in unity/Assets/PostProcessingV2/Runtime/Monitors/VectorscopeMonitor.cs [36:88]
internal override void Render(PostProcessRenderContext context)
{
CheckOutput(size, size);
exposure = Mathf.Max(0f, exposure);
int count = size * size;
if (m_Data == null)
m_Data = new ComputeBuffer(count, sizeof(uint));
else if (m_Data.count != count)
{
m_Data.Release();
m_Data = new ComputeBuffer(count, sizeof(uint));
}
var compute = context.resources.computeShaders.vectorscope;
var cmd = context.command;
cmd.BeginSample("Vectorscope");
var parameters = new Vector4(
context.width / 2,
context.height / 2,
size,
RuntimeUtilities.isLinearColorSpace ? 1 : 0
);
// Clear the buffer on every frame as we use it to accumulate values on every frame
int kernel = compute.FindKernel("KVectorscopeClear");
cmd.SetComputeBufferParam(compute, kernel, "_VectorscopeBuffer", m_Data);
cmd.SetComputeVectorParam(compute, "_Params", parameters);
cmd.DispatchCompute(compute, kernel,
Mathf.CeilToInt(size / (float)m_ThreadGroupSizeX),
Mathf.CeilToInt(size / (float)m_ThreadGroupSizeY),
1
);
// Gather all pixels and fill in our histogram
kernel = compute.FindKernel("KVectorscopeGather");
cmd.SetComputeBufferParam(compute, kernel, "_VectorscopeBuffer", m_Data);
cmd.SetComputeTextureParam(compute, kernel, "_Source", ShaderIDs.HalfResFinalCopy);
cmd.DispatchCompute(compute, kernel,
Mathf.CeilToInt(parameters.x / m_ThreadGroupSizeX),
Mathf.CeilToInt(parameters.y / m_ThreadGroupSizeY),
1
);
// Generate the histogram texture
var sheet = context.propertySheets.Get(context.resources.shaders.vectorscope);
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(size, size, exposure, 0f));
sheet.properties.SetBuffer(ShaderIDs.VectorscopeBuffer, m_Data);
cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, output, sheet, 0);
cmd.EndSample("Vectorscope");
}