namespace UnityEngine.PostProcessing { public sealed class EyeAdaptationComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _Params = Shader.PropertyToID("_Params"); internal static readonly int _Speed = Shader.PropertyToID("_Speed"); internal static readonly int _ScaleOffsetRes = Shader.PropertyToID("_ScaleOffsetRes"); internal static readonly int _ExposureCompensation = Shader.PropertyToID("_ExposureCompensation"); internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure"); internal static readonly int _DebugWidth = Shader.PropertyToID("_DebugWidth"); } ComputeShader m_EyeCompute; ComputeBuffer m_HistogramBuffer; readonly RenderTexture[] m_AutoExposurePool = new RenderTexture[2]; int m_AutoExposurePingPing; RenderTexture m_CurrentAutoExposure; RenderTexture m_DebugHistogram; static uint[] s_EmptyHistogramBuffer; bool m_FirstFrame = true; // Don't forget to update 'EyeAdaptation.cginc' if you change these values ! const int k_HistogramBins = 64; const int k_HistogramThreadX = 16; const int k_HistogramThreadY = 16; public override bool active { get { return model.enabled && SystemInfo.supportsComputeShaders && !context.interrupted; } } public void ResetHistory() { m_FirstFrame = true; } public override void OnEnable() { m_FirstFrame = true; } public override void OnDisable() { foreach (var rt in m_AutoExposurePool) GraphicsUtils.Destroy(rt); if (m_HistogramBuffer != null) m_HistogramBuffer.Release(); m_HistogramBuffer = null; if (m_DebugHistogram != null) m_DebugHistogram.Release(); m_DebugHistogram = null; } Vector4 GetHistogramScaleOffsetRes() { var settings = model.settings; float diff = settings.logMax - settings.logMin; float scale = 1f / diff; float offset = -settings.logMin * scale; return new Vector4(scale, offset, Mathf.Floor(context.width / 2f), Mathf.Floor(context.height / 2f)); } public Texture Prepare(RenderTexture source, Material uberMaterial) { var settings = model.settings; // Setup compute if (m_EyeCompute == null) m_EyeCompute = Resources.Load("Shaders/EyeHistogram"); var material = context.materialFactory.Get("Hidden/Post FX/Eye Adaptation"); material.shaderKeywords = null; if (m_HistogramBuffer == null) m_HistogramBuffer = new ComputeBuffer(k_HistogramBins, sizeof(uint)); if (s_EmptyHistogramBuffer == null) s_EmptyHistogramBuffer = new uint[k_HistogramBins]; // Downscale the framebuffer, we don't need an absolute precision for auto exposure and it // helps making it more stable var scaleOffsetRes = GetHistogramScaleOffsetRes(); var rt = context.renderTextureFactory.Get((int)scaleOffsetRes.z, (int)scaleOffsetRes.w, 0, source.format); Graphics.Blit(source, rt); if (m_AutoExposurePool[0] == null || !m_AutoExposurePool[0].IsCreated()) m_AutoExposurePool[0] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat); if (m_AutoExposurePool[1] == null || !m_AutoExposurePool[1].IsCreated()) m_AutoExposurePool[1] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat); // Clears the buffer on every frame as we use it to accumulate luminance values on each frame m_HistogramBuffer.SetData(s_EmptyHistogramBuffer); // Gets a log histogram int kernel = m_EyeCompute.FindKernel("KEyeHistogram"); m_EyeCompute.SetBuffer(kernel, "_Histogram", m_HistogramBuffer); m_EyeCompute.SetTexture(kernel, "_Source", rt); m_EyeCompute.SetVector("_ScaleOffsetRes", scaleOffsetRes); m_EyeCompute.Dispatch(kernel, Mathf.CeilToInt(rt.width / (float)k_HistogramThreadX), Mathf.CeilToInt(rt.height / (float)k_HistogramThreadY), 1); // Cleanup context.renderTextureFactory.Release(rt); // Make sure filtering values are correct to avoid apocalyptic consequences const float minDelta = 1e-2f; settings.highPercent = Mathf.Clamp(settings.highPercent, 1f + minDelta, 99f); settings.lowPercent = Mathf.Clamp(settings.lowPercent, 1f, settings.highPercent - minDelta); // Compute auto exposure material.SetBuffer("_Histogram", m_HistogramBuffer); // No (int, buffer) overload for SetBuffer ? material.SetVector(Uniforms._Params, new Vector4(settings.lowPercent * 0.01f, settings.highPercent * 0.01f, Mathf.Exp(settings.minLuminance * 0.69314718055994530941723212145818f), Mathf.Exp(settings.maxLuminance * 0.69314718055994530941723212145818f))); material.SetVector(Uniforms._Speed, new Vector2(settings.speedDown, settings.speedUp)); material.SetVector(Uniforms._ScaleOffsetRes, scaleOffsetRes); material.SetFloat(Uniforms._ExposureCompensation, settings.keyValue); if (settings.dynamicKeyValue) material.EnableKeyword("AUTO_KEY_VALUE"); if (m_FirstFrame || !Application.isPlaying) { // We don't want eye adaptation when not in play mode because the GameView isn't // animated, thus making it harder to tweak. Just use the final audo exposure value. m_CurrentAutoExposure = m_AutoExposurePool[0]; Graphics.Blit(null, m_CurrentAutoExposure, material, (int)EyeAdaptationModel.EyeAdaptationType.Fixed); // Copy current exposure to the other pingpong target to avoid adapting from black Graphics.Blit(m_AutoExposurePool[0], m_AutoExposurePool[1]); } else { int pp = m_AutoExposurePingPing; var src = m_AutoExposurePool[++pp % 2]; var dst = m_AutoExposurePool[++pp % 2]; Graphics.Blit(src, dst, material, (int)settings.adaptationType); m_AutoExposurePingPing = ++pp % 2; m_CurrentAutoExposure = dst; } // Generate debug histogram if (context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.EyeAdaptation)) { if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated()) { m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32) { filterMode = FilterMode.Point, wrapMode = TextureWrapMode.Clamp }; } material.SetFloat(Uniforms._DebugWidth, m_DebugHistogram.width); Graphics.Blit(null, m_DebugHistogram, material, 2); } m_FirstFrame = false; return m_CurrentAutoExposure; } public void OnGUI() { if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated()) return; var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, m_DebugHistogram.width, m_DebugHistogram.height); GUI.DrawTexture(rect, m_DebugHistogram); } } }