PropertyToID("_Vignette_Params1");
public static readonly int _Vignette_Params2 = Shader.PropertyToID("_Vignette_Params2");
public static readonly int _Vignette_ParamsXR = Shader.PropertyToID("_Vignette_ParamsXR");
public static readonly int _Lut_Params = Shader.PropertyToID("_Lut_Params");
public static readonly int _UserLut_Params = Shader.PropertyToID("_UserLut_Params");
public static readonly int _InternalLut = Shader.PropertyToID("_InternalLut");
public static readonly int _UserLut = Shader.PropertyToID("_UserLut");
public static readonly int _DownSampleScaleFactor = Shader.PropertyToID("_DownSampleScaleFactor");
public static readonly int _FlareOcclusionRemapTex = Shader.PropertyToID("_FlareOcclusionRemapTex");
public static readonly int _FlareOcclusionTex = Shader.PropertyToID("_FlareOcclusionTex");
public static readonly int _FlareOcclusionIndex = Shader.PropertyToID("_FlareOcclusionIndex");
public static readonly int _FlareTex = Shader.PropertyToID("_FlareTex");
public static readonly int _FlareColorValue = Shader.PropertyToID("_FlareColorValue");
public static readonly int _FlareData0 = Shader.PropertyToID("_FlareData0");
public static readonly int _FlareData1 = Shader.PropertyToID("_FlareData1");
public static readonly int _FlareData2 = Shader.PropertyToID("_FlareData2");
public static readonly int _FlareData3 = Shader.PropertyToID("_FlareData3");
public static readonly int _FlareData4 = Shader.PropertyToID("_FlareData4");
public static readonly int _FlareData5 = Shader.PropertyToID("_FlareData5");
public static readonly int _FullscreenProjMat = Shader.PropertyToID("_FullscreenProjMat");
public static int[] _BloomMipUp;
public static int[] _BloomMipDown;
}
#endregion
}
}