using UnityEngine; using System; namespace UnityStandardAssets.CinematicEffects { //Improvement ideas: // In hdr do local tonemapping/inverse tonemapping to stabilize bokeh. // Use rgba8 buffer in ldr / in some pass in hdr (in correlation to previous point and remapping coc from -1/0/1 to 0/0.5/1) // Use temporal stabilisation. // Add a mode to do bokeh texture in quarter res as well // Support different near and far blur for the bokeh texture // Try distance field for the bokeh texture. // Try to separate the output of the blur pass to two rendertarget near+far, see the gain in quality vs loss in performance. // Try swirl effect on the samples of the circle blur. //References : // This DOF implementation use ideas from public sources, a big thank to them : // http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare // http://www.crytek.com/download/Sousa_Graphics_Gems_CryENGINE3.pdf // http://graphics.cs.williams.edu/papers/MedianShaderX6/ // http://http.developer.nvidia.com/GPUGems/gpugems_ch24.html // http://vec3.ca/bicubic-filtering-in-fewer-taps/ [ExecuteInEditMode] [AddComponentMenu("Image Effects/Other/DepthOfField")] [RequireComponent(typeof(Camera))] public class DepthOfField : MonoBehaviour { [AttributeUsage(AttributeTargets.Field)] public sealed class GradientRangeAttribute : PropertyAttribute { public readonly float max; public readonly float min; // Attribute used to make a float or int variable in a script be restricted to a specific range. public GradientRangeAttribute(float min, float max) { this.min = min; this.max = max; } } const float kMaxBlur = 35.0f; private enum Passes { BlurAlphaWeighted = 0 , BoxBlur = 1 , DilateFgCocFromColor = 2 , DilateFgCoc = 3 , CaptureCoc = 4 , CaptureCocExplicit = 5 , VisualizeCoc = 6 , VisualizeCocExplicit = 7 , CocPrefilter = 8 , CircleBlur = 9 , CircleBlurWithDilatedFg = 10, CircleBlurLowQuality = 11, CircleBlowLowQualityWithDilatedFg = 12, Merge = 13, MergeExplicit = 14, MergeBicubic = 15, MergeExplicitBicubic = 16, ShapeLowQuality = 17, ShapeLowQualityDilateFg = 18, ShapeLowQualityMerge = 19, ShapeLowQualityMergeDilateFg = 20, ShapeMediumQuality = 21, ShapeMediumQualityDilateFg = 22, ShapeMediumQualityMerge = 23, ShapeMediumQualityMergeDilateFg = 24, ShapeHighQuality = 25, ShapeHighQualityDilateFg = 26, ShapeHighQualityMerge = 27, ShapeHighQualityMergeDilateFg = 28 } public enum MedianPasses { Median3 = 0, Median3X3 = 1 } public enum BokehTexturesPasses { Apply = 0, Collect = 1 } public enum UIMode { Basic, Advanced, Explicit } public enum ApertureShape { Circular, Hexagonal, Octogonal } public enum FilterQuality { None, Normal, High } [Tooltip("Allow to view where the blur will be applied. Yellow for near blur, Blue for far blur.")] public bool visualizeBluriness = false; [Tooltip("When enabled quality settings can be hand picked, rather than being driven by the quality slider.")] public bool customizeQualitySettings = false; public bool prefilterBlur = true; public FilterQuality medianFilter = FilterQuality.High; public bool dilateNearBlur = true; public bool highQualityUpsampling = true; [GradientRange(0.0f, 100.0f)] [Tooltip("Color represent relative performance. From green (faster) to yellow (slower).")] public float quality = 100.0f; [Range(0.0f, 1.0f)] public float focusPlane = 0.225f; [Range(0.0f, 1.0f)] public float focusRange = 0.9f; [Range(0.0f, 1.0f)] public float nearPlane = 0.0f; [Range(0.0f, kMaxBlur)] public float nearRadius = 20.0f; [Range(0.0f, 1.0f)] public float farPlane = 1.0f; [Range(0.0f, kMaxBlur)] public float farRadius = 20.0f; [Range(0.0f, kMaxBlur)] public float radius = 20.0f; [Range(0.5f, 4.0f)] public float boostPoint = 0.75f; [Range(0.0f, 1.0f)] public float nearBoostAmount = 0.0f; [Range(0.0f, 1.0f)] public float farBoostAmount = 0.0f; [Range(0.0f, 32.0f)] public float fStops = 5.0f; [Range(0.01f, 5.0f)] public float textureBokehScale = 1.0f; [Range(0.01f, 100.0f)] public float textureBokehIntensity = 50.0f; [Range(0.01f, 50.0f)] public float textureBokehThreshold = 2.0f; [Range(0.01f, 1.0f)] public float textureBokehSpawnHeuristic = 0.15f; public Transform focusTransform = null; public Texture2D bokehTexture = null; public ApertureShape apertureShape = ApertureShape.Circular; [Range(0.0f, 179.0f)] public float apertureOrientation = 0.0f; [Tooltip("Use with care Bokeh texture are only available on shader model 5, and performance scale with the number of bokehs.")] public bool useBokehTexture; public UIMode uiMode = UIMode.Basic; public Shader filmicDepthOfFieldShader; public Shader medianFilterShader; public Shader textureBokehShader; [NonSerialized] private RenderTexureUtility m_RTU = new RenderTexureUtility(); public Material filmicDepthOfFieldMaterial { get { if (m_FilmicDepthOfFieldMaterial == null) m_FilmicDepthOfFieldMaterial = ImageEffectHelper.CheckShaderAndCreateMaterial(filmicDepthOfFieldShader); return m_FilmicDepthOfFieldMaterial; } } public Material medianFilterMaterial { get { if (m_MedianFilterMaterial == null) m_MedianFilterMaterial = ImageEffectHelper.CheckShaderAndCreateMaterial(medianFilterShader); return m_MedianFilterMaterial; } } public Material textureBokehMaterial { get { if (m_TextureBokehMaterial == null) m_TextureBokehMaterial = ImageEffectHelper.CheckShaderAndCreateMaterial(textureBokehShader); return m_TextureBokehMaterial; } } public ComputeBuffer computeBufferDrawArgs { get { if (m_ComputeBufferDrawArgs == null) { m_ComputeBufferDrawArgs = new ComputeBuffer(1, 16, ComputeBufferType.IndirectArguments); var args = new int[4]; args[0] = 0; args[1] = 1; args[2] = 0; args[3] = 0; m_ComputeBufferDrawArgs.SetData(args); } return m_ComputeBufferDrawArgs; } } public ComputeBuffer computeBufferPoints { get { if (m_ComputeBufferPoints == null) { m_ComputeBufferPoints = new ComputeBuffer(90000, 12 + 16, ComputeBufferType.Append); } return m_ComputeBufferPoints; } } private ComputeBuffer m_ComputeBufferDrawArgs; private ComputeBuffer m_ComputeBufferPoints; private Material m_FilmicDepthOfFieldMaterial; private Material m_MedianFilterMaterial; private Material m_TextureBokehMaterial; private float m_LastApertureOrientation; private Vector4 m_OctogonalBokehDirection1; private Vector4 m_OctogonalBokehDirection2; private Vector4 m_OctogonalBokehDirection3; private Vector4 m_OctogonalBokehDirection4; private Vector4 m_HexagonalBokehDirection1; private Vector4 m_HexagonalBokehDirection2; private Vector4 m_HexagonalBokehDirection3; protected void OnEnable() { if (filmicDepthOfFieldShader == null) filmicDepthOfFieldShader = Shader.Find("Hidden/DepthOfField/DepthOfField"); if (medianFilterShader == null) medianFilterShader = Shader.Find("Hidden/DepthOfField/MedianFilter"); if (textureBokehShader == null) textureBokehShader = Shader.Find("Hidden/DepthOfField/BokehSplatting"); if (!ImageEffectHelper.IsSupported(filmicDepthOfFieldShader, true, true, this) || !ImageEffectHelper.IsSupported(medianFilterShader, true, true, this) ) { enabled = false; Debug.LogWarning("The image effect " + ToString() + " has been disabled as it's not supported on the current platform."); return; } if (ImageEffectHelper.supportsDX11) { if (!ImageEffectHelper.IsSupported(textureBokehShader, true, true, this)) { enabled = false; Debug.LogWarning("The image effect " + ToString() + " has been disabled as it's not supported on the current platform."); return; } } ComputeBlurDirections(true); GetComponent().depthTextureMode |= DepthTextureMode.Depth; } protected void OnDisable() { ReleaseComputeResources(); if (m_FilmicDepthOfFieldMaterial) DestroyImmediate(m_FilmicDepthOfFieldMaterial); if (m_TextureBokehMaterial) DestroyImmediate(m_TextureBokehMaterial); if (m_MedianFilterMaterial) DestroyImmediate(m_MedianFilterMaterial); m_TextureBokehMaterial = null; m_FilmicDepthOfFieldMaterial = null; m_MedianFilterMaterial = null; m_RTU.ReleaseAllTemporyRenderTexutres(); } //-------------------------------------------------------------------// // Main entry point // //-------------------------------------------------------------------// public void OnRenderImage(RenderTexture source, RenderTexture destination) { if (medianFilterMaterial == null || filmicDepthOfFieldMaterial == null) { Graphics.Blit(source, destination); return; } if (visualizeBluriness) { Vector4 blurrinessParam; Vector4 blurrinessCoe; ComputeCocParameters(out blurrinessParam, out blurrinessCoe); filmicDepthOfFieldMaterial.SetVector("_BlurParams", blurrinessParam); filmicDepthOfFieldMaterial.SetVector("_BlurCoe", blurrinessCoe); Graphics.Blit(null, destination, filmicDepthOfFieldMaterial, (uiMode == UIMode.Explicit) ? (int)Passes.VisualizeCocExplicit : (int)Passes.VisualizeCoc); } else { DoDepthOfField(source, destination); } m_RTU.ReleaseAllTemporyRenderTexutres(); } private void DoDepthOfField(RenderTexture source, RenderTexture destination) { float radiusAdjustement = source.height / 720.0f; float textureBokehScale = radiusAdjustement; float textureBokehMaxRadius = Mathf.Max(nearRadius, farRadius) * textureBokehScale * 0.75f; float nearBlurRadius = nearRadius * radiusAdjustement; float farBlurRadius = farRadius * radiusAdjustement; float maxBlurRadius = Mathf.Max(nearBlurRadius, farBlurRadius); switch (apertureShape) { case ApertureShape.Hexagonal: maxBlurRadius *= 1.2f; break; case ApertureShape.Octogonal: maxBlurRadius *= 1.15f; break; } if (maxBlurRadius < 0.5f) { Graphics.Blit(source, destination); return; } //Quarter resolution int rtW = source.width / 2; int rtH = source.height / 2; Vector4 blurrinessCoe = new Vector4(nearBlurRadius * 0.5f, farBlurRadius * 0.5f, 0.0f, 0.0f); RenderTexture colorAndCoc = m_RTU.GetTemporaryRenderTexture(rtW, rtH); RenderTexture colorAndCoc2 = m_RTU.GetTemporaryRenderTexture(rtW, rtH); // Downsample to Color + COC buffer and apply boost Vector4 cocParam; Vector4 cocCoe; ComputeCocParameters(out cocParam, out cocCoe); filmicDepthOfFieldMaterial.SetVector("_BlurParams", cocParam); filmicDepthOfFieldMaterial.SetVector("_BlurCoe", cocCoe); filmicDepthOfFieldMaterial.SetVector("_BoostParams", new Vector4(nearBlurRadius * nearBoostAmount * -0.5f, farBlurRadius * farBoostAmount * 0.5f, boostPoint, 0.0f)); Graphics.Blit(source, colorAndCoc2, filmicDepthOfFieldMaterial, (uiMode == UIMode.Explicit) ? (int)Passes.CaptureCocExplicit : (int)Passes.CaptureCoc); RenderTexture src = colorAndCoc2; RenderTexture dst = colorAndCoc; // Collect texture bokeh candidates and replace with a darker pixel if (shouldPerformBokeh) { // Blur a bit so we can do a frequency check RenderTexture blurred = m_RTU.GetTemporaryRenderTexture(rtW, rtH); Graphics.Blit(src, blurred, filmicDepthOfFieldMaterial, (int)Passes.BoxBlur); filmicDepthOfFieldMaterial.SetVector("_Offsets", new Vector4(0.0f, 1.5f, 0.0f, 1.5f)); Graphics.Blit(blurred, dst, filmicDepthOfFieldMaterial, (int)Passes.BlurAlphaWeighted); filmicDepthOfFieldMaterial.SetVector("_Offsets", new Vector4(1.5f, 0.0f, 0.0f, 1.5f)); Graphics.Blit(dst, blurred, filmicDepthOfFieldMaterial, (int)Passes.BlurAlphaWeighted); // Collect texture bokeh candidates and replace with a darker pixel textureBokehMaterial.SetTexture("_BlurredColor", blurred); textureBokehMaterial.SetFloat("_SpawnHeuristic", textureBokehSpawnHeuristic); textureBokehMaterial.SetVector("_BokehParams", new Vector4(this.textureBokehScale * textureBokehScale, textureBokehIntensity, textureBokehThreshold, textureBokehMaxRadius)); Graphics.SetRandomWriteTarget(1, computeBufferPoints); Graphics.Blit(src, dst, textureBokehMaterial, (int)BokehTexturesPasses.Collect); Graphics.ClearRandomWriteTargets(); SwapRenderTexture(ref src, ref dst); m_RTU.ReleaseTemporaryRenderTexture(blurred); } filmicDepthOfFieldMaterial.SetVector("_BlurParams", cocParam); filmicDepthOfFieldMaterial.SetVector("_BlurCoe", blurrinessCoe); filmicDepthOfFieldMaterial.SetVector("_BoostParams", new Vector4(nearBlurRadius * nearBoostAmount * -0.5f, farBlurRadius * farBoostAmount * 0.5f, boostPoint, 0.0f)); // Dilate near blur factor RenderTexture blurredFgCoc = null; if (dilateNearBlur) { RenderTexture blurredFgCoc2 = m_RTU.GetTemporaryRenderTexture(rtW, rtH, 0, RenderTextureFormat.RGHalf); blurredFgCoc = m_RTU.GetTemporaryRenderTexture(rtW, rtH, 0, RenderTextureFormat.RGHalf); filmicDepthOfFieldMaterial.SetVector("_Offsets", new Vector4(0.0f, nearBlurRadius * 0.75f, 0.0f, 0.0f)); Graphics.Blit(src, blurredFgCoc2, filmicDepthOfFieldMaterial, (int)Passes.DilateFgCocFromColor); filmicDepthOfFieldMaterial.SetVector("_Offsets", new Vector4(nearBlurRadius * 0.75f, 0.0f, 0.0f, 0.0f)); Graphics.Blit(blurredFgCoc2, blurredFgCoc, filmicDepthOfFieldMaterial, (int)Passes.DilateFgCoc); m_RTU.ReleaseTemporaryRenderTexture(blurredFgCoc2); } // Blur downsampled color to fill the gap between samples if (prefilterBlur) { Graphics.Blit(src, dst, filmicDepthOfFieldMaterial, (int)Passes.CocPrefilter); SwapRenderTexture(ref src, ref dst); } // Apply blur : Circle / Hexagonal or Octagonal (blur will create bokeh if bright pixel where not removed by "m_UseBokehTexture") switch (apertureShape) { case ApertureShape.Circular: DoCircularBlur(blurredFgCoc, ref src, ref dst, maxBlurRadius); break; case ApertureShape.Hexagonal: DoHexagonalBlur(blurredFgCoc, ref src, ref dst, maxBlurRadius); break; case ApertureShape.Octogonal: DoOctogonalBlur(blurredFgCoc, ref src, ref dst, maxBlurRadius); break; } // Smooth result switch (medianFilter) { case FilterQuality.Normal: { medianFilterMaterial.SetVector("_Offsets", new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); Graphics.Blit(src, dst, medianFilterMaterial, (int)MedianPasses.Median3); SwapRenderTexture(ref src, ref dst); medianFilterMaterial.SetVector("_Offsets", new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); Graphics.Blit(src, dst, medianFilterMaterial, (int)MedianPasses.Median3); SwapRenderTexture(ref src, ref dst); break; } case FilterQuality.High: { Graphics.Blit(src, dst, medianFilterMaterial, (int)MedianPasses.Median3X3); SwapRenderTexture(ref src, ref dst); break; } } // Merge to full resolution (with boost) + upsampling (linear or bicubic) filmicDepthOfFieldMaterial.SetVector("_BlurCoe", blurrinessCoe); filmicDepthOfFieldMaterial.SetVector("_Convolved_TexelSize", new Vector4(src.width, src.height, 1.0f / src.width, 1.0f / src.height)); filmicDepthOfFieldMaterial.SetTexture("_SecondTex", src); int mergePass = (uiMode == UIMode.Explicit) ? (int)Passes.MergeExplicit : (int)Passes.Merge; if (highQualityUpsampling) { mergePass = (uiMode == UIMode.Explicit) ? (int)Passes.MergeExplicitBicubic : (int)Passes.MergeBicubic; } // Apply texture bokeh if (shouldPerformBokeh) { RenderTexture tmp = m_RTU.GetTemporaryRenderTexture(source.height, source.width, 0, source.format); Graphics.Blit(source, tmp, filmicDepthOfFieldMaterial, mergePass); Graphics.SetRenderTarget(tmp); ComputeBuffer.CopyCount(computeBufferPoints, computeBufferDrawArgs, 0); textureBokehMaterial.SetBuffer("pointBuffer", computeBufferPoints); textureBokehMaterial.SetTexture("_MainTex", bokehTexture); textureBokehMaterial.SetVector("_Screen", new Vector3(1.0f / (1.0f * source.width), 1.0f / (1.0f * source.height), textureBokehMaxRadius)); textureBokehMaterial.SetPass((int)BokehTexturesPasses.Apply); Graphics.DrawProceduralIndirectNow(MeshTopology.Points, computeBufferDrawArgs, 0); Graphics.Blit(tmp, destination);// hackaround for DX11 flipfun (OPTIMIZEME) } else { Graphics.Blit(source, destination, filmicDepthOfFieldMaterial, mergePass); } } //-------------------------------------------------------------------// // Blurs // //-------------------------------------------------------------------// private void DoHexagonalBlur(RenderTexture blurredFgCoc, ref RenderTexture src, ref RenderTexture dst, float maxRadius) { ComputeBlurDirections(false); int blurPass; int blurPassMerge; GetDirectionalBlurPassesFromRadius(blurredFgCoc, maxRadius, out blurPass, out blurPassMerge); filmicDepthOfFieldMaterial.SetTexture("_SecondTex", blurredFgCoc); RenderTexture tmp = m_RTU.GetTemporaryRenderTexture(src.width, src.height, 0, src.format); filmicDepthOfFieldMaterial.SetVector("_Offsets", m_HexagonalBokehDirection1); Graphics.Blit(src, tmp, filmicDepthOfFieldMaterial, blurPass); filmicDepthOfFieldMaterial.SetVector("_Offsets", m_HexagonalBokehDirection2); Graphics.Blit(tmp, src, filmicDepthOfFieldMaterial, blurPass); filmicDepthOfFieldMaterial.SetVector("_Offsets", m_HexagonalBokehDirection3); filmicDepthOfFieldMaterial.SetTexture("_ThirdTex", src); Graphics.Blit(tmp, dst, filmicDepthOfFieldMaterial, blurPassMerge); m_RTU.ReleaseTemporaryRenderTexture(tmp); SwapRenderTexture(ref src, ref dst); } private void DoOctogonalBlur(RenderTexture blurredFgCoc, ref RenderTexture src, ref RenderTexture dst, float maxRadius) { ComputeBlurDirections(false); int blurPass; int blurPassMerge; GetDirectionalBlurPassesFromRadius(blurredFgCoc, maxRadius, out blurPass, out blurPassMerge); filmicDepthOfFieldMaterial.SetTexture("_SecondTex", blurredFgCoc); RenderTexture tmp = m_RTU.GetTemporaryRenderTexture(src.width, src.height, 0, src.format); filmicDepthOfFieldMaterial.SetVector("_Offsets", m_OctogonalBokehDirection1); Graphics.Blit(src, tmp, filmicDepthOfFieldMaterial, blurPass); filmicDepthOfFieldMaterial.SetVector("_Offsets", m_OctogonalBokehDirection2); Graphics.Blit(tmp, dst, filmicDepthOfFieldMaterial, blurPass); filmicDepthOfFieldMaterial.SetVector("_Offsets", m_OctogonalBokehDirection3); Graphics.Blit(src, tmp, filmicDepthOfFieldMaterial, blurPass); filmicDepthOfFieldMaterial.SetVector("_Offsets", m_OctogonalBokehDirection4); filmicDepthOfFieldMaterial.SetTexture("_ThirdTex", dst); Graphics.Blit(tmp, src, filmicDepthOfFieldMaterial, blurPassMerge); m_RTU.ReleaseTemporaryRenderTexture(tmp); } private void DoCircularBlur(RenderTexture blurredFgCoc, ref RenderTexture src, ref RenderTexture dst, float maxRadius) { int bokehPass; if (blurredFgCoc != null) { filmicDepthOfFieldMaterial.SetTexture("_SecondTex", blurredFgCoc); bokehPass = (maxRadius > 10.0f) ? (int)Passes.CircleBlurWithDilatedFg : (int)Passes.CircleBlowLowQualityWithDilatedFg; } else { bokehPass = (maxRadius > 10.0f) ? (int)Passes.CircleBlur : (int)Passes.CircleBlurLowQuality; } Graphics.Blit(src, dst, filmicDepthOfFieldMaterial, bokehPass); SwapRenderTexture(ref src, ref dst); } //-------------------------------------------------------------------// // Helpers // //-------------------------------------------------------------------// private void ComputeCocParameters(out Vector4 blurParams, out Vector4 blurCoe) { Camera sceneCamera = GetComponent(); float focusDistance01 = focusTransform ? (sceneCamera.WorldToViewportPoint(focusTransform.position)).z / (sceneCamera.farClipPlane) : (focusPlane * focusPlane * focusPlane * focusPlane); if (uiMode == UIMode.Basic || uiMode == UIMode.Advanced) { float focusRange01 = focusRange * focusRange * focusRange * focusRange; float focalLength = 4.0f / Mathf.Tan(0.5f * sceneCamera.fieldOfView * Mathf.Deg2Rad); float aperture = focalLength / fStops; blurCoe = new Vector4(0.0f, 0.0f, 1.0f, 1.0f); blurParams = new Vector4(aperture, focalLength, focusDistance01, focusRange01); } else { float nearDistance01 = nearPlane * nearPlane * nearPlane * nearPlane; float farDistance01 = farPlane * farPlane * farPlane * farPlane; float nearFocusRange01 = focusRange * focusRange * focusRange * focusRange; float farFocusRange01 = nearFocusRange01; if (focusDistance01 <= nearDistance01) focusDistance01 = nearDistance01 + 0.0000001f; if (focusDistance01 >= farDistance01) focusDistance01 = farDistance01 - 0.0000001f; if ((focusDistance01 - nearFocusRange01) <= nearDistance01) nearFocusRange01 = (focusDistance01 - nearDistance01 - 0.0000001f); if ((focusDistance01 + farFocusRange01) >= farDistance01) farFocusRange01 = (farDistance01 - focusDistance01 - 0.0000001f); float a1 = 1.0f / (nearDistance01 - focusDistance01 + nearFocusRange01); float a2 = 1.0f / (farDistance01 - focusDistance01 - farFocusRange01); float b1 = (1.0f - a1 * nearDistance01), b2 = (1.0f - a2 * farDistance01); const float c1 = -1.0f; const float c2 = 1.0f; blurParams = new Vector4(c1 * a1, c1 * b1, c2 * a2, c2 * b2); blurCoe = new Vector4(0.0f, 0.0f, (b2 - b1) / (a1 - a2), 0.0f); } } private void ReleaseComputeResources() { if (m_ComputeBufferDrawArgs != null) m_ComputeBufferDrawArgs.Release(); m_ComputeBufferDrawArgs = null; if (m_ComputeBufferPoints != null) m_ComputeBufferPoints.Release(); m_ComputeBufferPoints = null; } private void ComputeBlurDirections(bool force) { if (!force && Math.Abs(m_LastApertureOrientation - apertureOrientation) < float.Epsilon) return; m_LastApertureOrientation = apertureOrientation; float rotationRadian = apertureOrientation * Mathf.Deg2Rad; float cosinus = Mathf.Cos(rotationRadian); float sinus = Mathf.Sin(rotationRadian); m_OctogonalBokehDirection1 = new Vector4(0.5f, 0.0f, 0.0f, 0.0f); m_OctogonalBokehDirection2 = new Vector4(0.0f, 0.5f, 1.0f, 0.0f); m_OctogonalBokehDirection3 = new Vector4(-0.353553f, 0.353553f, 1.0f, 0.0f); m_OctogonalBokehDirection4 = new Vector4(0.353553f, 0.353553f, 1.0f, 0.0f); m_HexagonalBokehDirection1 = new Vector4(0.5f, 0.0f, 0.0f, 0.0f); m_HexagonalBokehDirection2 = new Vector4(0.25f, 0.433013f, 1.0f, 0.0f); m_HexagonalBokehDirection3 = new Vector4(0.25f, -0.433013f, 1.0f, 0.0f); if (rotationRadian > float.Epsilon) { Rotate2D(ref m_OctogonalBokehDirection1, cosinus, sinus); Rotate2D(ref m_OctogonalBokehDirection2, cosinus, sinus); Rotate2D(ref m_OctogonalBokehDirection3, cosinus, sinus); Rotate2D(ref m_OctogonalBokehDirection4, cosinus, sinus); Rotate2D(ref m_HexagonalBokehDirection1, cosinus, sinus); Rotate2D(ref m_HexagonalBokehDirection2, cosinus, sinus); Rotate2D(ref m_HexagonalBokehDirection3, cosinus, sinus); } } private bool shouldPerformBokeh { get { return ImageEffectHelper.supportsDX11 && useBokehTexture && textureBokehMaterial; } } private static void Rotate2D(ref Vector4 direction, float cosinus, float sinus) { Vector4 source = direction; direction.x = source.x * cosinus - source.y * sinus; direction.y = source.x * sinus + source.y * cosinus; } private static void SwapRenderTexture(ref RenderTexture src, ref RenderTexture dst) { RenderTexture tmp = dst; dst = src; src = tmp; } private static void GetDirectionalBlurPassesFromRadius(RenderTexture blurredFgCoc, float maxRadius, out int blurPass, out int blurAndMergePass) { if (blurredFgCoc == null) { if (maxRadius > 10.0f) { blurPass = (int)Passes.ShapeHighQuality; blurAndMergePass = (int)Passes.ShapeHighQualityMerge; } else if (maxRadius > 5.0f) { blurPass = (int)Passes.ShapeMediumQuality; blurAndMergePass = (int)Passes.ShapeMediumQualityMerge; } else { blurPass = (int)Passes.ShapeLowQuality; blurAndMergePass = (int)Passes.ShapeLowQualityMerge; } } else { if (maxRadius > 10.0f) { blurPass = (int)Passes.ShapeHighQualityDilateFg; blurAndMergePass = (int)Passes.ShapeHighQualityMergeDilateFg; } else if (maxRadius > 5.0f) { blurPass = (int)Passes.ShapeMediumQualityDilateFg; blurAndMergePass = (int)Passes.ShapeMediumQualityMergeDilateFg; } else { blurPass = (int)Passes.ShapeLowQualityDilateFg; blurAndMergePass = (int)Passes.ShapeLowQualityMergeDilateFg; } } } } }