/
MaskedCameraDistortion.cs
291 lines (236 loc) · 11 KB
/
MaskedCameraDistortion.cs
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using UnityEngine;
using System;
using System.Collections;
using UnityEngine.Rendering;
using System.Runtime.InteropServices;
// Remember to ajust the main camera transform matrix according to the tracker data
public class MaskedCameraDistortion : MonoBehaviour
{
// color correction shader parameters (composition.shader)
public Vector4 liftColor = new Vector4(0.0f,0.0f,0.0f,1.0f);
public Vector4 gammaColor = new Vector4(0.5f,0.5f,0.5f,1.0f);
public Vector4 gainColor = new Vector4(1.0f,1.0f,1.0f,1.0f);
public float saturation = 0.5f;
// displacement shader parameter (displacementblit.shader)
public Vector2 offset = new Vector2(0.0f,0.0f);
public float animSpeed = 1.0f;
public Texture2D mTexture; // feed the video texture here. Check that the dimensios of the the used render targets match.
public Texture2D mDisplacementTexture;
private RenderTexture mMaskRenderTexture;
private RenderTexture mMaskedAreaCompositionRenderTexture;
private RenderTexture mDispacedImageRenderTexture;
private RenderTexture mIntermediateRT;
private GameObject mMaskCamera;
public GameObject mMaskObject;
private Material mMaskBlurMaterial;
private Material mMaskedAreaCompositionMaterial;
private Material mDisplacementMaterial;
private Material mFinalCompositionMaterial;
public Shader SeparableGlassBlurShader;
public Shader CompositionShader;
public Shader DisplacementBlitShader;
public Shader FinalCompositionShader;
public Shader MaskGenerationShader;
void Start ()
{
//The 3D object for masking needs to be named as "MaskObject".
if (mMaskObject == null)
{
mMaskObject = GameObject.Find("MaskObject");
}
if (mMaskObject != null) {
setLayer (mMaskObject, 12);
}
if (mTexture == null)
{
mTexture = new Texture2D (Screen.width, Screen.height);
mTexture.filterMode = FilterMode.Point;
mTexture.wrapMode = TextureWrapMode.Clamp;
}
if (mIntermediateRT == null)
mIntermediateRT = new RenderTexture (Screen.width, Screen.height, 0, RenderTextureFormat.Default);
if (mDisplacementTexture == null) {
mDisplacementTexture = new Texture2D (256, 256);
}
if (mMaskRenderTexture == null)
{
mMaskRenderTexture = new RenderTexture(Camera.main.pixelWidth, Camera.main.pixelHeight, 16);
mMaskRenderTexture.filterMode = FilterMode.Bilinear;
}
if (mMaskedAreaCompositionRenderTexture == null)
{
mMaskedAreaCompositionRenderTexture = new RenderTexture(Camera.main.pixelWidth, Camera.main.pixelHeight, 0);
mMaskedAreaCompositionRenderTexture.filterMode = FilterMode.Bilinear;
}
if (mDispacedImageRenderTexture == null)
{
mDispacedImageRenderTexture = new RenderTexture(Camera.main.pixelWidth, Camera.main.pixelHeight, 0);
mDispacedImageRenderTexture.filterMode = FilterMode.Point;
mDispacedImageRenderTexture.wrapMode = TextureWrapMode.Repeat;
}
if (mMaskCamera == null)
{
mMaskCamera = new GameObject("MaskCamera", typeof(MeshRenderer), typeof(MeshFilter));
mMaskCamera.AddComponent<Camera>();
mMaskCamera.GetComponent<Camera>().enabled = false;
mMaskCamera.hideFlags = HideFlags.HideAndDontSave;
}
if (mMaskBlurMaterial == null)
mMaskBlurMaterial = new Material(SeparableGlassBlurShader);
if (mMaskedAreaCompositionMaterial == null)
mMaskedAreaCompositionMaterial = new Material(CompositionShader);
if (mDisplacementMaterial == null)
mDisplacementMaterial = new Material(DisplacementBlitShader);
if (mFinalCompositionMaterial == null)
mFinalCompositionMaterial = new Material(FinalCompositionShader);
Camera.main.clearFlags = CameraClearFlags.SolidColor;
Camera.main.backgroundColor = Color.black;
Camera.main.cullingMask = ~(1 << 12);
}
// Generate the blurred mask and dispaced image
void OnPreRender()
{
mMaskCamera.GetComponent<Camera>().CopyFrom(Camera.main);
mMaskCamera.GetComponent<Camera>().backgroundColor = new Color(0, 0, 0, 1);
mMaskCamera.GetComponent<Camera>().clearFlags = CameraClearFlags.SolidColor;
// mMaskCamera.SetActive(true);
RenderDisplacedImage();
GenerateSharpMask();
BlurSharpMask();
CompositeMaskArea();
// mMaskCamera.SetActive(false);
}
// OnRenderImage is called after all rendering is complete to render image
void OnRenderImage (RenderTexture source, RenderTexture destination)
{
if (mTexture == null || source == null)
return;
source.filterMode = FilterMode.Point;
mFinalCompositionMaterial.SetTexture("_MainCameraTex", source);
mFinalCompositionMaterial.SetTexture("_MaskedAreaTex", mMaskedAreaCompositionRenderTexture);
Graphics.Blit(source, mIntermediateRT, mFinalCompositionMaterial, 0);
Graphics.Blit(mIntermediateRT, destination);
mIntermediateRT.DiscardContents();
mMaskRenderTexture.DiscardContents();
mMaskedAreaCompositionRenderTexture.DiscardContents();
mDispacedImageRenderTexture.DiscardContents();
}
// A helper function to set layer recursively to all child objects
private void setLayer(GameObject g, int layer)
{
g.layer = layer;
foreach(Transform t in g.transform)
{
t.gameObject.layer = 2;
setLayer(t.gameObject, layer);
}
}
// Render mask object to generate sharp mask for camera image
public void GenerateSharpMask()
{
RenderTexture attachedRenderTexture = RenderTexture.active;
mMaskCamera.GetComponent<Camera>().targetTexture = mMaskRenderTexture;
RenderTexture.active = mMaskRenderTexture;
GL.Clear(true, true, Color.clear);
// Render the mask object only
int maskCameraCullingMask = mMaskCamera.GetComponent<Camera>().cullingMask;
mMaskCamera.GetComponent<Camera>().cullingMask = 1 << 12;
mMaskCamera.GetComponent<Camera>().RenderWithShader(MaskGenerationShader, null);
mMaskCamera.GetComponent<Camera>().cullingMask = maskCameraCullingMask;
RenderTexture.active = attachedRenderTexture;
}
// Render displaced image that is a base to fill the mask area
public void RenderDisplacedImage()
{
RenderTexture attachedRenderTexture = RenderTexture.active;
mMaskCamera.GetComponent<Camera>().targetTexture = mDispacedImageRenderTexture;
RenderTexture.active = mDispacedImageRenderTexture;
GL.Clear(false, true, Color.clear);
if (mDisplacementMaterial != null)
{
mDisplacementMaterial.SetVector("uvOffsetInvScales", new Vector2(1.0f / Screen.width, 1.0f / Screen.height));
mDisplacementMaterial.SetTexture("_DisplacementTex", mDisplacementTexture);
mDisplacementMaterial.SetVector("_Offset", offset);
mDisplacementMaterial.SetFloat("_AnimSpeed", animSpeed);
Graphics.Blit(mTexture, mDispacedImageRenderTexture, mDisplacementMaterial);
}
mMaskCamera.GetComponent<Camera>().targetTexture = null;
RenderTexture.active = attachedRenderTexture;
}
// Blur boudaries of the sharp mask to generate smooth transition towards non-masked area
public void BlurSharpMask()
{
int downScale = 8;
RenderTexture blurredID = RenderTexture.GetTemporary(Camera.main.pixelWidth / downScale, Camera.main.pixelHeight / downScale, 0);
blurredID.filterMode = FilterMode.Bilinear;
RenderTexture blurredID2 = RenderTexture.GetTemporary(Camera.main.pixelWidth / downScale, Camera.main.pixelHeight / downScale, 0);
blurredID2.filterMode = FilterMode.Bilinear;
// downsample
Graphics.Blit(mMaskRenderTexture, blurredID);
// horizontal blur
mMaskBlurMaterial.SetVector("offsets", new Vector4(2.0f / Screen.width, 0, 0, 0));
Graphics.Blit(blurredID, blurredID2, mMaskBlurMaterial);
blurredID.DiscardContents();
// vertical blur
mMaskBlurMaterial.SetVector("offsets", new Vector4(0, 2.0f / Screen.height, 0, 0));
Graphics.Blit(blurredID2, blurredID, mMaskBlurMaterial);
blurredID2.DiscardContents();
// horizontal blur
mMaskBlurMaterial.SetVector("offsets", new Vector4(4.0f / Screen.width, 0, 0, 0));
Graphics.Blit(blurredID, blurredID2, mMaskBlurMaterial);
blurredID.DiscardContents();
// vertical blur
mMaskBlurMaterial.SetVector("offsets", new Vector4(0, 4.0f / Screen.height, 0, 0));
Graphics.Blit(blurredID2, blurredID, mMaskBlurMaterial);
blurredID2.DiscardContents();
// horizontal blur
mMaskBlurMaterial.SetVector("offsets", new Vector4(8.0f / Screen.width, 0, 0, 0));
Graphics.Blit(blurredID, blurredID2, mMaskBlurMaterial);
blurredID.DiscardContents();
// vertical blur
mMaskBlurMaterial.SetVector("offsets", new Vector4(0, 8.0f / Screen.height, 0, 0));
Graphics.Blit(blurredID2, blurredID, mMaskBlurMaterial);
blurredID2.DiscardContents();
// upsample
Graphics.Blit(blurredID, mMaskRenderTexture);
blurredID.DiscardContents();
RenderTexture.ReleaseTemporary(blurredID);
RenderTexture.ReleaseTemporary(blurredID2);
}
// Composite the blurred mask and displaced image
public void CompositeMaskArea()
{
mMaskedAreaCompositionMaterial.SetTexture("_ImageTex", mTexture);
mMaskedAreaCompositionMaterial.SetTexture("_DispTex", mDispacedImageRenderTexture);
mMaskedAreaCompositionMaterial.SetTexture("_MaskTex", mMaskRenderTexture);
mMaskedAreaCompositionMaterial.SetColor("_LiftColor", liftColor);
mMaskedAreaCompositionMaterial.SetColor("_GammaColor", gammaColor);
mMaskedAreaCompositionMaterial.SetColor("_GainColor", gainColor);
mMaskedAreaCompositionMaterial.SetFloat("_Saturation", saturation);
Graphics.Blit(mMaskRenderTexture, mMaskedAreaCompositionRenderTexture, mMaskedAreaCompositionMaterial);
mMaskCamera.GetComponent<Camera>().targetTexture = null;
}
protected void OnDestroy()
{
if (mMaskCamera)
Destroy(mMaskCamera);
if (mMaskRenderTexture)
Destroy(mMaskRenderTexture);
if (mMaskedAreaCompositionRenderTexture)
Destroy(mMaskedAreaCompositionRenderTexture);
if (mDispacedImageRenderTexture)
Destroy(mDispacedImageRenderTexture);
if (mIntermediateRT)
Destroy(mIntermediateRT);
if (mMaskObject)
Destroy(mMaskObject);
if (mMaskBlurMaterial)
Destroy(mMaskBlurMaterial);
if (mMaskedAreaCompositionMaterial)
Destroy(mMaskedAreaCompositionMaterial);
if (mDisplacementMaterial)
Destroy(mDisplacementMaterial);
if (mFinalCompositionMaterial)
Destroy(mFinalCompositionMaterial);
}
}