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@Eugeny
Created January 13, 2013 16:25
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using UnityEngine;
[ExecuteInEditMode]
public class HumanAdaptation : MonoBehaviour
{
21public Shader Shader;
public int InitialSampling = 256;
public float AdaptationCoefficient = 0.01f;
public float Key = 0.5f, White = 0.5f, Limit = 0.02f;
public int LuminanceGridSize = 1;
private Camera mainCam;
private Material material;
private const int PASS_MAIN = 0;
private const int PASS_DOWNSAMPLE = 1;
private const int PASS_UPDATE = 2;
private const int PASS_PREPARE = 3;
private RenderTexture lumBuffer;
void Start ()
{
mainCam = camera;
mainCam.depthTextureMode |= DepthTextureMode.DepthNormals;
material = new Material (Shader);
}
[ImageEffectTransformsToLDR]
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
RenderTextureFormat rtFormat = RenderTextureFormat.ARGBFloat;
if (lumBuffer == null) {
lumBuffer = new RenderTexture (LuminanceGridSize, LuminanceGridSize, 0, rtFormat, RenderTextureReadWrite.Default);
}
RenderTexture currentTex = RenderTexture.GetTemporary (InitialSampling, InitialSampling, 0, rtFormat, RenderTextureReadWrite.Default);
Graphics.Blit (source, currentTex, material, PASS_PREPARE);
int currentSize = InitialSampling;
while (currentSize > LuminanceGridSize) {
RenderTexture next = RenderTexture.GetTemporary (currentSize / 2, currentSize / 2, 0, rtFormat, RenderTextureReadWrite.Default);
Graphics.Blit (currentTex, next, material, PASS_DOWNSAMPLE);
//Graphics.Blit (currentTex, next);
RenderTexture.ReleaseTemporary (currentTex);
currentTex = next;
currentSize /= 2;
}
if (!lumBuffer.IsCreated ()) {
Debug.Log ("Luminance recreate");
lumBuffer.Create ();
Graphics.Blit (currentTex, lumBuffer);
} else {
material.SetFloat ("_Adaptation", AdaptationCoefficient);
if (Application.isEditor && !Application.isPlaying)
Graphics.Blit (currentTex, lumBuffer);
else
Graphics.Blit (currentTex, lumBuffer, material, PASS_UPDATE);
}
material.SetTexture ("_LumTex", lumBuffer);
material.SetFloat ("_Key", Key);
material.SetFloat ("_White", White);
material.SetFloat ("_Limit", Limit);
Graphics.Blit (source, destination, material, PASS_MAIN);
//Graphics.Blit (lumBuffer, destination);
RenderTexture.ReleaseTemporary (currentTex);
}
}
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