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245 lines
11 KiB
245 lines
11 KiB
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.RenderGraphModule.Util;
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/// <summary>
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/// Tilt-shift (移軸鏡) post-process effect for URP 17 (Unity 6).
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///
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/// Two modes:
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/// • ScreenSpace — blur based on vertical screen position (fast, camera-angle dependent).
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/// • DepthBased — Scheimpflug tilt-plane CoC using the depth buffer (physically accurate).
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/// </summary>
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public class TiltShiftFeature : ScriptableRendererFeature
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{
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public enum BlurMode
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{
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/// <summary>Blur based on vertical UV position. No depth buffer required.</summary>
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ScreenSpace,
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/// <summary>
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/// Blur based on distance from a tilted focal plane in world space (Scheimpflug principle).
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/// Requires the camera's Depth Texture to be enabled.
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/// </summary>
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DepthBased
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}
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[System.Serializable]
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public class Settings
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{
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[Tooltip("ScreenSpace: blur by vertical screen position.\n" +
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"DepthBased: physically-accurate Scheimpflug tilt-plane CoC (needs Depth Texture).")]
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public BlurMode blurMode = BlurMode.ScreenSpace;
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[Header("Screen-Space Mode")]
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[Tooltip("Vertical offset of the sharp band from screen centre (UV units, + = up).")]
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[Range(-0.4f, 0.4f)]
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public float centerOffset = 0f;
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[Tooltip("Height of the fully-sharp band as a fraction of screen height.")]
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[Range(0.01f, 0.8f)]
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public float focusWidth = 0.2f;
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[Tooltip("Distance over which blur fades in at each edge of the focus band (UV units).")]
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[Range(0.01f, 0.4f)]
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public float falloffRange = 0.15f;
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[Header("Depth-Based Mode (Scheimpflug)")]
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[Tooltip("Depth of the focal plane centre (world units). " +
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"Increase until the subject you want sharp is in focus.")]
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[Range(0.1f, 1000f)]
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public float focusDistance = 10f;
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[Tooltip("How much the focal plane depth shifts per screen-height unit.\n" +
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"Positive → top of screen focuses deeper (typical for bird's-eye view).\n" +
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"Set to 0 for standard (flat) DoF.")]
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[Range(-200f, 200f)]
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public float tiltFactor = 30f;
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[Tooltip("Half-width of the perfectly sharp zone around the focal plane (world units).")]
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[Range(0f, 50f)]
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public float focusBand = 1f;
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[Tooltip("World-unit distance over which blur ramps from zero to maximum.")]
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[Range(0.1f, 100f)]
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public float depthFalloff = 5f;
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[Header("Shared")]
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[Tooltip("Maximum blur radius in pixels at the extremes.")]
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[Range(1f, 64f)]
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public float maxBlurRadius = 20f;
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[Tooltip("Gaussian samples per side per pass. Higher = smoother, slower.")]
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[Range(2, 20)]
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public int sampleCount = 8;
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public RenderPassEvent injectionPoint = RenderPassEvent.AfterRenderingPostProcessing;
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}
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public Settings settings = new Settings();
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TiltShiftPass _pass;
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Material _material;
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// ── Lifecycle ──────────────────────────────────────────────────────────────────
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public override void Create()
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{
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var shader = Shader.Find("Custom/TiltShift");
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if (shader == null)
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{
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Debug.LogWarning("[TiltShift] Shader 'Custom/TiltShift' not found.");
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return;
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}
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_material = CoreUtils.CreateEngineMaterial(shader);
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_pass = new TiltShiftPass(_material, settings);
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_pass.renderPassEvent = settings.injectionPoint;
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (_material == null || _pass == null) return;
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var camType = renderingData.cameraData.cameraType;
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if (camType == CameraType.Preview || camType == CameraType.Reflection) return;
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_pass.UpdateSettings(settings);
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_pass.renderPassEvent = settings.injectionPoint;
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renderer.EnqueuePass(_pass);
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}
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protected override void Dispose(bool disposing)
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{
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CoreUtils.Destroy(_material);
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}
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// ── Inner render pass ──────────────────────────────────────────────────────────
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sealed class TiltShiftPass : ScriptableRenderPass
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{
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// Shader property IDs
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static readonly int s_MaxBlurRadius = Shader.PropertyToID("_TiltShift_MaxBlurRadius");
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static readonly int s_SampleCount = Shader.PropertyToID("_TiltShift_SampleCount");
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static readonly int s_CenterOffset = Shader.PropertyToID("_TiltShift_CenterOffset");
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static readonly int s_FocusWidth = Shader.PropertyToID("_TiltShift_FocusWidth");
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static readonly int s_FalloffRange = Shader.PropertyToID("_TiltShift_FalloffRange");
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static readonly int s_FocusDistance = Shader.PropertyToID("_TiltShift_FocusDistance");
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static readonly int s_TiltFactor = Shader.PropertyToID("_TiltShift_TiltFactor");
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static readonly int s_FocusBand = Shader.PropertyToID("_TiltShift_FocusBand");
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static readonly int s_DepthFalloff = Shader.PropertyToID("_TiltShift_DepthFalloff");
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// Shader keyword for mode switch
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const string k_DepthModeKeyword = "DEPTH_MODE";
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readonly Material _material;
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Settings _settings;
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// PassData carries what the render func needs at execution time.
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class PassData
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{
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public TextureHandle source;
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public Material material;
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public int passIndex;
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}
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public TiltShiftPass(Material material, Settings settings)
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{
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_material = material;
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_settings = settings;
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requiresIntermediateTexture = true;
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}
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public void UpdateSettings(Settings s) => _settings = s;
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// ── RecordRenderGraph ──────────────────────────────────────────────────────
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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var resourceData = frameData.Get<UniversalResourceData>();
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if (resourceData.isActiveTargetBackBuffer)
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return;
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bool useDepth = _settings.blurMode == BlurMode.DepthBased;
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// Validate depth texture availability.
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if (useDepth && !resourceData.cameraDepthTexture.IsValid())
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{
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Debug.LogWarning("[TiltShift] DepthBased mode requires the camera's Depth Texture. " +
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"Enable it in the URP Renderer asset or Camera component.");
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useDepth = false;
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}
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// ── Push settings to material ──────────────────────────────────────────
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_material.SetFloat(s_MaxBlurRadius, _settings.maxBlurRadius);
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_material.SetInt (s_SampleCount, _settings.sampleCount);
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_material.SetFloat(s_CenterOffset, _settings.centerOffset);
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_material.SetFloat(s_FocusWidth, _settings.focusWidth);
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_material.SetFloat(s_FalloffRange, _settings.falloffRange);
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_material.SetFloat(s_FocusDistance, _settings.focusDistance);
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_material.SetFloat(s_TiltFactor, _settings.tiltFactor);
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_material.SetFloat(s_FocusBand, _settings.focusBand);
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_material.SetFloat(s_DepthFalloff, _settings.depthFalloff);
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if (useDepth) _material.EnableKeyword(k_DepthModeKeyword);
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else _material.DisableKeyword(k_DepthModeKeyword);
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// ── Texture handles ────────────────────────────────────────────────────
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var source = resourceData.activeColorTexture;
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var depth = useDepth ? resourceData.cameraDepthTexture : TextureHandle.nullHandle;
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var desc = renderGraph.GetTextureDesc(source);
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desc.clearBuffer = false;
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desc.name = "TiltShift_Temp";
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TextureHandle temp = renderGraph.CreateTexture(desc);
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desc.name = "TiltShift_Final";
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TextureHandle final = renderGraph.CreateTexture(desc);
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// ── Pass 0 — Horizontal blur (source → temp) ──────────────────────────
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AddBlurPass(renderGraph, "TiltShift_H", source, depth, temp, passIndex: 0, useDepth);
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// ── Pass 1 — Vertical blur (temp → final) ────────────────────────────
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AddBlurPass(renderGraph, "TiltShift_V", temp, depth, final, passIndex: 1, useDepth);
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// Redirect camera colour so subsequent passes use our result.
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resourceData.cameraColor = final;
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}
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// ── Helper to record one blur pass ─────────────────────────────────────────
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void AddBlurPass(
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RenderGraph renderGraph,
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string passName,
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TextureHandle source,
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TextureHandle depth,
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TextureHandle dest,
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int passIndex,
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bool useDepth)
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{
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using var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData);
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passData.source = source;
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passData.material = _material;
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passData.passIndex = passIndex;
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builder.UseTexture(source, AccessFlags.Read);
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// Declare the dependency on the depth texture so the render graph correctly
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// orders this pass after URP's CopyDepthPass. We do NOT call SetGlobalTexture
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// here — URP's CopyDepthPass already exposes _CameraDepthTexture globally via
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// SetGlobalTextureAfterPass, so the shader can sample it without any extra work.
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if (useDepth && depth.IsValid())
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builder.UseTexture(depth, AccessFlags.Read);
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builder.SetRenderAttachment(dest, 0, AccessFlags.Write);
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builder.SetRenderFunc((PassData data, RasterGraphContext ctx) =>
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{
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Blitter.BlitTexture(ctx.cmd, data.source, new Vector4(1, 1, 0, 0),
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data.material, data.passIndex);
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});
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}
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}
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}
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