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path: root/UnityEngine.PostProcessing/AmbientOcclusionComponent.cs
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using UnityEngine.Rendering;

namespace UnityEngine.PostProcessing;

public sealed class AmbientOcclusionComponent : PostProcessingComponentCommandBuffer<AmbientOcclusionModel>
{
	private static class Uniforms
	{
		internal static readonly int _Intensity = Shader.PropertyToID("_Intensity");

		internal static readonly int _Radius = Shader.PropertyToID("_Radius");

		internal static readonly int _FogParams = Shader.PropertyToID("_FogParams");

		internal static readonly int _Downsample = Shader.PropertyToID("_Downsample");

		internal static readonly int _SampleCount = Shader.PropertyToID("_SampleCount");

		internal static readonly int _OcclusionTexture1 = Shader.PropertyToID("_OcclusionTexture1");

		internal static readonly int _OcclusionTexture2 = Shader.PropertyToID("_OcclusionTexture2");

		internal static readonly int _OcclusionTexture = Shader.PropertyToID("_OcclusionTexture");

		internal static readonly int _MainTex = Shader.PropertyToID("_MainTex");

		internal static readonly int _TempRT = Shader.PropertyToID("_TempRT");
	}

	private enum OcclusionSource
	{
		DepthTexture,
		DepthNormalsTexture,
		GBuffer
	}

	private const string k_BlitShaderString = "Hidden/Post FX/Blit";

	private const string k_ShaderString = "Hidden/Post FX/Ambient Occlusion";

	private readonly RenderTargetIdentifier[] m_MRT = new RenderTargetIdentifier[2]
	{
		BuiltinRenderTextureType.GBuffer0,
		BuiltinRenderTextureType.CameraTarget
	};

	private OcclusionSource occlusionSource
	{
		get
		{
			if (context.isGBufferAvailable && !base.model.settings.forceForwardCompatibility)
			{
				return OcclusionSource.GBuffer;
			}
			if (base.model.settings.highPrecision && (!context.isGBufferAvailable || base.model.settings.forceForwardCompatibility))
			{
				return OcclusionSource.DepthTexture;
			}
			return OcclusionSource.DepthNormalsTexture;
		}
	}

	private bool ambientOnlySupported => context.isHdr && base.model.settings.ambientOnly && context.isGBufferAvailable && !base.model.settings.forceForwardCompatibility;

	public override bool active => base.model.enabled && base.model.settings.intensity > 0f && !context.interrupted;

	public override DepthTextureMode GetCameraFlags()
	{
		DepthTextureMode depthTextureMode = DepthTextureMode.None;
		if (occlusionSource == OcclusionSource.DepthTexture)
		{
			depthTextureMode |= DepthTextureMode.Depth;
		}
		if (occlusionSource != OcclusionSource.GBuffer)
		{
			depthTextureMode |= DepthTextureMode.DepthNormals;
		}
		return depthTextureMode;
	}

	public override string GetName()
	{
		return "Ambient Occlusion";
	}

	public override CameraEvent GetCameraEvent()
	{
		return (!ambientOnlySupported || context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.AmbientOcclusion)) ? CameraEvent.BeforeImageEffectsOpaque : CameraEvent.BeforeReflections;
	}

	public override void PopulateCommandBuffer(CommandBuffer cb)
	{
		AmbientOcclusionModel.Settings settings = base.model.settings;
		Material mat = context.materialFactory.Get("Hidden/Post FX/Blit");
		Material material = context.materialFactory.Get("Hidden/Post FX/Ambient Occlusion");
		material.shaderKeywords = null;
		material.SetFloat(Uniforms._Intensity, settings.intensity);
		material.SetFloat(Uniforms._Radius, settings.radius);
		material.SetFloat(Uniforms._Downsample, (!settings.downsampling) ? 1f : 0.5f);
		material.SetInt(Uniforms._SampleCount, (int)settings.sampleCount);
		if (!context.isGBufferAvailable && RenderSettings.fog)
		{
			material.SetVector(Uniforms._FogParams, new Vector3(RenderSettings.fogDensity, RenderSettings.fogStartDistance, RenderSettings.fogEndDistance));
			switch (RenderSettings.fogMode)
			{
			case FogMode.Linear:
				material.EnableKeyword("FOG_LINEAR");
				break;
			case FogMode.Exponential:
				material.EnableKeyword("FOG_EXP");
				break;
			case FogMode.ExponentialSquared:
				material.EnableKeyword("FOG_EXP2");
				break;
			}
		}
		else
		{
			material.EnableKeyword("FOG_OFF");
		}
		int width = context.width;
		int height = context.height;
		int num = ((!settings.downsampling) ? 1 : 2);
		int occlusionTexture = Uniforms._OcclusionTexture1;
		cb.GetTemporaryRT(occlusionTexture, width / num, height / num, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
		cb.Blit(null, occlusionTexture, material, (int)occlusionSource);
		int occlusionTexture2 = Uniforms._OcclusionTexture2;
		cb.GetTemporaryRT(occlusionTexture2, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
		cb.SetGlobalTexture(Uniforms._MainTex, occlusionTexture);
		cb.Blit(occlusionTexture, occlusionTexture2, material, (occlusionSource != OcclusionSource.GBuffer) ? 3 : 4);
		cb.ReleaseTemporaryRT(occlusionTexture);
		occlusionTexture = Uniforms._OcclusionTexture;
		cb.GetTemporaryRT(occlusionTexture, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
		cb.SetGlobalTexture(Uniforms._MainTex, occlusionTexture2);
		cb.Blit(occlusionTexture2, occlusionTexture, material, 5);
		cb.ReleaseTemporaryRT(occlusionTexture2);
		if (context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.AmbientOcclusion))
		{
			cb.SetGlobalTexture(Uniforms._MainTex, occlusionTexture);
			cb.Blit(occlusionTexture, BuiltinRenderTextureType.CameraTarget, material, 8);
			context.Interrupt();
		}
		else if (ambientOnlySupported)
		{
			cb.SetRenderTarget(m_MRT, BuiltinRenderTextureType.CameraTarget);
			cb.DrawMesh(GraphicsUtils.quad, Matrix4x4.identity, material, 0, 7);
		}
		else
		{
			RenderTextureFormat format = ((!context.isHdr) ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR);
			int tempRT = Uniforms._TempRT;
			cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Bilinear, format);
			cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, mat, 0);
			cb.SetGlobalTexture(Uniforms._MainTex, tempRT);
			cb.Blit(tempRT, BuiltinRenderTextureType.CameraTarget, material, 6);
			cb.ReleaseTemporaryRT(tempRT);
		}
		cb.ReleaseTemporaryRT(occlusionTexture);
	}
}