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namespace UnityEngine.PostProcessing;
public sealed class BloomComponent : PostProcessingComponentRenderTexture<BloomModel>
{
private static class Uniforms
{
internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
internal static readonly int _Curve = Shader.PropertyToID("_Curve");
internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs");
internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
}
private const int k_MaxPyramidBlurLevel = 16;
private readonly RenderTexture[] m_BlurBuffer1 = new RenderTexture[16];
private readonly RenderTexture[] m_BlurBuffer2 = new RenderTexture[16];
public override bool active
{
get
{
if (base.model.enabled && base.model.settings.bloom.intensity > 0f)
{
return !context.interrupted;
}
return false;
}
}
public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure)
{
BloomModel.BloomSettings bloom = base.model.settings.bloom;
BloomModel.LensDirtSettings lensDirt = base.model.settings.lensDirt;
Material material = context.materialFactory.Get("Hidden/Post FX/Bloom");
material.shaderKeywords = null;
material.SetTexture(Uniforms._AutoExposure, autoExposure);
int width = context.width / 2;
int num = context.height / 2;
RenderTextureFormat format = (Application.isMobilePlatform ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR);
float num2 = Mathf.Log(num, 2f) + bloom.radius - 8f;
int num3 = (int)num2;
int num4 = Mathf.Clamp(num3, 1, 16);
float thresholdLinear = bloom.thresholdLinear;
material.SetFloat(Uniforms._Threshold, thresholdLinear);
float num5 = thresholdLinear * bloom.softKnee + 1E-05f;
material.SetVector(value: new Vector3(thresholdLinear - num5, num5 * 2f, 0.25f / num5), nameID: Uniforms._Curve);
material.SetFloat(Uniforms._PrefilterOffs, bloom.antiFlicker ? (-0.5f) : 0f);
float num6 = 0.5f + num2 - (float)num3;
material.SetFloat(Uniforms._SampleScale, num6);
if (bloom.antiFlicker)
{
material.EnableKeyword("ANTI_FLICKER");
}
RenderTexture renderTexture = context.renderTextureFactory.Get(width, num, 0, format);
Graphics.Blit(source, renderTexture, material, 0);
RenderTexture renderTexture2 = renderTexture;
for (int i = 0; i < num4; i++)
{
m_BlurBuffer1[i] = context.renderTextureFactory.Get(renderTexture2.width / 2, renderTexture2.height / 2, 0, format);
int pass = ((i == 0) ? 1 : 2);
Graphics.Blit(renderTexture2, m_BlurBuffer1[i], material, pass);
renderTexture2 = m_BlurBuffer1[i];
}
for (int num7 = num4 - 2; num7 >= 0; num7--)
{
RenderTexture renderTexture3 = m_BlurBuffer1[num7];
material.SetTexture(Uniforms._BaseTex, renderTexture3);
m_BlurBuffer2[num7] = context.renderTextureFactory.Get(renderTexture3.width, renderTexture3.height, 0, format);
Graphics.Blit(renderTexture2, m_BlurBuffer2[num7], material, 3);
renderTexture2 = m_BlurBuffer2[num7];
}
RenderTexture renderTexture4 = renderTexture2;
for (int j = 0; j < 16; j++)
{
if (m_BlurBuffer1[j] != null)
{
context.renderTextureFactory.Release(m_BlurBuffer1[j]);
}
if (m_BlurBuffer2[j] != null && m_BlurBuffer2[j] != renderTexture4)
{
context.renderTextureFactory.Release(m_BlurBuffer2[j]);
}
m_BlurBuffer1[j] = null;
m_BlurBuffer2[j] = null;
}
context.renderTextureFactory.Release(renderTexture);
uberMaterial.SetTexture(Uniforms._BloomTex, renderTexture4);
uberMaterial.SetVector(Uniforms._Bloom_Settings, new Vector2(num6, bloom.intensity));
if (lensDirt.intensity > 0f && lensDirt.texture != null)
{
uberMaterial.SetTexture(Uniforms._Bloom_DirtTex, lensDirt.texture);
uberMaterial.SetFloat(Uniforms._Bloom_DirtIntensity, lensDirt.intensity);
uberMaterial.EnableKeyword("BLOOM_LENS_DIRT");
}
else
{
uberMaterial.EnableKeyword("BLOOM");
}
}
}
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