4 namespace UnityStandardAssets.ImageEffects
7 [RequireComponent (typeof(Camera))]
8 [AddComponentMenu (
"Image Effects/Camera/Camera Motion Blur") ]
12 static float MAX_RADIUS = 10.0f;
14 public enum MotionBlurFilter {
18 ReconstructionDX11 = 3,
19 ReconstructionDisc = 4,
23 public MotionBlurFilter filterType = MotionBlurFilter.Reconstruction;
24 public bool preview =
false;
25 public Vector3 previewScale = Vector3.one;
28 public float movementScale = 0.0f;
29 public float rotationScale = 1.0f;
30 public float maxVelocity = 8.0f;
31 public float minVelocity = 0.1f;
32 public float velocityScale = 0.375f;
33 public float softZDistance = 0.005f;
34 public int velocityDownsample = 1;
35 public LayerMask excludeLayers = 0;
36 private GameObject tmpCam = null;
40 public Shader dx11MotionBlurShader;
41 public Shader replacementClear;
43 private Material motionBlurMaterial = null;
44 private Material dx11MotionBlurMaterial = null;
46 public Texture2D noiseTexture = null;
47 public float jitter = 0.05f;
50 public bool showVelocity =
false;
51 public float showVelocityScale = 1.0f;
54 private Matrix4x4 currentViewProjMat;
55 private Matrix4x4 prevViewProjMat;
56 private int prevFrameCount;
57 private bool wasActive;
59 private Vector3 prevFrameForward = Vector3.forward;
60 private Vector3 prevFrameUp = Vector3.up;
61 private Vector3 prevFramePos = Vector3.zero;
62 private Camera _camera;
65 private void CalculateViewProjection () {
66 Matrix4x4 viewMat = _camera.worldToCameraMatrix;
67 Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix,
true);
68 currentViewProjMat = projMat * viewMat;
76 _camera = GetComponent<Camera>();
78 wasActive = gameObject.activeInHierarchy;
79 CalculateViewProjection ();
87 _camera = GetComponent<Camera>();
89 _camera.depthTextureMode |= DepthTextureMode.Depth;
93 if (null != motionBlurMaterial) {
94 DestroyImmediate (motionBlurMaterial);
95 motionBlurMaterial = null;
97 if (null != dx11MotionBlurMaterial) {
98 DestroyImmediate (dx11MotionBlurMaterial);
99 dx11MotionBlurMaterial = null;
101 if (null != tmpCam) {
102 DestroyImmediate (tmpCam);
108 public override bool CheckResources () {
109 CheckSupport (
true,
true);
110 motionBlurMaterial = CheckShaderAndCreateMaterial (shader, motionBlurMaterial);
112 if (supportDX11 && filterType == MotionBlurFilter.ReconstructionDX11) {
113 dx11MotionBlurMaterial = CheckShaderAndCreateMaterial (dx11MotionBlurShader, dx11MotionBlurMaterial);
117 ReportAutoDisable ();
122 void OnRenderImage (RenderTexture source, RenderTexture destination) {
123 if (
false == CheckResources ()) {
124 Graphics.Blit (source, destination);
128 if (filterType == MotionBlurFilter.CameraMotion)
132 var rtFormat= SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf;
135 RenderTexture velBuffer = RenderTexture.GetTemporary (divRoundUp (source.width, velocityDownsample), divRoundUp (source.height, velocityDownsample), 0, rtFormat);
138 maxVelocity = Mathf.Max (2.0f, maxVelocity);
140 float _maxVelocity = maxVelocity;
144 bool fallbackFromDX11 = filterType == MotionBlurFilter.ReconstructionDX11 && dx11MotionBlurMaterial == null;
146 if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11 || filterType == MotionBlurFilter.ReconstructionDisc) {
147 maxVelocity = Mathf.Min (maxVelocity, MAX_RADIUS);
148 tileWidth = divRoundUp (velBuffer.width, (
int) maxVelocity);
149 tileHeight = divRoundUp (velBuffer.height, (
int) maxVelocity);
150 _maxVelocity = velBuffer.width/tileWidth;
153 tileWidth = divRoundUp (velBuffer.width, (
int) maxVelocity);
154 tileHeight = divRoundUp (velBuffer.height, (
int) maxVelocity);
155 _maxVelocity = velBuffer.width/tileWidth;
158 RenderTexture tileMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat);
159 RenderTexture neighbourMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat);
160 velBuffer.filterMode = FilterMode.Point;
161 tileMax.filterMode = FilterMode.Point;
162 neighbourMax.filterMode = FilterMode.Point;
163 if (noiseTexture) noiseTexture.filterMode = FilterMode.Point;
164 source.wrapMode = TextureWrapMode.Clamp;
165 velBuffer.wrapMode = TextureWrapMode.Clamp;
166 neighbourMax.wrapMode = TextureWrapMode.Clamp;
167 tileMax.wrapMode = TextureWrapMode.Clamp;
170 CalculateViewProjection ();
173 if (gameObject.activeInHierarchy && !wasActive) {
176 wasActive = gameObject.activeInHierarchy;
179 Matrix4x4 invViewPrj = Matrix4x4.Inverse (currentViewProjMat);
180 motionBlurMaterial.SetMatrix (
"_InvViewProj", invViewPrj);
181 motionBlurMaterial.SetMatrix (
"_PrevViewProj", prevViewProjMat);
182 motionBlurMaterial.SetMatrix (
"_ToPrevViewProjCombined", prevViewProjMat * invViewPrj);
184 motionBlurMaterial.SetFloat (
"_MaxVelocity", _maxVelocity);
185 motionBlurMaterial.SetFloat (
"_MaxRadiusOrKInPaper", _maxVelocity);
186 motionBlurMaterial.SetFloat (
"_MinVelocity", minVelocity);
187 motionBlurMaterial.SetFloat (
"_VelocityScale", velocityScale);
188 motionBlurMaterial.SetFloat (
"_Jitter", jitter);
191 motionBlurMaterial.SetTexture (
"_NoiseTex", noiseTexture);
192 motionBlurMaterial.SetTexture (
"_VelTex", velBuffer);
193 motionBlurMaterial.SetTexture (
"_NeighbourMaxTex", neighbourMax);
194 motionBlurMaterial.SetTexture (
"_TileTexDebug", tileMax);
198 Matrix4x4 viewMat = _camera.worldToCameraMatrix;
199 Matrix4x4 offset = Matrix4x4.identity;
200 offset.SetTRS(previewScale * 0.3333f, Quaternion.identity, Vector3.one);
201 Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix,
true);
202 prevViewProjMat = projMat * offset * viewMat;
203 motionBlurMaterial.SetMatrix (
"_PrevViewProj", prevViewProjMat);
204 motionBlurMaterial.SetMatrix (
"_ToPrevViewProjCombined", prevViewProjMat * invViewPrj);
207 if (filterType == MotionBlurFilter.CameraMotion)
210 Vector4 blurVector = Vector4.zero;
212 float lookUpDown = Vector3.Dot (transform.up, Vector3.up);
213 Vector3 distanceVector = prevFramePos-transform.position;
215 float distMag = distanceVector.magnitude;
217 float farHeur = 1.0f;
220 farHeur = (Vector3.Angle (transform.up, prevFrameUp) / _camera.fieldOfView) * (source.width * 0.75f);
221 blurVector.x = rotationScale * farHeur;
224 farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f);
225 blurVector.y = rotationScale * lookUpDown * farHeur;
228 farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f);
229 blurVector.z = rotationScale * (1.0f- lookUpDown) * farHeur;
231 if (distMag > Mathf.Epsilon && movementScale > Mathf.Epsilon) {
233 blurVector.w = movementScale * (Vector3.Dot (transform.forward, distanceVector) ) * (source.width * 0.5f);
235 blurVector.x += movementScale * (Vector3.Dot (transform.up, distanceVector) ) * (source.width * 0.5f);
237 blurVector.y += movementScale * (Vector3.Dot (transform.right, distanceVector) ) * (source.width * 0.5f);
241 motionBlurMaterial.SetVector (
"_BlurDirectionPacked",
new Vector4 (previewScale.y, previewScale.x, 0.0f, previewScale.z) * 0.5f * _camera.fieldOfView);
243 motionBlurMaterial.SetVector (
"_BlurDirectionPacked", blurVector);
247 Graphics.Blit (source, velBuffer, motionBlurMaterial, 0);
254 if (excludeLayers.value != 0)
257 if (cam && excludeLayers.value != 0 && replacementClear && replacementClear.isSupported) {
258 cam.targetTexture = velBuffer;
259 cam.cullingMask = excludeLayers;
260 cam.RenderWithShader (replacementClear,
"");
264 if (!preview && Time.frameCount != prevFrameCount) {
266 prevFrameCount = Time.frameCount;
270 source.filterMode = FilterMode.Bilinear;
277 motionBlurMaterial.SetFloat (
"_DisplayVelocityScale", showVelocityScale);
278 Graphics.Blit (velBuffer, destination, motionBlurMaterial, 1);
281 if (filterType == MotionBlurFilter.ReconstructionDX11 && !fallbackFromDX11) {
283 dx11MotionBlurMaterial.SetFloat (
"_MinVelocity", minVelocity);
284 dx11MotionBlurMaterial.SetFloat (
"_VelocityScale", velocityScale);
285 dx11MotionBlurMaterial.SetFloat (
"_Jitter", jitter);
288 dx11MotionBlurMaterial.SetTexture (
"_NoiseTex", noiseTexture);
289 dx11MotionBlurMaterial.SetTexture (
"_VelTex", velBuffer);
290 dx11MotionBlurMaterial.SetTexture (
"_NeighbourMaxTex", neighbourMax);
292 dx11MotionBlurMaterial.SetFloat (
"_SoftZDistance", Mathf.Max(0.00025f, softZDistance) );
293 dx11MotionBlurMaterial.SetFloat (
"_MaxRadiusOrKInPaper", _maxVelocity);
296 Graphics.Blit (velBuffer, tileMax, dx11MotionBlurMaterial, 0);
297 Graphics.Blit (tileMax, neighbourMax, dx11MotionBlurMaterial, 1);
300 Graphics.Blit (source, destination, dx11MotionBlurMaterial, 2);
302 else if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11) {
304 motionBlurMaterial.SetFloat (
"_SoftZDistance", Mathf.Max(0.00025f, softZDistance) );
307 Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2);
308 Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3);
311 Graphics.Blit (source, destination, motionBlurMaterial, 4);
313 else if (filterType == MotionBlurFilter.CameraMotion) {
315 Graphics.Blit (source, destination, motionBlurMaterial, 6);
317 else if (filterType == MotionBlurFilter.ReconstructionDisc) {
320 motionBlurMaterial.SetFloat (
"_SoftZDistance", Mathf.Max(0.00025f, softZDistance) );
323 Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2);
324 Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3);
326 Graphics.Blit (source, destination, motionBlurMaterial, 7);
330 Graphics.Blit (source, destination, motionBlurMaterial, 5);
335 RenderTexture.ReleaseTemporary (velBuffer);
336 RenderTexture.ReleaseTemporary (tileMax);
337 RenderTexture.ReleaseTemporary (neighbourMax);
341 prevViewProjMat = currentViewProjMat;
342 prevFrameForward = transform.forward;
343 prevFrameUp = transform.up;
344 prevFramePos = transform.position;
347 Camera GetTmpCam () {
348 if (tmpCam == null) {
349 string name =
"_" + _camera.name +
"_MotionBlurTmpCam";
350 GameObject go = GameObject.Find (name);
352 tmpCam =
new GameObject (name, typeof (Camera));
357 tmpCam.hideFlags = HideFlags.DontSave;
358 tmpCam.transform.position = _camera.transform.position;
359 tmpCam.transform.rotation = _camera.transform.rotation;
360 tmpCam.transform.localScale = _camera.transform.localScale;
361 tmpCam.GetComponent<Camera>().CopyFrom(_camera);
363 tmpCam.GetComponent<Camera>().enabled =
false;
364 tmpCam.GetComponent<Camera>().depthTextureMode = DepthTextureMode.None;
365 tmpCam.GetComponent<Camera>().clearFlags = CameraClearFlags.Nothing;
367 return tmpCam.GetComponent<Camera>();
373 prevFramePos = Vector3.Slerp(prevFramePos, transform.position, 0.75f);
376 static int divRoundUp (
int x,
int d)
378 return (x + d - 1) / d;