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

229 lines
6.9 KiB
JavaScript

1 month ago
#pragma strict
@script ExecuteInEditMode
@script RequireComponent (Camera)
@script AddComponentMenu ("Image Effects/Tonemapping")
class Tonemapping extends PostEffectsBase {
public enum TonemapperType {
SimpleReinhard = 0x0,
UserCurve = 0x1,
Hable = 0x2,
Photographic = 0x3,
OptimizedHejiDawson = 0x4,
AdaptiveReinhard = 0x5,
AdaptiveReinhardAutoWhite = 0x6,
};
public enum AdaptiveTexSize {
Square16 = 16,
Square32 = 32,
Square64 = 64,
Square128 = 128,
Square256 = 256,
Square512 = 512,
Square1024 = 1024,
};
public var type : TonemapperType = TonemapperType.SimpleReinhard;
public var adaptiveTextureSize = AdaptiveTexSize.Square256;
// CURVE parameter
public var remapCurve : AnimationCurve;
private var curveTex : Texture2D = null;
// UNCHARTED parameter
public var exposureAdjustment : float = 1.5f;
// REINHARD parameter
public var middleGrey : float = 0.4f;
public var white : float = 2.0f;
public var adaptionSpeed : float = 1.5f;
// usual & internal stuff
public var tonemapper : Shader = null;
public var validRenderTextureFormat : boolean = true;
private var tonemapMaterial : Material = null;
private var rt : RenderTexture = null;
function OnDisable()
{
if (tonemapMaterial)
DestroyImmediate(tonemapMaterial);
}
function CheckResources () : boolean {
CheckSupport (false, true);
tonemapMaterial = CheckShaderAndCreateMaterial(tonemapper, tonemapMaterial);
if (!curveTex && type == TonemapperType.UserCurve) {
curveTex = new Texture2D (256, 1, TextureFormat.ARGB32, false, true);
curveTex.filterMode = FilterMode.Bilinear;
curveTex.wrapMode = TextureWrapMode.Clamp;
curveTex.hideFlags = HideFlags.DontSave;
}
if(!isSupported)
ReportAutoDisable ();
return isSupported;
}
public function UpdateCurve () : float {
var range : float = 1.0f;
if(!remapCurve)
remapCurve = new AnimationCurve(Keyframe(0, 0), Keyframe(2, 1));
if (remapCurve) {
if(remapCurve.length)
range = remapCurve[remapCurve.length-1].time;
for (var i : float = 0.0f; i <= 1.0f; i += 1.0f / 255.0f) {
var c : float = remapCurve.Evaluate(i * 1.0f * range);
curveTex.SetPixel (Mathf.Floor(i*255.0f), 0, Color(c,c,c));
}
curveTex.Apply ();
}
return 1.0f / range;
}
function CreateInternalRenderTexture () : boolean {
if (rt) {
return false;
}
rt = new RenderTexture(1,1, 0, RenderTextureFormat.ARGBHalf);
var oldrt : RenderTexture = RenderTexture.active;
RenderTexture.active = rt;
GL.Clear(false, true, Color.white);
rt.hideFlags = HideFlags.DontSave;
RenderTexture.active = oldrt;
return true;
}
// a new attribute we introduced in 3.5 indicating that the image filter chain will continue in LDR
@ImageEffectTransformsToLDR
function OnRenderImage (source : RenderTexture, destination : RenderTexture) {
if(CheckResources()==false) {
Graphics.Blit (source, destination);
return;
}
#if UNITY_EDITOR
validRenderTextureFormat = true;
if(source.format != RenderTextureFormat.ARGBHalf) {
validRenderTextureFormat = false;
}
#endif
// clamp some values to not go out of a valid range
exposureAdjustment = exposureAdjustment < 0.001f ? 0.001f : exposureAdjustment;
// SimpleReinhard tonemappers (local, non adaptive)
if(type == TonemapperType.UserCurve) {
var rangeScale : float = UpdateCurve ();
tonemapMaterial.SetFloat("_RangeScale", rangeScale);
tonemapMaterial.SetTexture("_Curve", curveTex);
Graphics.Blit(source, destination, tonemapMaterial, 4);
return;
}
if(type == TonemapperType.SimpleReinhard) {
tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment);
Graphics.Blit(source, destination, tonemapMaterial, 6);
return;
}
if(type == TonemapperType.Hable) {
tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment);
Graphics.Blit(source, destination, tonemapMaterial, 5);
return;
}
if(type == TonemapperType.Photographic) {
tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment);
Graphics.Blit(source, destination, tonemapMaterial, 8);
return;
}
if(type == TonemapperType.OptimizedHejiDawson) {
tonemapMaterial.SetFloat("_ExposureAdjustment", 0.5f * exposureAdjustment);
Graphics.Blit(source, destination, tonemapMaterial, 7);
return;
}
// still here?
// => more complex adaptive tone mapping:
// builds an average log luminance, tonemaps according to
// middle grey and white values (user controlled)
// AdaptiveReinhardAutoWhite will calculate white value automagically
var freshlyBrewedInternalRt : boolean = CreateInternalRenderTexture ();
var rtSquared : RenderTexture = RenderTexture.GetTemporary(adaptiveTextureSize, adaptiveTextureSize, 0, RenderTextureFormat.ARGBHalf);
Graphics.Blit(source, rtSquared);
var downsample : int = Mathf.Log(rtSquared.width * 1.0f, 2);
var div : int = 2;
var rts : RenderTexture[] = new RenderTexture[downsample];
for(var i : int = 0; i < downsample; i++) {
rts[i] = RenderTexture.GetTemporary(rtSquared.width / div, rtSquared.width / div, 0, RenderTextureFormat.ARGBHalf);
div *= 2;
}
var ar : float = (source.width * 1.0f) / (source.height * 1.0f);
// downsample pyramid
var lumRt = rts[downsample-1];
Graphics.Blit(rtSquared, rts[0], tonemapMaterial, 1);
if (type == TonemapperType.AdaptiveReinhardAutoWhite) {
for(i = 0; i < downsample-1; i++) {
Graphics.Blit(rts[i], rts[i+1], tonemapMaterial, 9);
lumRt = rts[i+1];
}
}
else if (type == TonemapperType.AdaptiveReinhard) {
for(i = 0; i < downsample-1; i++) {
Graphics.Blit(rts[i], rts[i+1]);
lumRt = rts[i+1];
}
}
// we have the needed values, let's apply adaptive tonemapping
adaptionSpeed = adaptionSpeed < 0.001f ? 0.001f : adaptionSpeed;
#if UNITY_EDITOR
tonemapMaterial.SetFloat("_AdaptionSpeed", adaptionSpeed);
if(Application.isPlaying && !freshlyBrewedInternalRt)
Graphics.Blit(lumRt, rt, tonemapMaterial, 2);
else
Graphics.Blit(lumRt, rt, tonemapMaterial, 3);
#else
tonemapMaterial.SetFloat("_AdaptionSpeed", adaptionSpeed);
Graphics.Blit(lumRt, rt, tonemapMaterial, 2);
#endif
middleGrey = middleGrey < 0.001f ? 0.001f : middleGrey;
tonemapMaterial.SetVector("_HdrParams", Vector4(middleGrey, middleGrey, middleGrey, white*white));
tonemapMaterial.SetTexture("_SmallTex", rt);
if (type == TonemapperType.AdaptiveReinhard) {
Graphics.Blit (source, destination, tonemapMaterial, 0);
}
else if(type == TonemapperType.AdaptiveReinhardAutoWhite) {
Graphics.Blit (source, destination, tonemapMaterial, 10);
}
else {
Debug.LogError("No valid adaptive tonemapper type found!");
Graphics.Blit (source, destination); // at least we get the TransformToLDR effect
}
// cleanup for adaptive
for(i = 0; i < downsample; i++) {
RenderTexture.ReleaseTemporary(rts[i]);
}
RenderTexture.ReleaseTemporary(rtSquared);
}
}