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Thor.Rendering; + // @TODO: // . support custom color wheels in optical flow via lookup textures // . support custom depth encoding @@ -17,6 +20,171 @@ // 1) during the first rendering frame // 2) rendering several cameras with different aspect ratios - vectors do stretch to the sides of the screen +// namespace Thor.Rendering { + +// public abstract class Capture { +// public string name; +// public bool supportsAntialiasing; +// public bool needsRescale; +// public Camera camera; + +// public RenderTargetIdentifier GetRenderTarget() { +// return 0; +// } + +// private Texture2D tex; + +// public byte[] Encode( +// Camera cam, +// int width, +// int height, +// bool supportsAntialiasing, +// bool needsRescale, +// bool jpg = false, +// RenderTextureFormat format = RenderTextureFormat.Default, +// RenderTextureReadWrite textureReadMode = RenderTextureReadWrite.Default +// ) { + +// Debug.Log($"--------Encode"); +// // var mainCamera = GetComponent(); +// var mainCamera = cam; +// var depth = 32; +// var readWrite = textureReadMode; +// var antiAliasing = (supportsAntialiasing) ? Mathf.Max(1, QualitySettings.antiAliasing) : 1; + +// var finalRT = RenderTexture.GetTemporary( +// width, +// height, +// depth, +// format, +// readWrite, +// antiAliasing +// ); +// var renderRT = +// (!needsRescale) +// ? finalRT +// : RenderTexture.GetTemporary( +// mainCamera.pixelWidth, +// mainCamera.pixelHeight, +// depth, +// format, +// readWrite, +// antiAliasing +// ); +// if (tex == null) { +// tex = new Texture2D(width, height, TextureFormat.RGBA32, false); +// } + +// var prevActiveRT = RenderTexture.active; +// var prevCameraRT = cam.targetTexture; + + +// // Debug.Log($"prevActiveRT {prevActiveRT} prevCameraRT {prevCameraRT} renderRT {renderRT} mainCam target {capturePasses[0].camera.targetTexture} active {capturePasses[0].camera.activeTexture}"); + +// // render to offscreen texture (readonly from CPU side) +// RenderTexture.active = renderRT; +// cam.targetTexture = renderRT; + +// cam.Render(); + +// // if (needsRescale) { +// // // blit to rescale (see issue with Motion Vectors in @KNOWN ISSUES) +// // RenderTexture.active = finalRT; +// // Graphics.Blit(renderRT, finalRT); +// // RenderTexture.ReleaseTemporary(renderRT); +// // } + +// // read offsreen texture contents into the CPU readable texture +// float startTime = Time.realtimeSinceStartup; + +// tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0); +// // tex.Apply(); +// // Debug.Log("imageSynth encode time" + (Time.realtimeSinceStartup - startTime)); + +// startTime = Time.realtimeSinceStartup; + +// // encode texture into PNG/JPG +// byte[] bytes; +// if (jpg) { +// bytes = tex.EncodeToJPG(); +// } else { +// bytes = tex.GetRawTextureData(); +// } + +// // Debug.Log("imageSynth format time" + (Time.realtimeSinceStartup - startTime)); + + +// // restore state and cleanup +// cam.targetTexture = prevCameraRT; +// RenderTexture.active = prevActiveRT; + +// // UnityEngine.Object.Destroy(tex); +// RenderTexture.ReleaseTemporary(finalRT); +// return bytes; +// // byte[] bytes = null; +// // return bytes; +// } +// } + +// // copies camera texture +// public class DefaultPass : Capture { + +// } + +// public class PostProcessingPass : Capture { + +// } + +// public class ImageSynthesisNew : MonoBehaviour { + +// private Dictionary capturePassDict; +// private Capture[] capturePasses; + +// public byte[] Encode( +// string passName, +// RenderTextureFormat format = RenderTextureFormat.Default, +// RenderTextureReadWrite textureReadMode = RenderTextureReadWrite.Default, +// int width = -1, +// int height = -1, +// bool jpg = false +// ) { +// // Must be called after end of Frame + +// if (width <= 0) { +// width = Screen.width; +// } +// if (height <= 0) { +// height = Screen.height; +// } +// Capture capture; +// bool exists = capturePassDict.TryGetValue(passName, out capture); + +// if (!exists) { +// throw new ArgumentException($"Capture pass with name '{capture}' does not exist make sure to add it with..."); +// } + +// foreach (var pass in capturePasses) { +// if (pass.name == passName) { +// return pass.Encode( +// pass.camera, +// width, +// height, +// pass.supportsAntialiasing, +// pass.needsRescale, +// jpg, +// format, +// textureReadMode +// ); +// } +// } + +// return (new byte[0]); +// } + +// } + +// } + [RequireComponent(typeof(Camera))] public class ImageSynthesis : MonoBehaviour { private bool initialized = false; @@ -36,6 +204,8 @@ public class ImageSynthesis : MonoBehaviour { needsRescale = true }, // (see issue with Motion Vectors in @KNOWN ISSUES) + new CapturePass() { name = "_distortion" } + // new CapturePass() { name = "_position" }, }; @@ -77,6 +247,8 @@ public void updateCameraStatuses(bool enabled) { private Shader opticalFlowShader; private Shader depthShader; + private Shader distortionShader; + // public Shader positionShader; public Dictionary colorIds; @@ -87,7 +259,11 @@ public void updateCameraStatuses(bool enabled) { // cached materials private Material opticalFlowMaterial; - private Material depthMaterial; + public Material depthMaterial; + + public Material distortionMaterial; + + private RenderTexture renderTexture; System.Security.Cryptography.MD5 md5; public bool sentColorCorrespondence; @@ -95,6 +271,8 @@ public void updateCameraStatuses(bool enabled) { public Texture2D tex; public void OnEnable() { + + RenderCapture s; // This initialization code MUST live in OnEnable and not Start as we instantiate ThirdPartyCameras // programatically in other functions and need them to be initialized immediately. if (!initialized) { @@ -123,6 +301,9 @@ public void OnEnable() { depthShader = Shader.Find("Hidden/Depth"); #endif + if (!distortionShader) { + distortionShader = Shader.Find("Hidden/BarrelDistortion"); + } // if (!positionShader) // positionShader = Shader.Find("Hidden/World"); @@ -217,10 +398,42 @@ private static void SetupCameraWithPostShader( ) { var cb = new CommandBuffer(); cb.Blit(null, BuiltinRenderTextureType.CurrentActive, material); - cam.AddCommandBuffer(CameraEvent.AfterEverything, cb); + cam.AddCommandBuffer(CameraEvent.AfterImageEffects, cb); cam.depthTextureMode = depthTextureMode; } + private static void SetupCameraWithPostShader2( + // Texture source, + RenderTexture renderTexture, + Camera cam, + Material material, + // Material screenCopyMaterial, + DepthTextureMode depthTextureMode = DepthTextureMode.None + ) { + var cb = new CommandBuffer(); + // cb.Blit(BuiltinRenderTextureType.CurrentActive, BuiltinRenderTextureType.CameraTarget, material); + // cam.AddCommandBuffer(CameraEvent.AfterImageEffects, cb); + + + // int screenCopyID = Shader.PropertyToID("_ScreenCopyTexture"); + // cb.GetTemporaryRT() + // cb.GetTemporaryRT(screenCopyID, -1, -1, 0, FilterMode.Bilinear); + // cb.Blit(BuiltinRenderTextureType.CameraTarget, screenCopyID); + // Copy from tmp source to RT. + + int screenCopyID = Shader.PropertyToID("_MainTex"); + cb.GetTemporaryRT(screenCopyID, -1, -1, 0, FilterMode.Bilinear); + cb.Blit(BuiltinRenderTextureType.CurrentActive, screenCopyID); + cb.Blit(screenCopyID, BuiltinRenderTextureType.CameraTarget, material); + + cb.ReleaseTemporaryRT(screenCopyID); + + cam.AddCommandBuffer(CameraEvent.BeforeImageEffects, cb); + // cb.GetTemporaryRT() + cam.depthTextureMode = depthTextureMode; + // cam.targetTexture = renderTexture; + } + enum ReplacelementModes { ObjectId = 0, CatergoryId = 1, @@ -271,9 +484,25 @@ public void OnCameraChange() { depthMaterial = new Material(depthShader); } + // screenCopyMaterial = new Material(screenCopyShader); + + if (!distortionMaterial || distortionMaterial.shader != distortionShader) { + distortionMaterial = new Material(distortionShader); + } + // capturePasses [1].camera.farClipPlane = 100; // SetupCameraWithReplacementShader(capturePasses[1].camera, uberReplacementShader, ReplacelementModes.DepthMultichannel); - SetupCameraWithPostShader(capturePasses[1].camera, depthMaterial, DepthTextureMode.Depth); + + if (renderTexture != null && renderTexture.IsCreated()) + { + renderTexture.Release(); + } + + renderTexture = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default); + + SetupCameraWithPostShader2(renderTexture, capturePasses[1].camera, depthMaterial, + // screenCopyMaterial: screenCopyMaterial, + DepthTextureMode.Depth); SetupCameraWithReplacementShader( capturePasses[2].camera, @@ -290,12 +519,18 @@ public void OnCameraChange() { uberReplacementShader, ReplacelementModes.Normals ); - SetupCameraWithPostShader( + SetupCameraWithPostShader2( + renderTexture, capturePasses[5].camera, opticalFlowMaterial, + // screenCopyMaterial: screenCopyMaterial, DepthTextureMode.Depth | DepthTextureMode.MotionVectors ); + SetupCameraWithPostShader2(renderTexture, capturePasses[6].camera, distortionMaterial, + // screenCopyMaterial: screenCopyMaterial, + DepthTextureMode.Depth); + #if UNITY_EDITOR for (int i = 0; i < capturePasses.Length; i++) { // Debug.Log("Setting camera " + capturePasses[i].camera.gameObject.name + " to display " + i); @@ -493,6 +728,8 @@ private byte[] Encode( RenderTextureFormat format = RenderTextureFormat.Default, RenderTextureReadWrite textureReadMode = RenderTextureReadWrite.Default ) { + + Debug.Log($"--------Encode"); var mainCamera = GetComponent(); var depth = 32; var readWrite = textureReadMode; @@ -523,6 +760,9 @@ private byte[] Encode( var prevActiveRT = RenderTexture.active; var prevCameraRT = cam.targetTexture; + + + Debug.Log($"prevActiveRT {prevActiveRT} prevCameraRT {prevCameraRT} renderRT {renderRT} mainCam target {capturePasses[0].camera.targetTexture} active {capturePasses[0].camera.activeTexture}"); // render to offscreen texture (readonly from CPU side) RenderTexture.active = renderRT; @@ -530,12 +770,12 @@ private byte[] Encode( cam.Render(); - if (needsRescale) { - // blit to rescale (see issue with Motion Vectors in @KNOWN ISSUES) - RenderTexture.active = finalRT; - Graphics.Blit(renderRT, finalRT); - RenderTexture.ReleaseTemporary(renderRT); - } + // if (needsRescale) { + // // blit to rescale (see issue with Motion Vectors in @KNOWN ISSUES) + // RenderTexture.active = finalRT; + // Graphics.Blit(renderRT, finalRT); + // RenderTexture.ReleaseTemporary(renderRT); + // } // read offsreen texture contents into the CPU readable texture float startTime = Time.realtimeSinceStartup; @@ -610,4 +850,4 @@ private bool DetectPotentialSceneChangeInEditor() { return change; } #endif // UNITY_EDITOR -} +} \ No newline at end of file diff --git a/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/PostProcessing/Stretch_Go_Pro_Post_Profile.asset b/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/PostProcessing/Stretch_Go_Pro_Post_Profile.asset index c30442470a..7bdb3450df 100644 --- a/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/PostProcessing/Stretch_Go_Pro_Post_Profile.asset +++ b/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/PostProcessing/Stretch_Go_Pro_Post_Profile.asset @@ -26,7 +26,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 9b77c5407dc277943b591ade9e6b18c5, type: 3} m_Name: LensDistortion m_EditorClassIdentifier: - 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if (blendMaterial != null) + if (blendMaterial != null && ControlFromComponent) { blendMaterial.SetFloat("_BlendAmount", blendAmount / 100f); } diff --git a/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/StretchCalibration/Materials/gopro_source/EliShader.shader b/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/StretchCalibration/Materials/gopro_source/EliShader.shader index 81ef79111f..10c8814164 100644 --- a/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/StretchCalibration/Materials/gopro_source/EliShader.shader +++ b/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/StretchCalibration/Materials/gopro_source/EliShader.shader @@ -1,53 +1,174 @@ -Shader "Custom/BlendShader" -{ - Properties - { - _MainTex1 ("Texture 1", 2D) = "white" {} - _MainTex2 ("Texture 2", 2D) = "white" {} - _BlendAmount ("Blend Amount", Range(0, 1)) = 0.5 - } - SubShader - { - Tags { "RenderType"="Opaque" } - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata_t - { - float4 vertex : POSITION; - float2 uv : TEXCOORD0; - }; - - struct v2f - { - float2 uv : TEXCOORD0; - float4 vertex : SV_POSITION; - }; +// latest + +Shader "Custom/BlendShader" { + Properties + { + [MainTexture] _MainTex ("Base (RGB)", 2D) = "white" {} + + _MainTex1 ("Texture 1", 2D) = "white" {} + _MainTex2 ("Texture 2", 2D) = "white" {} + + _BlendAmount ("Blend Amount", Range(0, 1)) = 0.5 + + _LensDistortionStrength ("Lens Distortion Strength", Range (-20.0, 20.0)) = 1.0 + // _LensDistortionTightness ("Lens Distortion Power", Range (-20.0, 20.0)) = 7.0 + _ZoomPercent ("Zoom Percent", Range (0.0, 5.0)) = 1.0 + + + _k1 ("K1 polynomial dist coeff", Range (-8.0, 8.0)) = -0.126 + _k2 ("K2 polynomial dist coeff", Range (-8.0, 8.0)) = 0.004 + _k3 ("K3 polynomial dist coeff", Range (-18.0, 18.0)) = 0.0 + _k4 ("K4 polynomial dist coeff", Range (-18.0, 18.0)) = 0.0 + + _DistortionIntensityX ("Distort Strength X", Range (0.0, 6.0)) = 1.0 + _DistortionIntensityY ("Distort Strength Y", Range (0.0, 6.0)) = 1.0 + + + _OutOfBoundColour ("Outline Color", Color) = (0.0, 0.0, 0.0, 1.0) + } + SubShader + { + Pass + { + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + uniform sampler2D _MainTex; + uniform sampler2D _CameraDepthTexture; + uniform half4 _MainTex_TexelSize; + + uniform float _LensDistortionStrength; + uniform float4 _OutOfBoundColour; + // uniform float _LensDistortionTightness; + + uniform float _ZoomPercent; + + uniform float _DistortionIntensityX; + uniform float _DistortionIntensityY; + + uniform float _k1; + uniform float _k2; + uniform float _k3; + uniform float _k4; sampler2D _MainTex1; sampler2D _MainTex2; float _BlendAmount; - v2f vert (appdata_t v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.uv = v.uv; - return o; - } + + // uniform float4 _ScreenParams; + // uniform float4 _ProjectionParams; + + struct input + { + float4 pos : POSITION; + half2 uv : TEXCOORD0; + }; + + struct output + { + float4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + + output vert(input i) + { + output o; + o.pos = UnityObjectToClipPos(i.pos); + // o.uv = i.uv; + o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, i.uv); + // o.uv.y = 1 - o.uv.y; + // // why do we need this? cause sometimes the image I get is flipped. see: http://docs.unity3d.com/Manual/SL-PlatformDifferences.html + // #if UNITY_UV_STARTS_AT_TOP + // if (_MainTex_TexelSize.y < 0) + // o.uv.y = 1 - o.uv.y; + // #endif + // if (_ProjectionParams.x >= 0) + // o.uv.y = 1 - o.uv.y; + + return o; + } - fixed4 frag (v2f i) : SV_Target - { - fixed4 col1 = tex2D(_MainTex1, i.uv); - fixed4 col2 = tex2D(_MainTex2, i.uv); - return lerp(col1, col2, _BlendAmount); + fixed4 frag(output o) : COLOR + { + float effect = _LensDistortionStrength; + float2 distortionStrengthXY = float2(_DistortionIntensityX, _DistortionIntensityY); + float zoom_offset = (1.0 - _ZoomPercent) / 2.0; + + float2 centered_uv = o.uv - float2(0.5, 0.5); + centered_uv = o.uv*2.0 - float2(1.0, 1.0); + // centered_uv = o.uv - float2(0.5, 0.5); + + zoom_offset = (1.0 - _ZoomPercent); + centered_uv = (o.uv*2.0 * _ZoomPercent - float2(1.0, 1.0)) + float2(zoom_offset, zoom_offset); + + + + float uv_dot = dot(centered_uv, centered_uv); + float r = sqrt(uv_dot); + // // For Atan based distortion + float z = sqrt(1.0 - uv_dot * effect); + // float z = sqrt(1.0 - r * r); + float atan_distort = atan2(r, z) / UNITY_PI; + + float atan_distortX = atan2(r, sqrt(1.0 - uv_dot * _DistortionIntensityX)) / UNITY_PI; + float atan_distortY = atan2(r, sqrt(1.0 - uv_dot * _DistortionIntensityY)) / UNITY_PI; + float2 distort_uv = (centered_uv / r) * atan_distort;//+ float2(0.5, 0.5); + + distort_uv = (centered_uv / r) * float2(atan_distortX, atan_distortY); + + //return t; + + const float distortionMagnitude=abs(centered_uv.x*centered_uv.y); + + float smoothDistortionMagnitude = 1.0 + _k1 * pow(r, 2.0) + _k2 * pow(r, 4.0) + _k3 * pow(r,6.0) + _k4 * pow(r,8.0); + + float zoom_percent = 0.2; + float translate = (1.0 - zoom_percent) / 2.0; + float2 centered_uv_norm = normalize(centered_uv); + + + + // Works with zoom for poly distortion + float2 uvDistorted = centered_uv * smoothDistortionMagnitude * distortionStrengthXY / 2.0 + float2(0.5, 0.5) ; + + // working for atan distortion + // float2 uvDistorted = ( centered_uv / r ) * atan_distort + float2(0.5, 0.5); + + // float2 uvDistorted = distort_uv + float2(0.5, 0.5); + + // for xydistortion + // float2 uvDistorted = distort_uv*2.0 + float2(0.5, 0.5); + + fixed4 col1 = tex2D(_MainTex1, o.uv); + + fixed4 col2 = tex2D(_MainTex2, uvDistorted); + //Handle out of bound uv + if (uvDistorted.x < 0 || uvDistorted.x > 1 || uvDistorted.y < 0 || uvDistorted.y > 1) { + return _OutOfBoundColour;//uv out of bound so display out of bound color + } else { } - ENDCG - } - } -} \ No newline at end of file + + return lerp(col1, col2, _BlendAmount); + + // FOR atan radius cutoff + // float radius = 1.0; + // if (uvDistorted.x > radius) { + // return _OutOfBoundColour; + // } + // else { + // return lerp(col1, col2, _BlendAmount); + // } + + + } + + ENDCG + } + } + } + \ No newline at end of file diff --git a/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/StretchCalibration/Materials/gopro_source/EliShader_Mat.mat b/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/StretchCalibration/Materials/gopro_source/EliShader_Mat.mat index 247e99bab4..004812f6d7 100644 --- a/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/StretchCalibration/Materials/gopro_source/EliShader_Mat.mat +++ b/unity/Assets/Standard Assets/Characters/FirstPersonCharacter/StretchCalibration/Materials/gopro_source/EliShader_Mat.mat @@ -19,6 +19,10 @@ Material: m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - 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