/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using UnityEngine;
using Unity.Mathematics;
using UnityEngine.Experimental.Rendering;
using static Unity.Mathematics.math;
using static Unity.Mathematics.noise;
///
/// Drives the volume render.
///
//[ExecuteInEditMode]
[RequireComponent( typeof( Camera ) ), ImageEffectAllowedInSceneView]
public class VolumeSampling : MonoBehaviour
{
public Material _volMaterial;
public Transform GridTransform;
//public int DownsampleBlurMask = 2;
private Camera _camera;
private RenderBuffer[] _mrt;
private RenderTexture _blurMask;
private Texture2D _disabledBlurMask;
public bool EnableDepth { get; set; } = true;
private void Start()
{
//Debug.Log($"Supported MRT count: {SystemInfo.supportedRenderTargetCount}");
_camera = GetComponent();
_mrt = new RenderBuffer[2];
_blurMask = new RenderTexture(Screen.width, Screen.height, 0, GraphicsFormat.R8_UNorm);
_disabledBlurMask = Color.black.ToTexture();
}
[ImageEffectOpaque]
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
// check for no shader / shader compile error
if( _volMaterial == null )
{
Graphics.Blit(source, destination);
return;
}
// Shader needs this matrix to generate world space rays
_volMaterial.SetMatrix("_CamProj", (_camera.projectionMatrix * _camera.worldToCameraMatrix).inverse);
_volMaterial.SetMatrix("_CamInvProj", (_camera.projectionMatrix * _camera.worldToCameraMatrix).inverse);
// Shader needs to know the position and scale of cameras used to render input textures
if(GridTransform != null)
_volMaterial.SetVector("_GridTransform", new Vector4(GridTransform.position.x,GridTransform.position.z,GridTransform.localScale.x));
_mrt[0] = destination.colorBuffer;
_mrt[1] = _blurMask.colorBuffer;
// Blit with a MRT.
Graphics.SetRenderTarget(_mrt, source.depthBuffer);
Graphics.Blit( source, _volMaterial, 0 );
//Graphics.Blit(rt1, destination);
if(EnableDepth)
Shader.SetGlobalTexture("_DoFBlurTex", _blurMask);
else
Shader.SetGlobalTexture("_DoFBlurTex", _disabledBlurMask);
}
}