VectorscopeMonitor.cs 3.4 KB

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  1. using System;
  2. namespace UnityEngine.Rendering.PostProcessing
  3. {
  4. /// <summary>
  5. /// This class holds settings for the Vectorscope monitor.
  6. /// </summary>
  7. [Serializable]
  8. public sealed class VectorscopeMonitor : Monitor
  9. {
  10. /// <summary>
  11. /// The width and height of the rendered vectorscope.
  12. /// </summary>
  13. public int size = 256;
  14. /// <summary>
  15. /// The exposure multiplier applied to the vectorscope values.
  16. /// </summary>
  17. public float exposure = 0.12f;
  18. ComputeBuffer m_Data;
  19. const int k_ThreadGroupSizeX = 16;
  20. const int k_ThreadGroupSizeY = 16;
  21. internal override void OnDisable()
  22. {
  23. base.OnDisable();
  24. if (m_Data != null)
  25. m_Data.Release();
  26. m_Data = null;
  27. }
  28. internal override bool NeedsHalfRes()
  29. {
  30. return true;
  31. }
  32. internal override bool ShaderResourcesAvailable(PostProcessRenderContext context)
  33. {
  34. return context.resources.computeShaders.vectorscope;
  35. }
  36. internal override void Render(PostProcessRenderContext context)
  37. {
  38. CheckOutput(size, size);
  39. exposure = Mathf.Max(0f, exposure);
  40. int count = size * size;
  41. if (m_Data == null)
  42. m_Data = new ComputeBuffer(count, sizeof(uint));
  43. else if (m_Data.count != count)
  44. {
  45. m_Data.Release();
  46. m_Data = new ComputeBuffer(count, sizeof(uint));
  47. }
  48. var compute = context.resources.computeShaders.vectorscope;
  49. var cmd = context.command;
  50. cmd.BeginSample("Vectorscope");
  51. var parameters = new Vector4(
  52. context.width / 2,
  53. context.height / 2,
  54. size,
  55. RuntimeUtilities.isLinearColorSpace ? 1 : 0
  56. );
  57. // Clear the buffer on every frame as we use it to accumulate values on every frame
  58. int kernel = compute.FindKernel("KVectorscopeClear");
  59. cmd.SetComputeBufferParam(compute, kernel, "_VectorscopeBuffer", m_Data);
  60. cmd.SetComputeVectorParam(compute, "_Params", parameters);
  61. cmd.DispatchCompute(compute, kernel,
  62. Mathf.CeilToInt(size / (float)k_ThreadGroupSizeX),
  63. Mathf.CeilToInt(size / (float)k_ThreadGroupSizeY),
  64. 1
  65. );
  66. // Gather all pixels and fill in our histogram
  67. kernel = compute.FindKernel("KVectorscopeGather");
  68. cmd.SetComputeBufferParam(compute, kernel, "_VectorscopeBuffer", m_Data);
  69. cmd.SetComputeTextureParam(compute, kernel, "_Source", ShaderIDs.HalfResFinalCopy);
  70. cmd.DispatchCompute(compute, kernel,
  71. Mathf.CeilToInt(parameters.x / k_ThreadGroupSizeX),
  72. Mathf.CeilToInt(parameters.y / k_ThreadGroupSizeY),
  73. 1
  74. );
  75. // Generate the histogram texture
  76. var sheet = context.propertySheets.Get(context.resources.shaders.vectorscope);
  77. sheet.properties.SetVector(ShaderIDs.Params, new Vector4(size, size, exposure, 0f));
  78. sheet.properties.SetBuffer(ShaderIDs.VectorscopeBuffer, m_Data);
  79. cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, output, sheet, 0);
  80. cmd.EndSample("Vectorscope");
  81. }
  82. }
  83. }