unity/Assets/PostProcessingV2/Runtime/Utils/LogHistogram.cs (51 lines of code) (raw):
namespace UnityEngine.Rendering.PostProcessing
{
public sealed class LogHistogram
{
public const int rangeMin = -9; // ev
public const int rangeMax = 9; // ev
// Don't forget to update 'ExposureHistogram.hlsl' if you change these values !
const int k_Bins = 128;
int m_ThreadX;
int m_ThreadY;
public ComputeBuffer data { get; private set; }
public void Generate(PostProcessRenderContext context)
{
if (data == null)
{
m_ThreadX = 16;
m_ThreadY = RuntimeUtilities.isAndroidOpenGL ? 8 : 16;
data = new ComputeBuffer (k_Bins, sizeof(uint));
}
var scaleOffsetRes = GetHistogramScaleOffsetRes(context);
var compute = context.resources.computeShaders.exposureHistogram;
var cmd = context.command;
cmd.BeginSample("LogHistogram");
// Clear the buffer on every frame as we use it to accumulate luminance values on each frame
int kernel = compute.FindKernel("KEyeHistogramClear");
cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", data);
cmd.DispatchCompute(compute, kernel, Mathf.CeilToInt(k_Bins / (float)m_ThreadX), 1, 1);
// Get a log histogram
kernel = compute.FindKernel("KEyeHistogram");
cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", data);
cmd.SetComputeTextureParam(compute, kernel, "_Source", context.source);
cmd.SetComputeVectorParam(compute, "_ScaleOffsetRes", scaleOffsetRes);
cmd.DispatchCompute(compute, kernel,
Mathf.CeilToInt(scaleOffsetRes.z / (float)m_ThreadX),
Mathf.CeilToInt(scaleOffsetRes.w / (float)m_ThreadY),
1
);
cmd.EndSample("LogHistogram");
}
public Vector4 GetHistogramScaleOffsetRes(PostProcessRenderContext context)
{
float diff = rangeMax - rangeMin;
float scale = 1f / diff;
float offset = -rangeMin * scale;
return new Vector4(scale, offset, context.width, context.height);
}
public void Release()
{
if (data != null)
data.Release();
data = null;
}
}
}