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ichni_Official/Assets/Le Tai's Asset/TranslucentImage/Script/BlurAlgorithm/ScalableBlur.cs

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2025-06-03 02:42:28 -04:00
using UnityEngine;
using UnityEngine.Rendering;
namespace LeTai.Asset.TranslucentImage
{
public class ScalableBlur : IBlurAlgorithm
{
readonly RenderTargetIdentifier[] scratches = new RenderTargetIdentifier[14];
bool isBirp;
Material material;
ScalableBlurConfig config;
MaterialPropertyBlock propertyBlock;
Material Material
{
get
{
if (material == null)
Material = new Material(Shader.Find(isBirp
? "Hidden/EfficientBlur"
: "Hidden/EfficientBlur_UniversalRP"));
return material;
}
set => material = value;
}
public void Init(BlurConfig config, bool isBirp)
{
this.isBirp = isBirp;
this.config = (ScalableBlurConfig)config;
propertyBlock = propertyBlock ?? new MaterialPropertyBlock();
}
public void Blur(
CommandBuffer cmd,
RenderTargetIdentifier src,
Rect srcCropRegion,
Rect activeRegion,
BackgroundFill backgroundFill,
RenderTexture target
)
{
float radius = ScaleWithResolution(config.Radius,
target.width * srcCropRegion.width,
target.height * srcCropRegion.height);
ConfigMaterial(radius, backgroundFill);
int stepCount = Mathf.Clamp(config.Iteration * 2 - 1, 1, scratches.Length * 2 - 1);
float extent = config.Strength;
var activeRegionRelative = RectUtils.Intersect(activeRegion, srcCropRegion);
activeRegionRelative.x = (activeRegionRelative.x - srcCropRegion.x) / srcCropRegion.width;
activeRegionRelative.y = (activeRegionRelative.y - srcCropRegion.y) / srcCropRegion.height;
activeRegionRelative.width = activeRegionRelative.width / srcCropRegion.width;
activeRegionRelative.height = activeRegionRelative.height / srcCropRegion.height;
if (activeRegionRelative.width == 0 || activeRegionRelative.height == 0)
return;
if (stepCount > 1)
{
CropViewport(target.width >> 1, target.height >> 1, extent, out var viewportFirst, out var activeRegionFirst);
propertyBlock.SetVector(ShaderID.CROP_REGION, RectUtils.ToMinMaxVector(RectUtils.Crop(srcCropRegion, activeRegionFirst)));
Blitter.Blit(cmd, src, scratches[0], Material, 0, propertyBlock, viewportFirst);
}
var maxDepth = Mathf.Min(config.Iteration - 1, scratches.Length - 1);
for (var i = 1; i < stepCount; i++)
{
var fromIdx = SimplePingPong(i - 1, maxDepth);
var toIdx = SimplePingPong(i, maxDepth);
var targetDepth = toIdx + 1;
CropViewport(target.width >> targetDepth, target.height >> targetDepth, extent, out var viewportStep, out var activeRegionStep);
propertyBlock.SetVector(ShaderID.CROP_REGION, RectUtils.ToMinMaxVector(activeRegionStep));
Blitter.Blit(cmd, scratches[fromIdx], scratches[toIdx], Material, 0, propertyBlock, viewportStep);
}
CropViewport(target.width, target.height, 0, out var viewportLast, out var activeRegionLast);
activeRegionLast = stepCount > 1 ? activeRegionLast : RectUtils.Crop(srcCropRegion, activeRegionLast);
propertyBlock.SetVector(ShaderID.CROP_REGION, RectUtils.ToMinMaxVector(activeRegionLast));
Blitter.Blit(cmd,
stepCount > 1 ? scratches[0] : src,
target,
Material,
0,
propertyBlock,
viewportLast);
return;
void CropViewport(int targetWidth, int targetHeight, float padding, out Rect viewport, out Rect activeRegionSnapped)
{
var x = activeRegionRelative.x * targetWidth;
var y = activeRegionRelative.y * targetHeight;
var xf = Mathf.Floor(x - padding);
var yf = Mathf.Floor(y - padding);
viewport = new Rect(xf,
yf,
Mathf.Ceil(x + activeRegionRelative.width * targetWidth + padding) - xf,
Mathf.Ceil(y + activeRegionRelative.height * targetHeight + padding) - yf);
viewport.x = Mathf.Max(viewport.x, 0);
viewport.y = Mathf.Max(viewport.y, 0);
viewport.width = Mathf.Min(viewport.width, targetWidth);
viewport.height = Mathf.Min(viewport.height, targetHeight);
activeRegionSnapped = new Rect(
viewport.x / targetWidth,
viewport.y / targetHeight,
viewport.width / targetWidth,
viewport.height / targetHeight
);
}
}
public int GetScratchesCount()
{
return Mathf.Min(config.Iteration, scratches.Length);
}
public void GetScratchDescriptor(int index, ref RenderTextureDescriptor descriptor)
{
if (index == 0)
{
int firstDownsampleFactor = config.Iteration > 0 ? 1 : 0;
descriptor.width >>= firstDownsampleFactor;
descriptor.height >>= firstDownsampleFactor;
}
else
{
descriptor.width >>= 1;
descriptor.height >>= 1;
}
if (descriptor.width <= 0) descriptor.width = 1;
if (descriptor.height <= 0) descriptor.height = 1;
}
public void SetScratch(int index, RenderTargetIdentifier value)
{
scratches[index] = value;
}
protected void ConfigMaterial(float radius, BackgroundFill backgroundFill)
{
switch (backgroundFill.mode)
{
case BackgroundFillMode.None:
Material.EnableKeyword("BACKGROUND_FILL_NONE");
Material.DisableKeyword("BACKGROUND_FILL_COLOR");
break;
case BackgroundFillMode.Color:
Material.EnableKeyword("BACKGROUND_FILL_COLOR");
Material.DisableKeyword("BACKGROUND_FILL_NONE");
Material.SetColor(ShaderID.BACKGROUND_COLOR, backgroundFill.color);
break;
}
Material.SetFloat(ShaderID.RADIUS, radius);
}
///<summary>
/// Relative blur size to maintain same look across multiple resolution
/// </summary>
float ScaleWithResolution(float baseRadius, float width, float height)
{
float scaleFactor = Mathf.Min(width, height) / 1080f;
scaleFactor = Mathf.Clamp(scaleFactor, .5f, 2f); //too much variation cause artifact
return baseRadius * scaleFactor;
}
public static int SimplePingPong(int t, int max)
{
if (t > max)
return 2 * max - t;
return t;
}
}
}