unity/Assets/PostProcessingV2/Runtime/Monitors/HistogramMonitor.cs (79 lines of code) (raw):
using System;
namespace UnityEngine.Rendering.PostProcessing
{
[Serializable]
public sealed class HistogramMonitor : Monitor
{
public enum Channel
{
Red,
Green,
Blue,
Master
}
public int width = 512;
public int height = 256;
public Channel channel = Channel.Master;
ComputeBuffer m_Data;
int m_NumBins;
int m_ThreadGroupSizeX;
int m_ThreadGroupSizeY;
internal override void OnEnable()
{
m_ThreadGroupSizeX = 16;
if (RuntimeUtilities.isAndroidOpenGL)
{
m_NumBins = 128;
m_ThreadGroupSizeY = 8;
}
else
{
m_NumBins = 256;
m_ThreadGroupSizeY = 16;
}
}
internal override void OnDisable()
{
base.OnDisable();
if (m_Data != null)
m_Data.Release();
m_Data = null;
}
internal override bool NeedsHalfRes()
{
return true;
}
internal override void Render(PostProcessRenderContext context)
{
CheckOutput(width, height);
if (m_Data == null)
m_Data = new ComputeBuffer(m_NumBins, sizeof(uint));
var compute = context.resources.computeShaders.gammaHistogram;
var cmd = context.command;
cmd.BeginSample("GammaHistogram");
// Clear the buffer on every frame as we use it to accumulate values on every frame
int kernel = compute.FindKernel("KHistogramClear");
cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", m_Data);
cmd.DispatchCompute(compute, kernel, Mathf.CeilToInt(m_NumBins / (float)m_ThreadGroupSizeX), 1, 1);
// Gather all pixels and fill in our histogram
kernel = compute.FindKernel("KHistogramGather");
var parameters = new Vector4(
context.width / 2,
context.height / 2,
RuntimeUtilities.isLinearColorSpace ? 1 : 0,
(int)channel
);
cmd.SetComputeVectorParam(compute, "_Params", parameters);
cmd.SetComputeTextureParam(compute, kernel, "_Source", ShaderIDs.HalfResFinalCopy);
cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", m_Data);
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.gammaHistogram);
sheet.properties.SetVector(ShaderIDs.Params, new Vector4(width, height, 0f, 0f));
sheet.properties.SetBuffer(ShaderIDs.HistogramBuffer, m_Data);
cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, output, sheet, 0);
cmd.EndSample("GammaHistogram");
}
}
}