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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/DepthOfField34.js

423 lines
17 KiB
JavaScript

1 month ago
#pragma strict
@script ExecuteInEditMode
@script RequireComponent (Camera)
@script AddComponentMenu ("Image Effects/Depth of Field (3.4)")
enum Dof34QualitySetting {
OnlyBackground = 1,
BackgroundAndForeground = 2,
}
enum DofResolution {
High = 2,
Medium = 3,
Low = 4,
}
enum DofBlurriness {
Low = 1,
High = 2,
VeryHigh = 4,
}
enum BokehDestination {
Background = 0x1,
Foreground = 0x2,
BackgroundAndForeground = 0x3,
}
class DepthOfField34 extends PostEffectsBase {
static private var SMOOTH_DOWNSAMPLE_PASS : int = 6;
static private var BOKEH_EXTRA_BLUR : float = 2.0f;
public var quality : Dof34QualitySetting = Dof34QualitySetting.OnlyBackground;
public var resolution : DofResolution = DofResolution.Low;
public var simpleTweakMode : boolean = true;
public var focalPoint : float = 1.0f;
public var smoothness : float = 0.5f;
public var focalZDistance : float = 0.0f;
public var focalZStartCurve : float = 1.0f;
public var focalZEndCurve : float = 1.0f;
private var focalStartCurve : float = 2.0f;
private var focalEndCurve : float = 2.0f;
private var focalDistance01 : float = 0.1f;
public var objectFocus : Transform = null;
public var focalSize : float = 0.0f;
public var bluriness : DofBlurriness = DofBlurriness.High;
public var maxBlurSpread : float = 1.75f;
public var foregroundBlurExtrude : float = 1.15f;
public var dofBlurShader : Shader;
private var dofBlurMaterial : Material = null;
public var dofShader : Shader;
private var dofMaterial : Material = null;
public var visualize : boolean = false;
public var bokehDestination : BokehDestination = BokehDestination.Background;
private var widthOverHeight : float = 1.25f;
private var oneOverBaseSize : float = 1.0f / 512.0f;
public var bokeh : boolean = false;
public var bokehSupport : boolean = true;
public var bokehShader : Shader;
public var bokehTexture : Texture2D;
public var bokehScale : float = 2.4f;
public var bokehIntensity : float = 0.15f;
public var bokehThreshholdContrast : float = 0.1f;
public var bokehThreshholdLuminance : float = 0.55f;
public var bokehDownsample : int = 1;
private var bokehMaterial : Material;
function CreateMaterials () {
dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial);
dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial);
bokehSupport = bokehShader.isSupported;
if(bokeh && bokehSupport && bokehShader)
bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial);
}
function CheckResources () : boolean {
CheckSupport (true);
dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial);
dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial);
bokehSupport = bokehShader.isSupported;
if(bokeh && bokehSupport && bokehShader)
bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial);
if(!isSupported)
ReportAutoDisable ();
return isSupported;
}
function OnDisable () {
Quads.Cleanup ();
if (dofBlurMaterial)
DestroyImmediate(dofBlurMaterial);
if (dofMaterial)
DestroyImmediate(dofMaterial);
if (bokehMaterial)
DestroyImmediate(bokehMaterial);
}
function OnEnable() {
camera.depthTextureMode |= DepthTextureMode.Depth;
}
function FocalDistance01 (worldDist : float) : float {
return camera.WorldToViewportPoint((worldDist-camera.nearClipPlane) * camera.transform.forward + camera.transform.position).z / (camera.farClipPlane-camera.nearClipPlane);
}
function GetDividerBasedOnQuality () {
var divider : int = 1;
if (resolution == DofResolution.Medium)
divider = 2;
else if (resolution == DofResolution.Low)
divider = 2;
return divider;
}
function GetLowResolutionDividerBasedOnQuality (baseDivider : int) {
var lowTexDivider : int = baseDivider;
if (resolution == DofResolution.High)
lowTexDivider *= 2;
if (resolution == DofResolution.Low)
lowTexDivider *= 2;
return lowTexDivider;
}
private var foregroundTexture : RenderTexture = null;
private var mediumRezWorkTexture : RenderTexture = null;
private var finalDefocus : RenderTexture = null;
private var lowRezWorkTexture : RenderTexture = null;
private var bokehSource : RenderTexture = null;
private var bokehSource2 : RenderTexture = null;
function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
if(CheckResources()==false) {
Graphics.Blit (source, destination);
return;
}
if (smoothness < 0.1f)
smoothness = 0.1f;
// update needed focal & rt size parameter
bokeh = bokeh && bokehSupport;
var bokehBlurAmplifier : float = bokeh ? BOKEH_EXTRA_BLUR : 1.0f;
var blurForeground : boolean = quality > Dof34QualitySetting.OnlyBackground;
var focal01Size : float = focalSize / (camera.farClipPlane - camera.nearClipPlane);;
if (simpleTweakMode) {
focalDistance01 = objectFocus ? (camera.WorldToViewportPoint (objectFocus.position)).z / (camera.farClipPlane) : FocalDistance01 (focalPoint);
focalStartCurve = focalDistance01 * smoothness;
focalEndCurve = focalStartCurve;
blurForeground = blurForeground && (focalPoint > (camera.nearClipPlane + Mathf.Epsilon));
}
else {
if(objectFocus) {
var vpPoint = camera.WorldToViewportPoint (objectFocus.position);
vpPoint.z = (vpPoint.z) / (camera.farClipPlane);
focalDistance01 = vpPoint.z;
}
else
focalDistance01 = FocalDistance01 (focalZDistance);
focalStartCurve = focalZStartCurve;
focalEndCurve = focalZEndCurve;
blurForeground = blurForeground && (focalPoint > (camera.nearClipPlane + Mathf.Epsilon));
}
widthOverHeight = (1.0f * source.width) / (1.0f * source.height);
oneOverBaseSize = 1.0f / 512.0f;
dofMaterial.SetFloat ("_ForegroundBlurExtrude", foregroundBlurExtrude);
dofMaterial.SetVector ("_CurveParams", Vector4 (simpleTweakMode ? 1.0f / focalStartCurve : focalStartCurve, simpleTweakMode ? 1.0f / focalEndCurve : focalEndCurve, focal01Size * 0.5, focalDistance01));
dofMaterial.SetVector ("_InvRenderTargetSize", Vector4 (1.0 / (1.0 * source.width), 1.0 / (1.0 * source.height),0.0,0.0));
var divider : int = GetDividerBasedOnQuality ();
var lowTexDivider : int = GetLowResolutionDividerBasedOnQuality (divider);
AllocateTextures (blurForeground, source, divider, lowTexDivider);
// WRITE COC to alpha channel
// source is only being bound to detect y texcoord flip
Graphics.Blit (source, source, dofMaterial, 3);
// better DOWNSAMPLE (could actually be weighted for higher quality)
Downsample (source, mediumRezWorkTexture);
// BLUR A LITTLE first, which has two purposes
// 1.) reduce jitter, noise, aliasing
// 2.) produce the little-blur buffer used in composition later
Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread);
if (bokeh && (bokehDestination & BokehDestination.Background)) {
dofMaterial.SetVector ("_Threshhold", Vector4(bokehThreshholdContrast, bokehThreshholdLuminance, 0.95f, 0.0f));
// add and mark the parts that should end up as bokeh shapes
Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11);
// remove those parts (maybe even a little tittle bittle more) from the regurlarly blurred buffer
//Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10);
Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10);
// maybe you want to reblur the small blur ... but not really needed.
//Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread);
// bigger BLUR
Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread * bokehBlurAmplifier);
}
else {
// bigger BLUR
Downsample (mediumRezWorkTexture, lowRezWorkTexture);
Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread);
}
dofBlurMaterial.SetTexture ("_TapLow", lowRezWorkTexture);
dofBlurMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture);
Graphics.Blit (null, finalDefocus, dofBlurMaterial, 3);
// we are only adding bokeh now if the background is the only part we have to deal with
if (bokeh && (bokehDestination & BokehDestination.Background))
AddBokeh (bokehSource2, bokehSource, finalDefocus);
dofMaterial.SetTexture ("_TapLowBackground", finalDefocus);
dofMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture); // needed for debugging/visualization
// FINAL DEFOCUS (background)
Graphics.Blit (source, blurForeground ? foregroundTexture : destination, dofMaterial, visualize ? 2 : 0);
// FINAL DEFOCUS (foreground)
if (blurForeground) {
// WRITE COC to alpha channel
Graphics.Blit (foregroundTexture, source, dofMaterial, 5);
// DOWNSAMPLE (unweighted)
Downsample (source, mediumRezWorkTexture);
// BLUR A LITTLE first, which has two purposes
// 1.) reduce jitter, noise, aliasing
// 2.) produce the little-blur buffer used in composition later
BlurFg (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 2, maxBlurSpread);
if (bokeh && (bokehDestination & BokehDestination.Foreground)) {
dofMaterial.SetVector ("_Threshhold", Vector4(bokehThreshholdContrast * 0.5f, bokehThreshholdLuminance, 0.0f, 0.0f));
// add and mark the parts that should end up as bokeh shapes
Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11);
// remove the parts (maybe even a little tittle bittle more) that will end up in bokeh space
//Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10);
Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10);
// big BLUR
BlurFg (lowRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread * bokehBlurAmplifier);
}
else {
// big BLUR
BlurFg (mediumRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread);
}
// simple upsample once
Graphics.Blit (lowRezWorkTexture, finalDefocus);
dofMaterial.SetTexture ("_TapLowForeground", finalDefocus);
Graphics.Blit (source, destination, dofMaterial, visualize ? 1 : 4);
if (bokeh && (bokehDestination & BokehDestination.Foreground))
AddBokeh (bokehSource2, bokehSource, destination);
}
ReleaseTextures ();
}
function Blur (from : RenderTexture, to : RenderTexture, iterations : DofBlurriness, blurPass: int, spread : float) {
var tmp : RenderTexture = RenderTexture.GetTemporary (to.width, to.height);
if (iterations > 1) {
BlurHex (from, to, blurPass, spread, tmp);
if (iterations > 2) {
dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (to, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
}
else {
dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (from, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
RenderTexture.ReleaseTemporary (tmp);
}
function BlurFg (from : RenderTexture, to : RenderTexture, iterations : DofBlurriness, blurPass: int, spread : float) {
// we want a nice, big coc, hence we need to tap once from this (higher resolution) texture
dofBlurMaterial.SetTexture ("_TapHigh", from);
var tmp : RenderTexture = RenderTexture.GetTemporary (to.width, to.height);
if (iterations > 1) {
BlurHex (from, to, blurPass, spread, tmp);
if (iterations > 2) {
dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (to, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
}
else {
dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (from, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
RenderTexture.ReleaseTemporary (tmp);
}
function BlurHex (from : RenderTexture, to : RenderTexture, blurPass: int, spread : float, tmp : RenderTexture) {
dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (from, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, spread * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (to, tmp, dofBlurMaterial, blurPass);
dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, -spread * oneOverBaseSize, 0.0, 0.0));
Graphics.Blit (tmp, to, dofBlurMaterial, blurPass);
}
function Downsample (from : RenderTexture, to : RenderTexture) {
dofMaterial.SetVector ("_InvRenderTargetSize", Vector4 (1.0f / (1.0f * to.width), 1.0f / (1.0f * to.height), 0.0f, 0.0f));
Graphics.Blit (from, to, dofMaterial, SMOOTH_DOWNSAMPLE_PASS);
}
function AddBokeh (bokehInfo : RenderTexture, tempTex : RenderTexture, finalTarget : RenderTexture) {
if (bokehMaterial) {
var meshes : Mesh[] = Quads.GetMeshes (tempTex.width, tempTex.height); // quads: exchanging more triangles with less overdraw
RenderTexture.active = tempTex;
GL.Clear (false, true, Color (0.0f, 0.0f, 0.0f, 0.0f));
GL.PushMatrix ();
GL.LoadIdentity ();
// point filter mode is important, otherwise we get bokeh shape & size artefacts
bokehInfo.filterMode = FilterMode.Point;
var arW : float = (bokehInfo.width * 1.0f) / (bokehInfo.height * 1.0f);
var sc : float = 2.0f / (1.0f * bokehInfo.width);
sc += bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize;
bokehMaterial.SetTexture ("_Source", bokehInfo);
bokehMaterial.SetTexture ("_MainTex", bokehTexture);
bokehMaterial.SetVector ("_ArScale", Vector4 (sc, sc * arW, 0.5f, 0.5f * arW));
bokehMaterial.SetFloat ("_Intensity", bokehIntensity);
bokehMaterial.SetPass (0);
for (var m : Mesh in meshes)
if (m) Graphics.DrawMeshNow (m, Matrix4x4.identity);
GL.PopMatrix ();
Graphics.Blit (tempTex, finalTarget, dofMaterial, 8);
// important to set back as we sample from this later on
bokehInfo.filterMode = FilterMode.Bilinear;
}
}
function ReleaseTextures () {
if (foregroundTexture) RenderTexture.ReleaseTemporary (foregroundTexture);
if (finalDefocus) RenderTexture.ReleaseTemporary (finalDefocus);
if (mediumRezWorkTexture) RenderTexture.ReleaseTemporary (mediumRezWorkTexture);
if (lowRezWorkTexture) RenderTexture.ReleaseTemporary (lowRezWorkTexture);
if (bokehSource) RenderTexture.ReleaseTemporary (bokehSource);
if (bokehSource2) RenderTexture.ReleaseTemporary (bokehSource2);
}
function AllocateTextures (blurForeground : boolean, source : RenderTexture, divider : int, lowTexDivider : int) {
foregroundTexture = null;
if (blurForeground)
foregroundTexture = RenderTexture.GetTemporary (source.width, source.height, 0);
mediumRezWorkTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0);
finalDefocus = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0);
lowRezWorkTexture = RenderTexture.GetTemporary (source.width / lowTexDivider, source.height / lowTexDivider, 0);
bokehSource = null;
bokehSource2 = null;
if (bokeh) {
bokehSource = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf);
bokehSource2 = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf);
bokehSource.filterMode = FilterMode.Bilinear;
bokehSource2.filterMode = FilterMode.Bilinear;
RenderTexture.active = bokehSource2;
GL.Clear (false, true, Color(0.0f, 0.0f, 0.0f, 0.0f));
}
// to make sure: always use bilinear filter setting
source.filterMode = FilterMode.Bilinear;
finalDefocus.filterMode = FilterMode.Bilinear;
mediumRezWorkTexture.filterMode = FilterMode.Bilinear;
lowRezWorkTexture.filterMode = FilterMode.Bilinear;
if (foregroundTexture)
foregroundTexture.filterMode = FilterMode.Bilinear;
}
}