133 lines
4.2 KiB
C#
133 lines
4.2 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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namespace LeTai.Asset.TranslucentImage
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{
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public class ScalableBlur : IBlurAlgorithm
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{
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const int BLUR_PASS = 0;
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const int CROP_BLUR_PASS = 1;
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readonly RenderTargetIdentifier[] scratches = new RenderTargetIdentifier[14];
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bool isBirp;
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Material material;
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ScalableBlurConfig config;
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Material Material
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{
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get
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{
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if (material == null)
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Material = new Material(Shader.Find(isBirp
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? "Hidden/EfficientBlur"
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: "Hidden/EfficientBlur_UniversalRP"));
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return material;
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}
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set => material = value;
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}
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public void Init(BlurConfig config, bool isBirp)
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{
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this.isBirp = isBirp;
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this.config = (ScalableBlurConfig)config;
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}
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public void Blur(
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CommandBuffer cmd,
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RenderTargetIdentifier src,
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Rect srcCropRegion,
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BackgroundFill backgroundFill,
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RenderTexture target
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)
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{
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float radius = ScaleWithResolution(config.Radius,
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target.width * srcCropRegion.width,
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target.height * srcCropRegion.height);
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ConfigMaterial(radius, srcCropRegion.ToMinMaxVector(), backgroundFill);
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int stepCount = Mathf.Clamp(config.Iteration * 2 - 1, 1, scratches.Length * 2 - 1);
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if(stepCount > 1)
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cmd.BlitCustom(src, scratches[0], Material, CROP_BLUR_PASS, isBirp);
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var depth = Mathf.Min(config.Iteration - 1, scratches.Length - 1);
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for (var i = 1; i < stepCount; i++)
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{
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var fromIdx = SimplePingPong(i - 1, depth);
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var toIdx = SimplePingPong(i, depth);
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cmd.BlitCustom(scratches[fromIdx], scratches[toIdx], Material, 0, isBirp);
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}
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cmd.BlitCustom(stepCount > 1 ? scratches[0] : src,
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target,
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Material,
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stepCount > 1 ? BLUR_PASS : CROP_BLUR_PASS,
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isBirp);
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}
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public int GetScratchesCount()
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{
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return Mathf.Min(config.Iteration, scratches.Length);
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}
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public void GetScratchDescriptor(int index, ref RenderTextureDescriptor descriptor)
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{
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if (index == 0)
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{
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int firstDownsampleFactor = config.Iteration > 0 ? 1 : 0;
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descriptor.width >>= firstDownsampleFactor;
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descriptor.height >>= firstDownsampleFactor;
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}
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else
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{
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descriptor.width >>= 1;
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descriptor.height >>= 1;
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}
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if (descriptor.width <= 0) descriptor.width = 1;
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if (descriptor.height <= 0) descriptor.height = 1;
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}
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public void SetScratch(int index, RenderTargetIdentifier value)
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{
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scratches[index] = value;
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}
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protected void ConfigMaterial(float radius, Vector4 cropRegion, BackgroundFill backgroundFill)
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{
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switch (backgroundFill.mode)
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{
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case BackgroundFillMode.None:
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Material.EnableKeyword("BACKGROUND_FILL_NONE");
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Material.DisableKeyword("BACKGROUND_FILL_COLOR");
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break;
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case BackgroundFillMode.Color:
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Material.EnableKeyword("BACKGROUND_FILL_COLOR");
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Material.DisableKeyword("BACKGROUND_FILL_NONE");
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Material.SetColor(ShaderId.BACKGROUND_COLOR, backgroundFill.color);
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break;
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}
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Material.SetFloat(ShaderId.RADIUS, radius);
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Material.SetVector(ShaderId.CROP_REGION, cropRegion);
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}
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///<summary>
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/// Relative blur size to maintain same look across multiple resolution
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/// </summary>
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float ScaleWithResolution(float baseRadius, float width, float height)
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{
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float scaleFactor = Mathf.Min(width, height) / 1080f;
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scaleFactor = Mathf.Clamp(scaleFactor, .5f, 2f); //too much variation cause artifact
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return baseRadius * scaleFactor;
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}
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public static int SimplePingPong(int t, int max)
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{
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if (t > max)
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return 2 * max - t;
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return t;
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}
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}
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}
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