100 lines
3.4 KiB
C#
100 lines
3.4 KiB
C#
using System;
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namespace UnityEngine.Rendering.PostProcessing
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{
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/// <summary>
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/// This class holds settings for the Vectorscope monitor.
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/// </summary>
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[Serializable]
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public sealed class VectorscopeMonitor : Monitor
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{
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/// <summary>
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/// The width and height of the rendered vectorscope.
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/// </summary>
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public int size = 256;
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/// <summary>
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/// The exposure multiplier applied to the vectorscope values.
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/// </summary>
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public float exposure = 0.12f;
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ComputeBuffer m_Data;
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const int k_ThreadGroupSizeX = 16;
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const int k_ThreadGroupSizeY = 16;
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internal override void OnDisable()
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{
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base.OnDisable();
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if (m_Data != null)
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m_Data.Release();
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m_Data = null;
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}
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internal override bool NeedsHalfRes()
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{
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return true;
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}
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internal override bool ShaderResourcesAvailable(PostProcessRenderContext context)
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{
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return context.resources.computeShaders.vectorscope;
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}
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internal override void Render(PostProcessRenderContext context)
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{
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CheckOutput(size, size);
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exposure = Mathf.Max(0f, exposure);
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int count = size * size;
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if (m_Data == null)
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m_Data = new ComputeBuffer(count, sizeof(uint));
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else if (m_Data.count != count)
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{
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m_Data.Release();
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m_Data = new ComputeBuffer(count, sizeof(uint));
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}
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var compute = context.resources.computeShaders.vectorscope;
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var cmd = context.command;
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cmd.BeginSample("Vectorscope");
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var parameters = new Vector4(
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context.width / 2,
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context.height / 2,
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size,
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RuntimeUtilities.isLinearColorSpace ? 1 : 0
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);
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// Clear the buffer on every frame as we use it to accumulate values on every frame
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int kernel = compute.FindKernel("KVectorscopeClear");
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cmd.SetComputeBufferParam(compute, kernel, "_VectorscopeBuffer", m_Data);
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cmd.SetComputeVectorParam(compute, "_Params", parameters);
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cmd.DispatchCompute(compute, kernel,
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Mathf.CeilToInt(size / (float)k_ThreadGroupSizeX),
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Mathf.CeilToInt(size / (float)k_ThreadGroupSizeY),
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1
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);
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// Gather all pixels and fill in our histogram
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kernel = compute.FindKernel("KVectorscopeGather");
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cmd.SetComputeBufferParam(compute, kernel, "_VectorscopeBuffer", m_Data);
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cmd.SetComputeTextureParam(compute, kernel, "_Source", ShaderIDs.HalfResFinalCopy);
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cmd.DispatchCompute(compute, kernel,
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Mathf.CeilToInt(parameters.x / k_ThreadGroupSizeX),
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Mathf.CeilToInt(parameters.y / k_ThreadGroupSizeY),
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1
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);
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// Generate the histogram texture
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var sheet = context.propertySheets.Get(context.resources.shaders.vectorscope);
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sheet.properties.SetVector(ShaderIDs.Params, new Vector4(size, size, exposure, 0f));
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sheet.properties.SetBuffer(ShaderIDs.VectorscopeBuffer, m_Data);
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cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, output, sheet, 0);
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cmd.EndSample("Vectorscope");
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}
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}
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}
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