sk-client/Assets/PostProcessing/Runtime/Monitors/VectorscopeMonitor.cs

100 lines
3.4 KiB
C#

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