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b/Assets/Scripts/DataCore/GameElements_BM/Track/ObjectTracker_BM.cs new file mode 100644 index 00000000..81f79bc3 --- /dev/null +++ b/Assets/Scripts/DataCore/GameElements_BM/Track/ObjectTracker_BM.cs @@ -0,0 +1,78 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Ichni.RhythmGame.Beatmap +{ + public class ObjectTracker_BM : GameElement_BM + { + public string themeBundleName; + public string objectName; + + public float playTime; + public float stopTime; + + public int spawnCount; + public Vector2 positionOffsetMin; + public Vector2 positionOffsetMax; + public string customPositionRuleName; + + public bool applyRotationOffset; + public Vector3 rotationOffsetMin; + public Vector3 rotationOffsetMax; + public string customRotationRuleName; + + public bool applyScaleOffset; + public Vector3 scaleOffsetMin; + public Vector3 scaleOffsetMax; + public string customScaleRuleName; + + public ObjectTracker_BM() + { + + } + + public ObjectTracker_BM(string elementName, Guid elementGuid, List tags, GameElement_BM attachedElement, + string themeBundleName, string objectName, + float playTime, float stopTime, + int spawnCount, + Vector2 positionOffsetMin, Vector2 positionOffsetMax, string customPositionRuleName, + bool applyRotationOffset, Vector3 rotationOffsetMin, Vector3 rotationOffsetMax, string customRotationRuleName, + bool applyScaleOffset, Vector3 scaleOffsetMin, Vector3 scaleOffsetMax, string customScaleRuleName) + : base(elementName, elementGuid, tags, attachedElement) + { + this.themeBundleName = themeBundleName; + this.objectName = objectName; + + this.playTime = playTime; + this.stopTime = stopTime; + + this.spawnCount = spawnCount; + this.positionOffsetMin = positionOffsetMin; + this.positionOffsetMax = positionOffsetMax; + this.customPositionRuleName = customPositionRuleName; + + this.applyRotationOffset = applyRotationOffset; + this.rotationOffsetMin = rotationOffsetMin; + this.rotationOffsetMax = rotationOffsetMax; + this.customRotationRuleName = customRotationRuleName; + + this.applyScaleOffset = applyScaleOffset; + this.scaleOffsetMin = scaleOffsetMin; + this.scaleOffsetMax = scaleOffsetMax; + this.customScaleRuleName = customScaleRuleName; + } + + public override void ExecuteBM() + { + matchedElement = ObjectTracker.GenerateElement( + elementName, elementGuid, tags, false, + GetElement(attachedElementGuid) as Track, + themeBundleName, objectName, + spawnCount, + positionOffsetMin, positionOffsetMax, customPositionRuleName, + applyRotationOffset, rotationOffsetMin, rotationOffsetMax, customRotationRuleName, + applyScaleOffset, scaleOffsetMin, scaleOffsetMax, customScaleRuleName); + } + } +} diff --git a/Assets/Scripts/DataCore/GameElements_BM/Track/ObjectTracker_BM.cs.meta b/Assets/Scripts/DataCore/GameElements_BM/Track/ObjectTracker_BM.cs.meta new file mode 100644 index 00000000..16e91534 --- /dev/null +++ b/Assets/Scripts/DataCore/GameElements_BM/Track/ObjectTracker_BM.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 70dc1a61f3299c642b9c9775d8446595 \ No newline at end of file diff --git a/Assets/Scripts/Game/GameElements/Essential/GameCamera.cs b/Assets/Scripts/Game/GameElements/Essential/GameCamera.cs index 1f283f90..d672e84e 100644 --- a/Assets/Scripts/Game/GameElements/Essential/GameCamera.cs +++ b/Assets/Scripts/Game/GameElements/Essential/GameCamera.cs @@ -57,16 +57,23 @@ namespace Ichni.RhythmGame gameCamera.orthographicSize = orthographicSize; gameCamera.cameraTransform = gameCamera.transform; - float ratioDifference = UIManager.GetScreenRatio() - UIManager.StandardRatio; - if (ratioDifference > 0) + float currentAspect = UIManager.GetScreenRatio(); + float targetAspect = UIManager.StandardRatio; + + if (currentAspect < targetAspect) { - //gameCamera.perspectiveOffset = 12.5f * ratioDifference; + // å±å¹•比较方 (如 4:3 å¹³æ¿),需è¦å¢žåŠ åž‚ç›´ FOV ä»¥ä¿æŒ 16:9 标准下的水平ç»å¯¹è§†é‡Ž + float hFovRad = 2.0f * Mathf.Atan(Mathf.Tan(perspectiveAngle * Mathf.Deg2Rad / 2.0f) * targetAspect); + float newVFovRad = 2.0f * Mathf.Atan(Mathf.Tan(hFovRad / 2.0f) / currentAspect); + + // 设置 perspectiveOffset 以完美补足被è£åˆ‡çš„空间 + gameCamera.perspectiveOffset = (newVFovRad * Mathf.Rad2Deg) - perspectiveAngle; } else { - gameCamera.perspectiveOffset = -25f * ratioDifference; + // å±å¹•比较长 (如 20:9 手机),维æŒåŽŸæœ‰åž‚ç›´ FOV,左å³å»¶å±•å±å¹•用于渲染环境背景 + gameCamera.perspectiveOffset = 0f; } - gameCamera.RefreshFOV(); return gameCamera; } diff --git a/Assets/Scripts/Game/GameElements/Essential/GameElement.cs b/Assets/Scripts/Game/GameElements/Essential/GameElement.cs index 0772e8e5..4289717d 100644 --- a/Assets/Scripts/Game/GameElements/Essential/GameElement.cs +++ b/Assets/Scripts/Game/GameElements/Essential/GameElement.cs @@ -7,7 +7,7 @@ using UnityEngine; namespace Ichni.RhythmGame { - public abstract partial class GameElement : SerializedMonoBehaviour, IBaseElement, IComparable + public abstract partial class GameElement : SerializedMonoBehaviour, IBaseElement, IComparable, IScheduledElement { #region [属性和标记] Essential & Tracking Info //物体å @@ -145,6 +145,19 @@ namespace Ichni.RhythmGame return HierarchyPriority.CompareTo(other.HierarchyPriority); } #endregion + + #region [调度更新] IScheduledElement Implementation + /// + /// ç”± ElementUpdateScheduler 在对应阶段调用。 + /// å­ç±»æŒ‰éœ€é‡å†™ä»¥å®žçŽ°ç‰¹å®šé˜¶æ®µçš„æ›´æ–°é€»è¾‘ã€‚ + /// + public virtual void ScheduledUpdate(UpdatePhase phase, float songTime) { } + + /// + /// 元素是å¦å¤„于活跃状æ€ã€‚è°ƒåº¦å™¨è·³è¿‡éžæ´»è·ƒå…ƒç´ ä»¥èŠ‚çœå¼€é”€ã€‚ + /// + public virtual bool IsScheduledActive => isActiveAndEnabled; + #endregion } #region [é¢å¤–交互åŠå­˜æ¡£é‡å†™é¢„ç•™] Editor Interaction & Interfaces Overrides diff --git a/Assets/Scripts/Game/GameElements/Track/Trackers/ObjectTracker.cs b/Assets/Scripts/Game/GameElements/Track/Trackers/ObjectTracker.cs index 42b2eb47..aae883ad 100644 --- a/Assets/Scripts/Game/GameElements/Track/Trackers/ObjectTracker.cs +++ b/Assets/Scripts/Game/GameElements/Track/Trackers/ObjectTracker.cs @@ -1,5 +1,137 @@ +using System; +using System.Collections.Generic; +using Dreamteck.Splines; using UnityEngine; -public class ObjectTracker : MonoBehaviour +namespace Ichni.RhythmGame { + public partial class ObjectTracker : GameElement + { + #region [è¿è¡Œæ—¶ç¼“存数æ®] Property Caches + public Track track; + public ObjectController objectController; + public GameObject objectPrefab; + private List themeBundleList; + private List objectNameList; + public string themeBundleName; + public string objectName; + + public float playTime; + public float stopTime; + + public int spawnCount; + public Vector2 positionOffsetMin = Vector2.zero; + public Vector2 positionOffsetMax = Vector2.zero; + public string customPositionRuleName; + + public bool applyRotationOffset = false; + public Vector3 rotationOffsetMin = Vector3.zero; + public Vector3 rotationOffsetMax = Vector3.zero; + public string customRotationRuleName; + + public bool applyScaleOffset = false; + public Vector3 scaleOffsetMin = Vector3.one; + public Vector3 scaleOffsetMax = Vector3.one; + public string customScaleRuleName; + #endregion + + #region [生æˆä¸Žåˆå§‹åŒ–] Generation & Initialization + public static ObjectTracker GenerateElement(string elementName, Guid id, List tags, + bool isFirstGenerated, Track track, string themeBundleName, string objectName, int spawnCount, + Vector2 positionOffsetMin, Vector2 positionOffsetMax, string customPositionRuleName, + bool applyRotationOffset, Vector3 rotationOffsetMin, Vector3 rotationOffsetMax, string customRotationRuleName, + bool applyScaleOffset, Vector3 scaleOffsetMin, Vector3 scaleOffsetMax, string customScaleRuleName) + { + ObjectTracker objectTracker = Instantiate(GameManager.Instance.basePrefabs.objectTracker, track.transform) + .GetComponent(); + objectTracker.objectPrefab = ThemeBundleManager.instance.GetObject(themeBundleName, objectName); + + objectTracker.objectController.objects = new[] { objectTracker.objectPrefab }; + objectTracker.Initialize(elementName, id, tags, isFirstGenerated, track); + objectTracker.track = track; + objectTracker.objectController.spline = track.trackPathSubmodule.path; + objectTracker.themeBundleList = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName); + objectTracker.objectNameList = new List(); + objectTracker.themeBundleName = themeBundleName; + objectTracker.objectName = objectName; + objectTracker.SetSpawnSettings(spawnCount, + positionOffsetMin, positionOffsetMax, customPositionRuleName, + applyRotationOffset, rotationOffsetMin, rotationOffsetMax, customRotationRuleName, + applyScaleOffset, scaleOffsetMin, scaleOffsetMax, customScaleRuleName); + + if (isFirstGenerated) objectTracker.AfterInitialize(); + return objectTracker; + } + + public override void AfterInitialize() + { + base.AfterInitialize(); + // å‘ ElementUpdateScheduler 注册 Phase.TrackFollower + CoreServices.UpdateScheduler.Register(UpdatePhase.TrackFollower, this); + } + + public void SetSpawnSettings(int spawnCount, + Vector2 positionOffsetMin, Vector2 positionOffsetMax, string customPositionRuleName, + bool applyRotationOffset, Vector3 rotationOffsetMin, Vector3 rotationOffsetMax, string customRotationRuleName, + bool applyScaleOffset, Vector3 scaleOffsetMin, Vector3 scaleOffsetMax, string customScaleRuleName) + { + this.spawnCount = spawnCount; + this.positionOffsetMin = positionOffsetMin; + this.positionOffsetMax = positionOffsetMax; + this.customPositionRuleName = customPositionRuleName; + this.applyRotationOffset = applyRotationOffset; + this.rotationOffsetMin = rotationOffsetMin; + this.rotationOffsetMax = rotationOffsetMax; + this.customRotationRuleName = customRotationRuleName; + this.applyScaleOffset = applyScaleOffset; + this.scaleOffsetMin = scaleOffsetMin; + this.scaleOffsetMax = scaleOffsetMax; + this.customScaleRuleName = customScaleRuleName; + + objectController.spawnCount = spawnCount; + objectController.minOffset = positionOffsetMin; + objectController.maxOffset = positionOffsetMax; + + objectController.applyRotation = applyRotationOffset; + objectController.minRotation = rotationOffsetMin; + objectController.maxRotation = rotationOffsetMax; + + objectController.applyScale = applyScaleOffset; + objectController.minScaleMultiplier = scaleOffsetMin; + objectController.maxScaleMultiplier = scaleOffsetMax; + + objectController.Spawn(); + } + #endregion + + #region [è¿è¡Œæ—¶æŽ§åˆ¶] Update + /// + /// IScheduledElement 实现:在 Phase.TrackFollower 阶段控制 objectController çš„å¯ç”¨/ç¦ç”¨ã€‚ + /// + public override void ScheduledUpdate(UpdatePhase phase, float songTime) + { + if (phase == UpdatePhase.TrackFollower) + { + if (playTime > songTime || stopTime < songTime) + { + if (objectController.enabled) + objectController.enabled = false; + } + else + { + if (!objectController.enabled) + { + objectController.enabled = true; + objectController.Spawn(); + } + } + } + } + + public override void OnDelete() + { + CoreServices.UpdateScheduler.Unregister(UpdatePhase.TrackFollower, this); + } + #endregion + } } diff --git a/Assets/Scripts/Manager/BasePrefabsCollection.cs b/Assets/Scripts/Manager/BasePrefabsCollection.cs index 92af9663..942a38ca 100644 --- a/Assets/Scripts/Manager/BasePrefabsCollection.cs +++ b/Assets/Scripts/Manager/BasePrefabsCollection.cs @@ -21,6 +21,7 @@ public partial class BasePrefabsCollection : SerializedScriptableObject public GameObject crossTrackPoint; public GameObject trackPercentPoint; public GameObject trackHeadPoint; + public GameObject objectTracker; [Title("Trail相关")] public GameObject trail; public Material defaultTrailMaterial; diff --git a/Assets/Scripts/UI/StartPage/StartUIPage.cs b/Assets/Scripts/UI/StartPage/StartUIPage.cs index b101c745..a1ea1bb3 100644 --- a/Assets/Scripts/UI/StartPage/StartUIPage.cs +++ b/Assets/Scripts/UI/StartPage/StartUIPage.cs @@ -44,7 +44,7 @@ namespace Ichni.UI AudioManager.Post(AK.EVENTS.TOUCHTOSTART); // 已有登录缓存 → 跳过 LoginPage,直接进入章节选择 - if (LoginCacheManager.HasValidSession) + //if (LoginCacheManager.HasValidSession) { FadeOut(); floatingParticles.GetComponent().material.DOColor(Color.clear, "_BaseColor", 0.5f).Play(); diff --git a/Assets/Settings/SampleSceneProfile.asset b/Assets/Settings/SampleSceneProfile.asset index d2ac9a60..fddb979c 100644 --- a/Assets/Settings/SampleSceneProfile.asset +++ b/Assets/Settings/SampleSceneProfile.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:09413b95b02a1b93ec133a17c99f28ac1b9fb2c9e0a9e5760c2fd93a406a526a -size 7520 +oid sha256:87cd4916053948bb199abd845da9a0d44dcf19349d7a3715b4b1405bf53fcf77 +size 7585 diff --git a/Assets/Shaders/ScriptablePostProcessor/Base/InternalShaderHelpers.cs b/Assets/Shaders/ScriptablePostProcessor/Base/InternalShaderHelpers.cs index fe7ce27d..e886ea4f 100644 --- a/Assets/Shaders/ScriptablePostProcessor/Base/InternalShaderHelpers.cs +++ b/Assets/Shaders/ScriptablePostProcessor/Base/InternalShaderHelpers.cs @@ -60,7 +60,10 @@ namespace Echovoid.Runtime.Behavior.Rendering public static readonly int _BloomParams = Shader.PropertyToID("_BloomParams"); public static readonly int _BloomTint = Shader.PropertyToID("_BloomTint"); public static readonly int _AnimeBloom_BlurRadius = Shader.PropertyToID("_BlurRadius"); + public static readonly int _AnimeBloom_KernelScale = Shader.PropertyToID("_KernelScale"); public static readonly int _BloomTex = Shader.PropertyToID("_BloomTex"); + public static readonly int _SourceTexLowMip = Shader.PropertyToID("_SourceTexLowMip"); + public static readonly int _BloomScatterParams = Shader.PropertyToID("_BloomScatterParams"); // --- Anime ACES --- public static readonly int _TonemapParams = Shader.PropertyToID("_TonemapParams"); diff --git a/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader b/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader index e2a3aa1b..e1de6905 100644 --- a/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader +++ b/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader @@ -9,118 +9,170 @@ Shader "SLS/Postprocessing/AnimeBloom" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" - // --- 傿•°å®šä¹‰ --- - float4 _BloomParams; // x: Intensity, y: Threshold, z: SoftKnee, w: Clamp - float4 _BloomTint; // 泛光染色 - float _BlurRadius; // 模糊扩散åŠå¾„ (控制光晕大å°çš„关键) + // ===================================================== + // 傿•°å®šä¹‰ï¼ˆä¸Ž Unity 原生 Bloom.shader 对é½ï¼‰ + // ===================================================== + // _BloomScatterParams: + // x: scatter (å·²ç»è¿‡ C# ä¾§ Lerp(0.05, 0.95, userValue) 映射) + // y: clamp (最大亮度é™åˆ¶ï¼Œé˜²è¤ç«è™«) + // z: threshold (线性空间,C# ä¾§å·²åš GammaToLinear) + // w: thresholdKnee (= threshold * 0.5fï¼Œç¡¬ç¼–ç  soft knee) + float4 _BloomScatterParams; + #define Scatter _BloomScatterParams.x + #define ClampMax _BloomScatterParams.y + #define Threshold _BloomScatterParams.z + #define ThresholdKnee _BloomScatterParams.w - // çº¹ç† + // Composite é˜¶æ®µå‚æ•°ï¼šx=intensity, y/z/w=tint.rgb (已归一化亮度) + float4 _BloomParams; + float4 _BloomTint; // ä¿ç•™å…¼å®¹ï¼Œä¸å†ä½¿ç”¨ + + float _KernelScale; // 采样跨度放大乘数,默认 1.0 + + // SourceTexLowMip: upsample æ—¶çš„"低频大光晕"çº¹ç† (lowMip) + TEXTURE2D(_SourceTexLowMip); + SAMPLER(sampler_SourceTexLowMip); + + // 最终 bloom 结果纹ç†ï¼ˆä¼ å…¥ Composite Pass) TEXTURE2D(_BloomTex); SAMPLER(sampler_BloomTex); - // --- 辅助函数:Prefilter (æå–高亮) --- - half3 Prefilter(half3 color) + // ===================================================== + // HDR ç¼–è§£ç ï¼ˆä¸Ž Unity 原生 Bloom.shader 完全一致) + // 在线性工作æµä¸‹ encode/decode 是 no-op,但写清楚以防 gamma 空间项目 + // ===================================================== + half4 EncodeHDR(half3 color) { - float threshold = _BloomParams.y; - float softKnee = _BloomParams.z; - float clampVal = _BloomParams.w; - - // 1. é™åˆ¶æœ€å¤§äº®åº¦ (防闪çƒ/è¤ç«è™«å™ªç‚¹) - color = min(color, clampVal); - - // 2. 阈值计算 (使用 Soft Knee 曲线让过渡更自然) - // 标准公å¼ï¼š(Brightness - Threshold) / max(Brightness, 0.0001) - // 这里使用一个更平滑的曲线版本,防止高光边缘切å˜å¤ªç¡¬ - float brightness = Max3(color.r, color.g, color.b); - float soft = brightness - threshold + softKnee; - soft = clamp(soft, 0, 2 * softKnee); - soft = soft * soft / (4 * softKnee + 1e-4); - - float contribution = max(soft, brightness - threshold); - contribution /= max(brightness, 1e-4); - - return color * contribution; - } - - // --- Pass 0: Prefilter --- - half4 FragPrefilter(Varyings input) : SV_Target - { - // 采样原图 - half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, input.texcoord); - // æå–高亮 - half3 bloom = Prefilter(color.rgb); - return half4(bloom, 1.0); - } - - // --- Pass 1: Downsample (Kawase 4-Tap) --- - // é™é‡‡æ ·ï¼šå– 4 个对角åƒç´ çš„å¹³å‡å€¼ï¼ŒèŒƒå›´éšåˆ†è¾¨çއé™ä½Žè€Œæ‰©å¤§ - half4 FragDownsample(Varyings input) : SV_Target - { - float2 uv = input.texcoord; - float4 texelSize = _BlitTexture_TexelSize; - - // 原生的 Kawase Offset 是 1.0ï¼ˆå³ 0.5 个对角åƒç´ è·ç¦»ï¼‰ï¼Œ - // 这里加入 _BlurRadius 按比例扩大步幅,能够使用 3 次迭代跑出原版 6 次的扩散é¢ç§¯ - float spreadOffset = 1.0 + _BlurRadius * 0.5; - float2 offset = texelSize.xy * spreadOffset; - - half3 c0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - offset).rgb; - half3 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(offset.x, -offset.y)).rgb; - half3 c2 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - float2(offset.x, -offset.y)).rgb; - half3 c3 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + offset).rgb; - - half3 color = (c0 + c1 + c2 + c3) * 0.25; + #if UNITY_COLORSPACE_GAMMA + color = sqrt(color); + #endif return half4(color, 1.0); } - TEXTURE2D(_BloomMipDown); - SAMPLER(sampler_BloomMipDown); - - // --- Pass 2: Upsample (Kawase 4-Tap + Scatter) --- - half4 FragUpsample(Varyings input) : SV_Target + half3 DecodeHDR(half4 data) { - float2 uv = input.texcoord; - float4 texelSize = _BlitTexture_TexelSize; - - // 原生的 Kawase å‡é‡‡æ ·å移是 0.5。 - // é…åˆå®½å¹…é™é‡‡æ ·ï¼Œè¿™é‡Œç¨å¾®æ”¾å¤§ä¸€ç‚¹ç‚¹å°±å¯ä»¥èŽ·å¾—éžå¸¸æŸ”顺的大é¢ç§¯æ³›å…‰ - float spreadOffset = 0.5 + _BlurRadius * 0.2; - float2 offset = texelSize.xy * spreadOffset; - - // 4-Tap ä»Žæ›´ä½Žåˆ†è¾¨çŽ‡çº¹ç† (Up[i+1]) 采样外围光晕 - half3 c0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - offset * float2(1, 1)).rgb; - half3 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + offset * float2(1, -1)).rgb; - half3 c2 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv - offset * float2(1, -1)).rgb; - half3 c3 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + offset * float2(1, 1)).rgb; - half3 lowRes = (c0 + c1 + c2 + c3) * 0.25; - - // 采样当å‰å±‚çº§çš„é«˜æ¸…çº¹ç† (Down[i]) - half3 highRes = SAMPLE_TEXTURE2D_X(_BloomMipDown, sampler_LinearClamp, uv).rgb; - - // ã€å®Œå…¨å¤åˆ» Unity 原生逻辑】: highRes + lowRes * scatter - // 这既ä¿è¯äº†å…‰æ™•å‘外漫射(低迭代扩散广),åˆä¿è¯äº†æ ¸å¿ƒäº®åŒºçš„能é‡å®ˆæ’ï¼ - float scatter = saturate(_BlurRadius); - half3 bloom = highRes + lowRes * scatter; - - return half4(bloom, 1.0); + half3 color = data.xyz; + #if UNITY_COLORSPACE_GAMMA + color *= color; + #endif + return color; } - // --- Pass 3: Composite (æœ€ç»ˆåˆæˆ) --- + // ===================================================== + // Pass 0: Prefilter — æå–超过阈值的高亮åƒç´  + // 与原生完全一致的 soft knee å…¬å¼ + // ===================================================== + half4 FragPrefilter(Varyings input) : SV_Target + { + float2 uv = input.texcoord; + half3 color = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv)); + + // 1. 亮度钳制(防止æžäº®è¤ç«è™«åƒç´ è·³å˜ï¼‰ + color = min(color, ClampMax); + + // 2. Soft Knee 阈值(与 Unity 原生公å¼å®Œå…¨ä¸€è‡´ï¼‰ + half brightness = Max3(color.r, color.g, color.b); + half softness = clamp(brightness - Threshold + ThresholdKnee, 0.0, 2.0 * ThresholdKnee); + softness = (softness * softness) / (4.0 * ThresholdKnee + 1e-4); + half multiplier = max(brightness - Threshold, softness) / max(brightness, 1e-4); + color *= multiplier; + + // 3. 防止 NaN 传播(负值在 EncodeHDR sqrt 时会产生 NaN) + color = max(color, 0); + + return EncodeHDR(color); + } + + // ===================================================== + // Pass 1: Dual Kawase Downsample + // å…¬å¼ï¼š1/8 * (center*4 + 4corners) + // 采样次数:5次(相当于 3×3 box + åŒçº¿æ€§æƒé‡ï¼Œæ•ˆæžœéžå¸¸æŸ”和) + // 与 Unity 原生 Bloom.shader FragDualDownsample 完全一致 + // ===================================================== + half4 FragDualDownsample(Varyings input) : SV_Target + { + float2 uv = input.texcoord; + // 乘以 _KernelScale,在æžä½Žè¿­ä»£æ¬¡æ•°ä¸‹å¼ºåˆ¶å‘外大跨步拉扯光晕 + float2 ts = _BlitTexture_TexelSize.xy * _KernelScale; + + // 中心点(æƒé‡ 4) + half3 c0 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv)); + + // 4 个对角åç§»å„ 0.5 åƒç´ ï¼ˆæ°å¥½è½åœ¨ 4 åƒç´ çš„åŒçº¿æ€§æ’值中心) + half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, 0.5) * ts)); + half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, 0.5) * ts)); + half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, -0.5) * ts)); + half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, -0.5) * ts)); + + // 加æƒå¹³å‡ï¼š(c0*4 + c1+c2+c3+c4) / 8 + half3 color = (1.0 / 8.0) * (c0 * 4.0 + c1 + c2 + c3 + c4); + return EncodeHDR(color); + } + + // ===================================================== + // Pass 2: Dual Kawase Upsample + Energy-Conserving Lerp + // + // 关键核心:与 Unity 原生 FragUpsample 一致的混åˆå…¬å¼ + // result = lerp(highMip, lowMip, Scatter) + // + // highMip (_BlitTexture) = 当å‰å±‚çš„é™é‡‡æ ·çº¹ç† Down[i](高分辨率,细节) + // lowMip (_SourceTexLowMip) = 上一层的å‡é‡‡æ ·ç»“æžœ Up[i+1](低分辨率,扩散光晕) + // + // lerp 是能é‡å®ˆæ’的:总亮度 = (1-s)*high + s*low,永远 ≤ max(high,low) + // 这是防止"死白"的数学ä¿è¯ã€‚ + // ===================================================== + half4 FragDualUpsample(Varyings input) : SV_Target + { + float2 uv = input.texcoord; + // åŒæ ·ä¹˜ä»¥ _KernelScale + float2 ts = _BlitTexture_TexelSize.xy * _KernelScale; + + // Dual Kawase 8-tap å‡é‡‡æ ·ï¼š4 对角 + 4 正交 + // 正交è·ç¦» = 1.0 texel,对角è·ç¦» = 0.5 texel(与原生完全一致) + half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, 0.5) * ts)); + half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, 0.5) * ts)); + half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, -0.5) * ts)); + half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, -0.5) * ts)); + + half3 c5 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-1.0, 0.0) * ts)); + half3 c6 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 1.0, 0.0) * ts)); + half3 c7 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.0, 1.0) * ts)); + half3 c8 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.0, -1.0) * ts)); + + // 加æƒå¹³å‡ (4角×2 + 4正交×1) / 12,产生柔和的钟形分布 + half3 highMip = (1.0 / 12.0) * ((c1 + c2 + c3 + c4) * 2.0 + c5 + c6 + c7 + c8); + + // lowMip = æ¥è‡ªæ›´ä½Žåˆ†è¾¨çŽ‡å±‚ï¼ˆUp[i+1])的扩散光晕,åŒçº¿æ€§é‡‡æ · + half3 lowMip = DecodeHDR(SAMPLE_TEXTURE2D(_SourceTexLowMip, sampler_LinearClamp, uv)); + + // ã€æ ¸å¿ƒå…¬å¼ï¼Œä¸ŽåŽŸç”Ÿå®Œå…¨ä¸€è‡´ã€‘ + // Scatter 控制光晕扩散程度:0=åªæœ‰å½“å‰å±‚细节,1=完全使用模糊层 + // 始终能é‡å®ˆæ’,ç»å¯¹ä¸ä¼šäº§ç”Ÿæ­»ç™½ + half3 result = lerp(highMip, lowMip, Scatter); + return EncodeHDR(result); + } + + // ===================================================== + // Pass 3: Composite — 将最终 bloom å åŠ å›žåŽŸå§‹ç”»é¢ + // _BloomParams.x = intensity + // _BloomParams.yzw = tint.rgb (亮度已归一化,仅æºå¸¦è‰²ç›¸/饱和度) + // ===================================================== half4 FragComposite(Varyings input) : SV_Target { float2 uv = input.texcoord; - - // åŽŸå§‹ç”»é¢ + + // 原始 HDR ç”»é¢ half4 baseColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); - - // 泛光结果 (ç»è¿‡å¤šæ¬¡å‡é‡‡æ ·åŽçš„æœ€ç»ˆçº¹ç†) - half3 bloom = SAMPLE_TEXTURE2D(_BloomTex, sampler_BloomTex, uv).rgb; - // 应用强度和染色 - bloom *= _BloomParams.x * _BloomTint.rgb; + // Bloom 纹ç†ï¼ˆå·²ç»è¿‡å¤šè½® Dual Kawase å‡é™é‡‡æ ·ï¼‰ + half3 bloom = DecodeHDR(SAMPLE_TEXTURE2D(_BloomTex, sampler_BloomTex, uv)); - // å åŠ  (Additive) - // 也å¯ä»¥å°è¯• Screen æ··åˆæ¨¡å¼è®©å…‰å˜å¾—更柔和,但 Additive 最符åˆç‰©ç†å‘å…‰ + // 应用强度和染色(_BloomParams.yzw 是亮度归一化的 tint) + float intensity = _BloomParams.x; + half3 tint = _BloomParams.yzw; + bloom *= intensity * tint; + + // Additive åˆå¹¶ï¼ˆç‰©ç†æ­£ç¡®çš„å‘å…‰å åŠ ï¼‰ return half4(baseColor.rgb + bloom, baseColor.a); } @@ -129,9 +181,9 @@ Shader "SLS/Postprocessing/AnimeBloom" SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" } - ZWrite Off Cull Off + ZWrite Off Cull Off ZTest Always - // 0: Prefilter + // Pass 0: Prefilter Pass { Name "Bloom Prefilter" @@ -141,28 +193,27 @@ Shader "SLS/Postprocessing/AnimeBloom" ENDHLSL } - // 1: Downsample + // Pass 1: Dual Kawase Downsample Pass { - Name "Bloom Downsample" + Name "Bloom Dual Downsample" HLSLPROGRAM #pragma vertex Vert - #pragma fragment FragDownsample + #pragma fragment FragDualDownsample ENDHLSL } - // 2: Upsample + // Pass 2: Dual Kawase Upsample + lerp(high, low, scatter) Pass { - Name "Bloom Upsample" - // 已在内部 Lerp,无需外部 Additive Blend + Name "Bloom Dual Upsample" HLSLPROGRAM #pragma vertex Vert - #pragma fragment FragUpsample + #pragma fragment FragDualUpsample ENDHLSL } - // 3: Composite + // Pass 3: Composite Pass { Name "Bloom Composite" diff --git a/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs b/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs index b2332993..10c9e10e 100644 --- a/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs +++ b/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs @@ -8,39 +8,50 @@ namespace SLSUtilities.Rendering.PostProcessing [System.Serializable, VolumeComponentMenu("SLS/Postprocessing/Anime Bloom")] public class AnimeBloom : ScriptablePostProcessorVolume { - // ã€æ ¸å¿ƒä¿®æ”¹ã€‘:放在 ToneMapping 之剿‰§è¡Œï¼ˆBeforePostProcess),é…åˆ ACES æ‰èƒ½å½»åº•解决“高光泛白â€é—®é¢˜ + // BeforePostProcess: 在 ToneMapping 之å‰è¿è¡Œï¼Œç¡®ä¿ HDR bloom 颜色ä¸è¢«æˆªæ–­ + // 这与 Unity 原生 Bloom 的执行阶段完全一致 public override CustomPostProcessInjectionPoint InjectionPoint => CustomPostProcessInjectionPoint.BeforePostProcess; - public override int OrderInInjectionPoint => 5; // 放在 Vignette ä¹‹å‰ + public override int OrderInInjectionPoint => 5; [Header("Glow Settings")] - [Tooltip("泛光强度。值越大越亮。")] - public ClampedFloatParameter intensity = new(0f, 0f, 10f); + public ClampedFloatParameter intensity = new(1f, 0f, 10f); - [Tooltip("阈值。亮度超过此值的åƒç´ æ‰ä¼šå‘光。\n关键:设为 1.1 å¯ä»¥è¿‡æ»¤æŽ‰ç™½å¢™(1.0),åªè®©ç¯å…‰å‘光。")] - public MinFloatParameter threshold = new(1.1f, 0f); // 默认设为 1.1 + // 注æ„:threshold 在 Gamma 空间中设置,C# 侧会转为 Linear。 + // 0.9 在 gamma 空间 ≈ 0.79 在 linear 空间,这与 Unity 原生默认行为完全一致。 + public MinFloatParameter threshold = new(0.9f, 0f); - [Tooltip("æŸ”è† (Soft Knee)。让阈值过渡更平滑,é¿å…高光边缘有硬切痕迹。")] - public ClampedFloatParameter softKnee = new(0.5f, 0f, 1f); + [Header("Scatter")] + // scatter 在 [0,1] 范围内由用户设置。 + // C# 侧映射:Mathf.Lerp(0.05f, 0.95f, scatter.value),与 Unity 原生完全一致。 + // 低值 = å…‰æ™•èšæ‹¢ï¼Œé«˜å€¼ = 光晕å‘外大范围扩散。 + public ClampedFloatParameter scatter = new(0.7f, 0f, 1f); - [Tooltip("最大亮度钳制。防止æžäº®åƒç´ ï¼ˆå¦‚太阳)产生乱跳的噪点。")] - public MinFloatParameter clamp = new(65472f, 1f); // 默认很大,基本ä¸é™åˆ¶ + public MinFloatParameter clamp = new(65472f, 1f); - [Header("Anime Style")] - [Tooltip("扩散åŠå¾„。ç¨å¾®å¢žåŠ æ‰©å±•èŒƒå›´æ¥å¼¥è¡¥ä½Žè¿­ä»£å¸¦æ¥çš„å‘å…‰ä¸è¶³ã€‚")] - public ClampedFloatParameter scatter = new(0.85f, 0f, 5f); // 推è增é‡ä»¥é€‚应低迭代 + [Header("Iterations")] + // 迭代次数:Dual Kawase æ¯å±‚åªéœ€ 1 Pass,性能远低于原生åŒè¶Ÿé«˜æ–¯ã€‚ + // 4 次迭代 Dual Kawase ≈ 原生 6 次åŒè¶Ÿé«˜æ–¯çš„æ‰©æ•£èŒƒå›´ï¼Œä½† Pass æ•°åªæœ‰å…¶ 1/3。 + public ClampedIntParameter diffusion = new(4, 1, 8); - [Tooltip("迭代次数。针对移动端带宽优化,建议控制在 2~3 次。")] - public ClampedIntParameter diffusion = new(3, 1, 4); // 移动端性能优化,最高4次 + [Header("Optimization (Mobile)")] + [Tooltip("åˆå§‹é™é‡‡æ ·å€çŽ‡ï¼ˆé¦–è¶Ÿå¤§å¹…åŽ‹ç¼©åˆ†è¾¨çŽ‡ï¼‰ã€‚\n1=原生åŠåˆ†è¾¨çއ(1/2)ï¼›2=1/4分辨率;3=1/8分辨率。\n调大此值å¯ç”¨æžä½Žçš„è¿­ä»£æ¬¡æ•°è·‘å‡ºå·¨å¤§ä¸”æŸ”å’Œçš„å…‰æ™•ï¼Œå¤§å¹…èŠ‚çœ GPU 带宽。")] + public ClampedIntParameter initialDownscaleShift = new(1, 1, 3); + + [Tooltip("采样å移跨度放大(Kernel Scale)。\n1.0=原生标准跨度。适度放大(如1.2-1.5)坿‹‰æ‰¯å…‰æ™•扩散范围,但过大会产生轻微å字星/方格马赛克。")] + public ClampedFloatParameter kernelScale = new(1.0f, 0.5f, 3.0f); - [Tooltip("泛光染色。å¯ä»¥åšç²‰è‰²éœ“虹ã€è“色科技光等效果。")] + [Header("Tint")] + // tint 染色:C# 侧会归一化亮度(åªä¿ç•™è‰²ç›¸/饱和度),与原生行为一致。 + // 这样调整 tint 颜色ä¸ä¼šæ„å¤–æ”¹å˜ bloom 总亮度。 public ColorParameter tint = new(Color.white, true, true, true); - // 内部使用的 RT 数组 - private RTHandle[] _bloomPyramidUp; - private RTHandle[] _bloomPyramidDown; - private const int k_MaxPyramidSize = 6; // å‡å°‘ä¸å¿…è¦çš„æœ€å¤§æ•°ç»„长度 + // RT 数组(仅 Down 金字塔 + Up 金字塔,数é‡ä¸Ž diffusion 对é½ï¼‰ + private RTHandle[] _bloomMipDown; + private RTHandle[] _bloomMipUp; + private const int k_MaxMips = 8; public override string GetShaderName() => "SLS/Postprocessing/AnimeBloom"; + public override bool IsActive() => intensity.value > 0f; public override void Render(CommandBuffer cmd, ref RenderingData renderingData, RTHandle source, RTHandle destination) { @@ -50,86 +61,123 @@ namespace SLSUtilities.Rendering.PostProcessing desc.msaaSamples = 1; desc.depthBufferBits = 0; - // 1. è®¾ç½®å‚æ•° - Vector4 bloomParams = new Vector4(intensity.value, threshold.value, softKnee.value, clamp.value); - material.SetVector(InternalShaderHelpers.ID._BloomParams, bloomParams); - material.SetVector(InternalShaderHelpers.ID._BloomTint, tint.value); - material.SetFloat(InternalShaderHelpers.ID._BlurRadius, scatter.value); + // ───────────────────────────────────────────────────────────── + // 1. 傿•°æ‰“åŒ…ï¼ˆå®Œå…¨å¯¹é½ Unity SetupBloom 的计算逻辑) + // ───────────────────────────────────────────────────────────── - // 2. åˆå§‹åŒ–金字塔数组 - int iterations = Mathf.Clamp(diffusion.value, 1, k_MaxPyramidSize); - - // ç¡®ä¿ RT 数组大å°è¶³å¤Ÿ - if (_bloomPyramidUp == null || _bloomPyramidUp.Length != k_MaxPyramidSize) + // scatter: 用户 [0,1] → shader [0.05, 0.95](与原生 Lerp 映射一致) + float scatterMapped = Mathf.Lerp(0.05f, 0.95f, scatter.value); + + // threshold: Gamma → Linear(原生使用 GammaToLinearSpace 转æ¢ï¼‰ + float thresholdLinear = Mathf.GammaToLinearSpace(threshold.value); + float thresholdKnee = thresholdLinear * 0.5f; // ç¡¬ç¼–ç  soft knee,与原生一致 + + material.SetVector(InternalShaderHelpers.ID._BloomScatterParams, + new Vector4(scatterMapped, clamp.value, thresholdLinear, thresholdKnee)); + + material.SetFloat(InternalShaderHelpers.ID._AnimeBloom_KernelScale, kernelScale.value); + + // ───────────────────────────────────────────────────────────── + // 2. Tint å½’ä¸€åŒ–ï¼ˆåŽŸç”Ÿåšæ³•:亮度归一为 1ï¼Œåªæºå¸¦è‰²ç›¸/饱和度) + // 这样 tint 调整颜色时ä¸ä¼šæ”¹å˜ bloom 总亮度。 + // ───────────────────────────────────────────────────────────── + Color tintLinear = tint.value.linear; + float luma = 0.2126f * tintLinear.r + 0.7152f * tintLinear.g + 0.0722f * tintLinear.b; + Color tintNormalized = luma > 0f ? tintLinear * (1f / luma) : Color.white; + + // å°† intensity 和归一化 tint 一并打包进 _BloomParams(原生 uber æ–¹å¼ï¼‰ + material.SetVector(InternalShaderHelpers.ID._BloomParams, + new Vector4(intensity.value, tintNormalized.r, tintNormalized.g, tintNormalized.b)); + + // ───────────────────────────────────────────────────────────── + // 3. RT 数组åˆå§‹åŒ– + // ───────────────────────────────────────────────────────────── + int mipCount = Mathf.Clamp(diffusion.value, 1, k_MaxMips); + + if (_bloomMipDown == null || _bloomMipDown.Length != k_MaxMips) { - _bloomPyramidUp = new RTHandle[k_MaxPyramidSize]; - _bloomPyramidDown = new RTHandle[k_MaxPyramidSize]; + _bloomMipDown = new RTHandle[k_MaxMips]; + _bloomMipUp = new RTHandle[k_MaxMips]; } - // 3. Prefilter Pass (æå–高亮) - // å…ˆé™ä¸€åŠåˆ†è¾¨çŽ‡ï¼ŒèŠ‚çœæ€§èƒ½ä¸”增加模糊感 - desc.width = Mathf.Max(1, desc.width >> 1); - desc.height = Mathf.Max(1, desc.height >> 1); - - RenderingUtils.ReAllocateIfNeeded(ref _bloomPyramidDown[0], desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_BloomMipDown0"); - RenderingUtils.ReAllocateIfNeeded(ref _bloomPyramidUp[0], desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_BloomMipUp0"); + // ───────────────────────────────────────────────────────────── + // 4. Prefilter(æå–高亮åƒç´  + åˆå§‹æ¿€è¿›é™é‡‡æ ·ï¼‰ + // æ ¹æ®ç”¨æˆ·é€‰æ‹©ï¼Œèµ·å§‹åˆ†è¾¨çއå¯èƒ½æ˜¯ 1/2, 1/4 或 1/8。 + // ───────────────────────────────────────────────────────────── + int shift = initialDownscaleShift.value; + desc.width = Mathf.Max(1, desc.width >> shift); + desc.height = Mathf.Max(1, desc.height >> shift); - // Source -> Down[0] (Prefilter) - Blitter.BlitCameraTexture(cmd, source, _bloomPyramidDown[0], material, 0); + RenderingUtils.ReAllocateIfNeeded(ref _bloomMipDown[0], desc, FilterMode.Bilinear, + TextureWrapMode.Clamp, name: "_BloomDown0"); - // 4. Downsample Loop (é™é‡‡æ ·é‡‘å­—å¡”) - int lastDown = 0; - for (int i = 1; i < iterations; i++) + // Source → Down[0] via Pass 0 (Prefilter) + Blitter.BlitCameraTexture(cmd, source, _bloomMipDown[0], material, 0); + + // ───────────────────────────────────────────────────────────── + // 5. Downsample Loop:Dual Kawase é™é‡‡æ ·é‡‘字塔(Pass 1) + // æ¯æ¬¡åˆ†è¾¨çއå‡åŠï¼Œäº§ç”Ÿå¤šå±‚ä¸åŒå°ºåº¦çš„æ¨¡ç³Šçº¹ç† + // ───────────────────────────────────────────────────────────── + for (int i = 1; i < mipCount; i++) { - // æ¯æ¬¡åˆ†è¾¨çއå‡åŠ - desc.width = Mathf.Max(1, desc.width >> 1); + desc.width = Mathf.Max(1, desc.width >> 1); desc.height = Mathf.Max(1, desc.height >> 1); - RenderingUtils.ReAllocateIfNeeded(ref _bloomPyramidDown[i], desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_BloomMipDown" + i); - RenderingUtils.ReAllocateIfNeeded(ref _bloomPyramidUp[i], desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_BloomMipUp" + i); + RenderingUtils.ReAllocateIfNeeded(ref _bloomMipDown[i], desc, FilterMode.Bilinear, + TextureWrapMode.Clamp, name: "_BloomDown" + i); - // Down[i-1] -> Down[i] - Blitter.BlitCameraTexture(cmd, _bloomPyramidDown[i - 1], _bloomPyramidDown[i], material, 1); - lastDown = i; + // Down[i-1] → Down[i] via Pass 1 (Dual Kawase Downsample) + Blitter.BlitCameraTexture(cmd, _bloomMipDown[i - 1], _bloomMipDown[i], material, 1); } - // 5. Upsample Loop (å‡é‡‡æ ·å¹¶æ··åˆ) - // 从最å°çš„一张开始,往上å åŠ  - // 先把最å°çš„ Down 直接拷给 Up - Blitter.BlitCameraTexture(cmd, _bloomPyramidDown[lastDown], _bloomPyramidUp[lastDown]); + // ───────────────────────────────────────────────────────────── + // 6. Upsample Loop:Dual Kawase å‡é‡‡æ · + lerp(high, low, scatter) + // + // 与 Unity åŽŸç”Ÿå®Œå…¨ä¸€è‡´çš„æ•°æ®æµå‘: + // _BlitTexture = highMip = Down[i] (当å‰å±‚高分辨率细节) + // _SourceTexLowMip = lowMip = Up[i+1] 或 Down[last](低分辨率扩散光晕) + // output = Up[i] + // + // 从最底层开始,é€å±‚往上åˆå¹¶ï¼Œæœ€ç»ˆ Up[0] 就是完整的 bloom çº¹ç† + // ───────────────────────────────────────────────────────────── - for (int i = lastDown - 1; i >= 0; i--) + // åˆ†é…æ‰€æœ‰ Up RT(从最大 mip å¾€ä¸Šï¼Œåˆ†è¾¨çŽ‡é€æ­¥ç¿»å€ï¼‰ + // 由于 desc å·²ç»åœ¨ downsample 䏭䏿–­å‡åŠï¼Œæˆ‘们è¦é‡æ–°ä»Ž Down[i] 读尺寸 + for (int i = mipCount - 1; i >= 0; i--) { - // 设置上一级 Up 为输入 - // Upsample Pass 会混åˆï¼šUp[i+1] (Blur) + Down[i] (High Res Detail) - // 这里我们ç¨å¾®ç®€åŒ–逻辑:直接把 Up[i+1] å‡é‡‡æ ·å¹¶å åŠ åˆ° Up[i] 上 - // 第二步:把 Up[i+1] (LowRes) å’Œ Down[i] (HighRes) 一起传给 Shader - // 在 Shader 内部执行 Lerp 能é‡å®ˆæ’èžåˆï¼Œå½»åº•替代会导致死白的 Additive å åŠ æ¨¡å¼ - material.SetTexture("_BloomMipDown", _bloomPyramidDown[i]); - Blitter.BlitCameraTexture(cmd, _bloomPyramidUp[i + 1], _bloomPyramidUp[i], material, 2); + RenderingUtils.ReAllocateIfNeeded(ref _bloomMipUp[i], + _bloomMipDown[i].rt.descriptor, FilterMode.Bilinear, + TextureWrapMode.Clamp, name: "_BloomUp" + i); } - // 6. Composite (åˆæˆ) - // 此时 _bloomPyramidUp[0] 包å«äº†æœ€ç»ˆçš„æ³›å…‰çº¹ç† - material.SetTexture(InternalShaderHelpers.ID._BloomTex, _bloomPyramidUp[0]); - - // Source + BloomTex -> Destination + // 最底层:lowMip = Down[last],highMip 也是 Down[last](无 low å¯ç”¨ï¼Œç›´æŽ¥ lerp è‡ªèº«ï¼Œç»“æžœä» = Down[last]) + // ç®€åŒ–åšæ³•:直接将 Down[last] 拷到 Up[last] 作为起点 + Blitter.BlitCameraTexture(cmd, _bloomMipDown[mipCount - 1], _bloomMipUp[mipCount - 1]); + + // 从第二底层开始å‘上 upsample + for (int i = mipCount - 2; i >= 0; i--) + { + // highMip:当å‰å±‚é™é‡‡æ ·çº¹ç† Down[i],作为 Blit çš„ source(_BlitTexture) + // lowMip: 上一级å‡é‡‡æ ·ç»“æžœ Up[i+1],通过 SetTexture ä¼ å…¥ + cmd.SetGlobalTexture(InternalShaderHelpers.ID._SourceTexLowMip, _bloomMipUp[i + 1]); + Blitter.BlitCameraTexture(cmd, _bloomMipDown[i], _bloomMipUp[i], material, 2); + } + + // ───────────────────────────────────────────────────────────── + // 7. Composite:将 bloom å åŠ å›žåŽŸå§‹ç”»é¢ï¼ˆPass 3) + // ───────────────────────────────────────────────────────────── + material.SetTexture(InternalShaderHelpers.ID._BloomTex, _bloomMipUp[0]); Blitter.BlitCameraTexture(cmd, source, destination, material, 3); } - - // æ¸…ç† RT + public void Dispose() { - if (_bloomPyramidDown != null) + if (_bloomMipDown == null) return; + for (int i = 0; i < _bloomMipDown.Length; i++) { - for (int i = 0; i < _bloomPyramidDown.Length; i++) - { - if (_bloomPyramidDown[i] != null) _bloomPyramidDown[i].Release(); - if (_bloomPyramidUp[i] != null) _bloomPyramidUp[i].Release(); - } + _bloomMipDown[i]?.Release(); + _bloomMipUp[i]?.Release(); } } - - public override bool IsActive() => intensity.value > 0f; } } \ No newline at end of file diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 06baed5e..655c0400 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:35358b7205a355dd0d21f18122ec89ffa11ab2f18b24ea30c664f212805008ba +oid sha256:296b22a6c799033f87b30c1238780144180be02efcca61ef93d6e8a43d4a34de size 3683 diff --git a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt index 1bc571fe..174f3f0f 100644 --- a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt +++ b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt @@ -18,12 +18,12 @@ MonoBehaviour: serializedVersion: 2 x: 0 y: 36 - 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