198 lines
7.8 KiB
C#
198 lines
7.8 KiB
C#
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.ImageEffects
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{
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[ExecuteInEditMode]
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[AddComponentMenu("Image Effects/Color Adjustments/Contrast Stretch")]
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public class ContrastStretch : MonoBehaviour
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{
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/// Adaptation speed - percents per frame, if playing at 30FPS.
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/// Default is 0.02 (2% each 1/30s).
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public float adaptationSpeed = 0.02f;
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/// If our scene is really dark (or really bright), we might not want to
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/// stretch its contrast to the full range.
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/// limitMinimum=0, limitMaximum=1 is the same as not applying the effect at all.
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/// limitMinimum=1, limitMaximum=0 is always stretching colors to full range.
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/// The limit on the minimum luminance (0...1) - we won't go above this.
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public float limitMinimum = 0.2f;
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/// The limit on the maximum luminance (0...1) - we won't go below this.
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public float limitMaximum = 0.6f;
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// To maintain adaptation levels over time, we need two 1x1 render textures
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// and ping-pong between them.
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private RenderTexture[] adaptRenderTex = new RenderTexture[2];
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private int curAdaptIndex = 0;
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// Computes scene luminance (grayscale) image
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public Shader shaderLum;
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private Material m_materialLum;
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protected Material materialLum {
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get {
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if ( m_materialLum == null ) {
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m_materialLum = new Material(shaderLum);
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m_materialLum.hideFlags = HideFlags.HideAndDontSave;
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}
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return m_materialLum;
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}
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}
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// Reduces size of the image by 2x2, while computing maximum/minimum values.
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// By repeatedly applying this shader, we reduce the initial luminance image
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// to 1x1 image with minimum/maximum luminances found.
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public Shader shaderReduce;
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private Material m_materialReduce;
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protected Material materialReduce {
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get {
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if ( m_materialReduce == null ) {
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m_materialReduce = new Material(shaderReduce);
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m_materialReduce.hideFlags = HideFlags.HideAndDontSave;
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}
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return m_materialReduce;
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}
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}
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// Adaptation shader - gradually "adapts" minimum/maximum luminances,
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// based on currently adapted 1x1 image and the actual 1x1 image of the current scene.
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public Shader shaderAdapt;
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private Material m_materialAdapt;
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protected Material materialAdapt {
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get {
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if ( m_materialAdapt == null ) {
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m_materialAdapt = new Material(shaderAdapt);
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m_materialAdapt.hideFlags = HideFlags.HideAndDontSave;
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}
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return m_materialAdapt;
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}
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}
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// Final pass - stretches the color values of the original scene, based on currently
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// adpated minimum/maximum values.
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public Shader shaderApply;
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private Material m_materialApply;
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protected Material materialApply {
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get {
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if ( m_materialApply == null ) {
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m_materialApply = new Material(shaderApply);
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m_materialApply.hideFlags = HideFlags.HideAndDontSave;
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}
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return m_materialApply;
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}
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}
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void Start()
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{
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// Disable if we don't support image effects
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if (!SystemInfo.supportsImageEffects) {
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enabled = false;
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return;
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}
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if (!shaderAdapt.isSupported || !shaderApply.isSupported || !shaderLum.isSupported || !shaderReduce.isSupported) {
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enabled = false;
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return;
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}
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}
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void OnEnable()
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{
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for( int i = 0; i < 2; ++i )
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{
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if ( !adaptRenderTex[i] ) {
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adaptRenderTex[i] = new RenderTexture(1, 1, 0);
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adaptRenderTex[i].hideFlags = HideFlags.HideAndDontSave;
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}
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}
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}
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void OnDisable()
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{
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for( int i = 0; i < 2; ++i )
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{
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DestroyImmediate( adaptRenderTex[i] );
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adaptRenderTex[i] = null;
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}
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if ( m_materialLum )
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DestroyImmediate( m_materialLum );
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if ( m_materialReduce )
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DestroyImmediate( m_materialReduce );
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if ( m_materialAdapt )
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DestroyImmediate( m_materialAdapt );
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if ( m_materialApply )
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DestroyImmediate( m_materialApply );
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}
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/// Apply the filter
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void OnRenderImage (RenderTexture source, RenderTexture destination)
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{
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// Blit to smaller RT and convert to luminance on the way
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const int TEMP_RATIO = 1; // 4x4 smaller
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RenderTexture rtTempSrc = RenderTexture.GetTemporary(source.width/TEMP_RATIO, source.height/TEMP_RATIO);
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Graphics.Blit (source, rtTempSrc, materialLum);
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// Repeatedly reduce this image in size, computing min/max luminance values
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// In the end we'll have 1x1 image with min/max luminances found.
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const int FINAL_SIZE = 1;
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//const int FINAL_SIZE = 1;
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while( rtTempSrc.width > FINAL_SIZE || rtTempSrc.height > FINAL_SIZE )
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{
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const int REDUCE_RATIO = 2; // our shader does 2x2 reduction
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int destW = rtTempSrc.width / REDUCE_RATIO;
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if ( destW < FINAL_SIZE ) destW = FINAL_SIZE;
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int destH = rtTempSrc.height / REDUCE_RATIO;
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if ( destH < FINAL_SIZE ) destH = FINAL_SIZE;
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RenderTexture rtTempDst = RenderTexture.GetTemporary(destW,destH);
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Graphics.Blit (rtTempSrc, rtTempDst, materialReduce);
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// Release old src temporary, and make new temporary the source
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RenderTexture.ReleaseTemporary( rtTempSrc );
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rtTempSrc = rtTempDst;
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}
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// Update viewer's adaptation level
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CalculateAdaptation( rtTempSrc );
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// Apply contrast strech to the original scene, using currently adapted parameters
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materialApply.SetTexture("_AdaptTex", adaptRenderTex[curAdaptIndex] );
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Graphics.Blit (source, destination, materialApply);
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RenderTexture.ReleaseTemporary( rtTempSrc );
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}
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/// Helper function to do gradual adaptation to min/max luminances
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private void CalculateAdaptation( Texture curTexture )
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{
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int prevAdaptIndex = curAdaptIndex;
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curAdaptIndex = (curAdaptIndex+1) % 2;
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// Adaptation speed is expressed in percents/frame, based on 30FPS.
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// Calculate the adaptation lerp, based on current FPS.
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float adaptLerp = 1.0f - Mathf.Pow( 1.0f - adaptationSpeed, 30.0f * Time.deltaTime );
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const float kMinAdaptLerp = 0.01f;
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adaptLerp = Mathf.Clamp( adaptLerp, kMinAdaptLerp, 1 );
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materialAdapt.SetTexture("_CurTex", curTexture );
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materialAdapt.SetVector("_AdaptParams", new Vector4(
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adaptLerp,
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limitMinimum,
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limitMaximum,
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0.0f
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));
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// clear destination RT so its contents don't need to be restored
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Graphics.SetRenderTarget(adaptRenderTex[curAdaptIndex]);
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GL.Clear(false, true, Color.black);
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Graphics.Blit (
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adaptRenderTex[prevAdaptIndex],
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adaptRenderTex[curAdaptIndex],
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materialAdapt);
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}
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}
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}
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