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