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-rw-r--r--UnityEngine.PostProcessing/TaaComponent.cs176
1 files changed, 176 insertions, 0 deletions
diff --git a/UnityEngine.PostProcessing/TaaComponent.cs b/UnityEngine.PostProcessing/TaaComponent.cs
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+++ b/UnityEngine.PostProcessing/TaaComponent.cs
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+using System;
+
+namespace UnityEngine.PostProcessing;
+
+public sealed class TaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
+{
+ private static class Uniforms
+ {
+ internal static int _Jitter = Shader.PropertyToID("_Jitter");
+
+ internal static int _SharpenParameters = Shader.PropertyToID("_SharpenParameters");
+
+ internal static int _FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters");
+
+ internal static int _HistoryTex = Shader.PropertyToID("_HistoryTex");
+
+ internal static int _MainTex = Shader.PropertyToID("_MainTex");
+ }
+
+ private const string k_ShaderString = "Hidden/Post FX/Temporal Anti-aliasing";
+
+ private const int k_SampleCount = 8;
+
+ private readonly RenderBuffer[] m_MRT = new RenderBuffer[2];
+
+ private int m_SampleIndex;
+
+ private bool m_ResetHistory = true;
+
+ private RenderTexture m_HistoryTexture;
+
+ public override bool active => base.model.enabled && base.model.settings.method == AntialiasingModel.Method.Taa && SystemInfo.supportsMotionVectors && SystemInfo.supportedRenderTargetCount >= 2 && !context.interrupted;
+
+ public Vector2 jitterVector { get; private set; }
+
+ public override DepthTextureMode GetCameraFlags()
+ {
+ return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
+ }
+
+ public void ResetHistory()
+ {
+ m_ResetHistory = true;
+ }
+
+ public void SetProjectionMatrix(Func<Vector2, Matrix4x4> jitteredFunc)
+ {
+ AntialiasingModel.TaaSettings taaSettings = base.model.settings.taaSettings;
+ Vector2 vector = GenerateRandomOffset();
+ vector *= taaSettings.jitterSpread;
+ context.camera.nonJitteredProjectionMatrix = context.camera.projectionMatrix;
+ if (jitteredFunc != null)
+ {
+ context.camera.projectionMatrix = jitteredFunc(vector);
+ }
+ else
+ {
+ context.camera.projectionMatrix = ((!context.camera.orthographic) ? GetPerspectiveProjectionMatrix(vector) : GetOrthographicProjectionMatrix(vector));
+ }
+ context.camera.useJitteredProjectionMatrixForTransparentRendering = false;
+ vector.x /= context.width;
+ vector.y /= context.height;
+ Material material = context.materialFactory.Get("Hidden/Post FX/Temporal Anti-aliasing");
+ material.SetVector(Uniforms._Jitter, vector);
+ jitterVector = vector;
+ }
+
+ public void Render(RenderTexture source, RenderTexture destination)
+ {
+ Material material = context.materialFactory.Get("Hidden/Post FX/Temporal Anti-aliasing");
+ material.shaderKeywords = null;
+ AntialiasingModel.TaaSettings taaSettings = base.model.settings.taaSettings;
+ if (m_ResetHistory || m_HistoryTexture == null || m_HistoryTexture.width != source.width || m_HistoryTexture.height != source.height)
+ {
+ if ((bool)m_HistoryTexture)
+ {
+ RenderTexture.ReleaseTemporary(m_HistoryTexture);
+ }
+ m_HistoryTexture = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);
+ m_HistoryTexture.name = "TAA History";
+ Graphics.Blit(source, m_HistoryTexture, material, 2);
+ }
+ material.SetVector(Uniforms._SharpenParameters, new Vector4(taaSettings.sharpen, 0f, 0f, 0f));
+ material.SetVector(Uniforms._FinalBlendParameters, new Vector4(taaSettings.stationaryBlending, taaSettings.motionBlending, 6000f, 0f));
+ material.SetTexture(Uniforms._MainTex, source);
+ material.SetTexture(Uniforms._HistoryTex, m_HistoryTexture);
+ RenderTexture temporary = RenderTexture.GetTemporary(source.width, source.height, 0, source.format);
+ temporary.name = "TAA History";
+ ref RenderBuffer reference = ref m_MRT[0];
+ reference = destination.colorBuffer;
+ ref RenderBuffer reference2 = ref m_MRT[1];
+ reference2 = temporary.colorBuffer;
+ Graphics.SetRenderTarget(m_MRT, source.depthBuffer);
+ GraphicsUtils.Blit(material, context.camera.orthographic ? 1 : 0);
+ RenderTexture.ReleaseTemporary(m_HistoryTexture);
+ m_HistoryTexture = temporary;
+ m_ResetHistory = false;
+ }
+
+ private float GetHaltonValue(int index, int radix)
+ {
+ float num = 0f;
+ float num2 = 1f / (float)radix;
+ while (index > 0)
+ {
+ num += (float)(index % radix) * num2;
+ index /= radix;
+ num2 /= (float)radix;
+ }
+ return num;
+ }
+
+ private Vector2 GenerateRandomOffset()
+ {
+ Vector2 result = new Vector2(GetHaltonValue(m_SampleIndex & 0x3FF, 2), GetHaltonValue(m_SampleIndex & 0x3FF, 3));
+ if (++m_SampleIndex >= 8)
+ {
+ m_SampleIndex = 0;
+ }
+ return result;
+ }
+
+ private Matrix4x4 GetPerspectiveProjectionMatrix(Vector2 offset)
+ {
+ float num = Mathf.Tan((float)Math.PI / 360f * context.camera.fieldOfView);
+ float num2 = num * context.camera.aspect;
+ offset.x *= num2 / (0.5f * (float)context.width);
+ offset.y *= num / (0.5f * (float)context.height);
+ float num3 = (offset.x - num2) * context.camera.nearClipPlane;
+ float num4 = (offset.x + num2) * context.camera.nearClipPlane;
+ float num5 = (offset.y + num) * context.camera.nearClipPlane;
+ float num6 = (offset.y - num) * context.camera.nearClipPlane;
+ Matrix4x4 result = default(Matrix4x4);
+ result[0, 0] = 2f * context.camera.nearClipPlane / (num4 - num3);
+ result[0, 1] = 0f;
+ result[0, 2] = (num4 + num3) / (num4 - num3);
+ result[0, 3] = 0f;
+ result[1, 0] = 0f;
+ result[1, 1] = 2f * context.camera.nearClipPlane / (num5 - num6);
+ result[1, 2] = (num5 + num6) / (num5 - num6);
+ result[1, 3] = 0f;
+ result[2, 0] = 0f;
+ result[2, 1] = 0f;
+ result[2, 2] = (0f - (context.camera.farClipPlane + context.camera.nearClipPlane)) / (context.camera.farClipPlane - context.camera.nearClipPlane);
+ result[2, 3] = (0f - 2f * context.camera.farClipPlane * context.camera.nearClipPlane) / (context.camera.farClipPlane - context.camera.nearClipPlane);
+ result[3, 0] = 0f;
+ result[3, 1] = 0f;
+ result[3, 2] = -1f;
+ result[3, 3] = 0f;
+ return result;
+ }
+
+ private Matrix4x4 GetOrthographicProjectionMatrix(Vector2 offset)
+ {
+ float orthographicSize = context.camera.orthographicSize;
+ float num = orthographicSize * context.camera.aspect;
+ offset.x *= num / (0.5f * (float)context.width);
+ offset.y *= orthographicSize / (0.5f * (float)context.height);
+ float left = offset.x - num;
+ float right = offset.x + num;
+ float top = offset.y + orthographicSize;
+ float bottom = offset.y - orthographicSize;
+ return Matrix4x4.Ortho(left, right, bottom, top, context.camera.nearClipPlane, context.camera.farClipPlane);
+ }
+
+ public override void OnDisable()
+ {
+ if (m_HistoryTexture != null)
+ {
+ RenderTexture.ReleaseTemporary(m_HistoryTexture);
+ }
+ m_HistoryTexture = null;
+ m_SampleIndex = 0;
+ ResetHistory();
+ }
+}