4 namespace UnityStandardAssets.ImageEffects
7 [RequireComponent (typeof(Camera))]
8 [AddComponentMenu (
"Image Effects/Camera/Depth of Field (Lens Blur, Scatter, DX11)") ]
11 public bool visualizeFocus =
false;
12 public float focalLength = 10.0f;
13 public float focalSize = 0.05f;
14 public float aperture = 0.5f;
15 public Transform focalTransform = null;
16 public float maxBlurSize = 2.0f;
17 public bool highResolution =
false;
19 public enum BlurType {
24 public enum BlurSampleCount {
30 public BlurType blurType = BlurType.DiscBlur;
31 public BlurSampleCount blurSampleCount = BlurSampleCount.High;
33 public bool nearBlur =
false;
34 public float foregroundOverlap = 1.0f;
36 public Shader dofHdrShader;
37 private Material dofHdrMaterial = null;
39 public Shader dx11BokehShader;
40 private Material dx11bokehMaterial;
42 public float dx11BokehThreshold = 0.5f;
43 public float dx11SpawnHeuristic = 0.0875f;
44 public Texture2D dx11BokehTexture = null;
45 public float dx11BokehScale = 1.2f;
46 public float dx11BokehIntensity = 2.5f;
48 private float focalDistance01 = 10.0f;
49 private ComputeBuffer cbDrawArgs;
50 private ComputeBuffer cbPoints;
51 private float internalBlurWidth = 1.0f;
53 private Camera cachedCamera;
55 public override bool CheckResources () {
58 dofHdrMaterial = CheckShaderAndCreateMaterial (dofHdrShader, dofHdrMaterial);
59 if (supportDX11 && blurType == BlurType.DX11) {
60 dx11bokehMaterial = CheckShaderAndCreateMaterial(dx11BokehShader, dx11bokehMaterial);
61 CreateComputeResources ();
71 cachedCamera = GetComponent<Camera>();
72 cachedCamera.depthTextureMode |= DepthTextureMode.Depth;
76 ReleaseComputeResources ();
78 if (dofHdrMaterial) DestroyImmediate(dofHdrMaterial);
79 dofHdrMaterial = null;
80 if (dx11bokehMaterial) DestroyImmediate(dx11bokehMaterial);
81 dx11bokehMaterial = null;
84 void ReleaseComputeResources () {
85 if (cbDrawArgs != null) cbDrawArgs.Release();
87 if (cbPoints != null) cbPoints.Release();
91 void CreateComputeResources () {
92 if (cbDrawArgs == null)
94 cbDrawArgs =
new ComputeBuffer (1, 16, ComputeBufferType.IndirectArguments);
96 args[0] = 0; args[1] = 1; args[2] = 0; args[3] = 0;
97 cbDrawArgs.SetData (args);
101 cbPoints =
new ComputeBuffer (90000, 12+16, ComputeBufferType.Append);
105 float FocalDistance01 (
float worldDist) {
106 return cachedCamera.WorldToViewportPoint((worldDist-cachedCamera.nearClipPlane) * cachedCamera.transform.forward + cachedCamera.transform.position).z / (cachedCamera.farClipPlane-cachedCamera.nearClipPlane);
109 private void WriteCoc ( RenderTexture fromTo,
bool fgDilate) {
110 dofHdrMaterial.SetTexture(
"_FgOverlap", null);
112 if (nearBlur && fgDilate) {
114 int rtW = fromTo.width/2;
115 int rtH = fromTo.height/2;
118 RenderTexture temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format);
119 Graphics.Blit (fromTo, temp2, dofHdrMaterial, 4);
122 float fgAdjustment = internalBlurWidth * foregroundOverlap;
124 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (0.0f, fgAdjustment , 0.0f, fgAdjustment));
125 RenderTexture temp1 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format);
126 Graphics.Blit (temp2, temp1, dofHdrMaterial, 2);
127 RenderTexture.ReleaseTemporary(temp2);
129 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (fgAdjustment, 0.0f, 0.0f, fgAdjustment));
130 temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format);
131 Graphics.Blit (temp1, temp2, dofHdrMaterial, 2);
132 RenderTexture.ReleaseTemporary(temp1);
135 dofHdrMaterial.SetTexture(
"_FgOverlap", temp2);
136 fromTo.MarkRestoreExpected();
137 Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 13);
138 RenderTexture.ReleaseTemporary(temp2);
142 fromTo.MarkRestoreExpected();
143 Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 0);
147 void OnRenderImage (RenderTexture source, RenderTexture destination) {
148 if (!CheckResources ()) {
149 Graphics.Blit (source, destination);
155 if (aperture < 0.0f) aperture = 0.0f;
156 if (maxBlurSize < 0.1f) maxBlurSize = 0.1f;
157 focalSize = Mathf.Clamp(focalSize, 0.0f, 2.0f);
158 internalBlurWidth = Mathf.Max(maxBlurSize, 0.0f);
162 focalDistance01 = (focalTransform) ? (cachedCamera.WorldToViewportPoint (focalTransform.position)).z / (cachedCamera.farClipPlane) : FocalDistance01 (focalLength);
163 dofHdrMaterial.SetVector(
"_CurveParams",
new Vector4(1.0f, focalSize, (1.0f / (1.0f - aperture) - 1.0f), focalDistance01));
167 RenderTexture rtLow = null;
168 RenderTexture rtLow2 = null;
169 RenderTexture rtSuperLow1 = null;
170 RenderTexture rtSuperLow2 = null;
171 float fgBlurDist = internalBlurWidth * foregroundOverlap;
182 WriteCoc (source,
true);
183 Graphics.Blit (source, destination, dofHdrMaterial, 16);
185 else if ((blurType == BlurType.DX11) && dx11bokehMaterial)
195 if (highResolution) {
197 internalBlurWidth = internalBlurWidth < 0.1f ? 0.1f : internalBlurWidth;
198 fgBlurDist = internalBlurWidth * foregroundOverlap;
200 rtLow = RenderTexture.GetTemporary (source.width, source.height, 0, source.format);
202 var dest2= RenderTexture.GetTemporary (source.width, source.height, 0, source.format);
205 WriteCoc (source,
false);
208 rtSuperLow1 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format);
209 rtSuperLow2 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format);
211 Graphics.Blit(source, rtSuperLow1, dofHdrMaterial, 15);
212 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (0.0f, 1.5f , 0.0f, 1.5f));
213 Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19);
214 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (1.5f, 0.0f, 0.0f, 1.5f));
215 Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19);
219 Graphics.Blit (source, rtSuperLow2, dofHdrMaterial, 4);
221 dx11bokehMaterial.SetTexture (
"_BlurredColor", rtSuperLow1);
222 dx11bokehMaterial.SetFloat (
"_SpawnHeuristic", dx11SpawnHeuristic);
223 dx11bokehMaterial.SetVector (
"_BokehParams",
new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshold, 0.005f, 4.0f), internalBlurWidth));
224 dx11bokehMaterial.SetTexture (
"_FgCocMask", nearBlur ? rtSuperLow2 : null);
227 Graphics.SetRandomWriteTarget (1, cbPoints);
228 Graphics.Blit (source, rtLow, dx11bokehMaterial, 0);
229 Graphics.ClearRandomWriteTargets ();
233 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist));
234 Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 2);
235 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist));
236 Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 2);
239 Graphics.Blit (rtSuperLow2, rtLow, dofHdrMaterial, 3);
243 Graphics.Blit (rtLow, dest2, dofHdrMaterial, 20);
246 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth));
247 Graphics.Blit (rtLow, source, dofHdrMaterial, 5);
248 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth));
249 Graphics.Blit (source, dest2, dofHdrMaterial, 21);
252 Graphics.SetRenderTarget (dest2);
253 ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0);
254 dx11bokehMaterial.SetBuffer (
"pointBuffer", cbPoints);
255 dx11bokehMaterial.SetTexture (
"_MainTex", dx11BokehTexture);
256 dx11bokehMaterial.SetVector (
"_Screen",
new Vector3(1.0f/(1.0f*source.width), 1.0f/(1.0f*source.height), internalBlurWidth));
257 dx11bokehMaterial.SetPass (2);
259 Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0);
261 Graphics.Blit (dest2, destination);
263 RenderTexture.ReleaseTemporary(dest2);
264 RenderTexture.ReleaseTemporary(rtSuperLow1);
265 RenderTexture.ReleaseTemporary(rtSuperLow2);
268 rtLow = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format);
269 rtLow2 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format);
271 fgBlurDist = internalBlurWidth * foregroundOverlap;
274 WriteCoc (source,
false);
275 source.filterMode = FilterMode.Bilinear;
276 Graphics.Blit (source, rtLow, dofHdrMaterial, 6);
279 rtSuperLow1 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format);
280 rtSuperLow2 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format);
282 Graphics.Blit(rtLow, rtSuperLow1, dofHdrMaterial, 15);
283 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (0.0f, 1.5f , 0.0f, 1.5f));
284 Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19);
285 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (1.5f, 0.0f, 0.0f, 1.5f));
286 Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19);
288 RenderTexture rtLow3 = null;
292 rtLow3 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format);
293 Graphics.Blit (source, rtLow3, dofHdrMaterial, 4);
296 dx11bokehMaterial.SetTexture (
"_BlurredColor", rtSuperLow1);
297 dx11bokehMaterial.SetFloat (
"_SpawnHeuristic", dx11SpawnHeuristic);
298 dx11bokehMaterial.SetVector (
"_BokehParams",
new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshold, 0.005f, 4.0f), internalBlurWidth));
299 dx11bokehMaterial.SetTexture (
"_FgCocMask", rtLow3);
302 Graphics.SetRandomWriteTarget (1, cbPoints);
303 Graphics.Blit (rtLow, rtLow2, dx11bokehMaterial, 0);
304 Graphics.ClearRandomWriteTargets ();
306 RenderTexture.ReleaseTemporary(rtSuperLow1);
307 RenderTexture.ReleaseTemporary(rtSuperLow2);
311 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist));
312 Graphics.Blit (rtLow3, rtLow, dofHdrMaterial, 2);
313 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist));
314 Graphics.Blit (rtLow, rtLow3, dofHdrMaterial, 2);
317 Graphics.Blit (rtLow3, rtLow2, dofHdrMaterial, 3);
321 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth));
322 Graphics.Blit (rtLow2, rtLow, dofHdrMaterial, 5);
323 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth));
324 Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, 5);
327 Graphics.SetRenderTarget (rtLow2);
328 ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0);
329 dx11bokehMaterial.SetBuffer (
"pointBuffer", cbPoints);
330 dx11bokehMaterial.SetTexture (
"_MainTex", dx11BokehTexture);
331 dx11bokehMaterial.SetVector (
"_Screen",
new Vector3(1.0f/(1.0f*rtLow2.width), 1.0f/(1.0f*rtLow2.height), internalBlurWidth));
332 dx11bokehMaterial.SetPass (1);
333 Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0);
336 dofHdrMaterial.SetTexture (
"_LowRez", rtLow2);
337 dofHdrMaterial.SetTexture (
"_FgOverlap", rtLow3);
338 dofHdrMaterial.SetVector (
"_Offsets", ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth * Vector4.one);
339 Graphics.Blit (source, destination, dofHdrMaterial, 9);
341 if (rtLow3) RenderTexture.ReleaseTemporary(rtLow3);
353 source.filterMode = FilterMode.Bilinear;
355 if (highResolution) internalBlurWidth *= 2.0f;
357 WriteCoc (source,
true);
359 rtLow = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format);
360 rtLow2 = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format);
362 int blurPass = (blurSampleCount == BlurSampleCount.High || blurSampleCount == BlurSampleCount.Medium) ? 17 : 11;
364 if (highResolution) {
365 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (0.0f, internalBlurWidth, 0.025f, internalBlurWidth));
366 Graphics.Blit (source, destination, dofHdrMaterial, blurPass);
369 dofHdrMaterial.SetVector (
"_Offsets",
new Vector4 (0.0f, internalBlurWidth, 0.1f, internalBlurWidth));
372 Graphics.Blit (source, rtLow, dofHdrMaterial, 6);
373 Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, blurPass);
376 dofHdrMaterial.SetTexture(
"_LowRez", rtLow2);
377 dofHdrMaterial.SetTexture(
"_FgOverlap", null);
378 dofHdrMaterial.SetVector (
"_Offsets", Vector4.one * ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth);
379 Graphics.Blit (source, destination, dofHdrMaterial, blurSampleCount == BlurSampleCount.High ? 18 : 12);
383 if (rtLow) RenderTexture.ReleaseTemporary(rtLow);
384 if (rtLow2) RenderTexture.ReleaseTemporary(rtLow2);