├── .gitattributes ├── Assets ├── Material.meta ├── Material │ ├── Lit 1.mat │ ├── Lit 1.mat.meta │ ├── Lit 2.mat │ ├── Lit 2.mat.meta │ ├── Lit 3.mat │ └── Lit 3.mat.meta ├── Scenes.meta ├── Scenes │ ├── New Lighting Settings.lighting │ ├── New Lighting Settings.lighting.meta │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ └── SampleScene │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── Lightmap-0_comp_dir.png │ │ ├── Lightmap-0_comp_dir.png.meta │ │ ├── Lightmap-0_comp_light.exr │ │ ├── Lightmap-0_comp_light.exr.meta │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── pp Profile.asset │ │ └── pp Profile.asset.meta ├── TAA.meta ├── TAA │ ├── TAA.shader │ ├── TAA.shader.meta │ ├── TAACamera.cs │ ├── TAACamera.cs.meta │ ├── TAARenderPassFeature.cs │ └── TAARenderPassFeature.cs.meta ├── Test.meta ├── Test │ ├── InversColor.shader │ ├── InversColor.shader.meta │ ├── InversColorRenderPassFeature.cs │ └── InversColorRenderPassFeature.cs.meta ├── Timeline.meta ├── Timeline │ ├── Camera.controller │ ├── Camera.controller.meta │ ├── CameraTimeline.playable │ ├── CameraTimeline.playable.meta │ ├── camera.anim │ └── camera.anim.meta ├── URP.meta └── URP │ ├── New Universal Render Pipeline Asset.asset │ ├── New Universal Render Pipeline Asset.asset.meta │ ├── New Universal Render Pipeline Asset_Renderer.asset │ ├── New Universal Render Pipeline Asset_Renderer.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── AutoStreamingSettings.asset ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── TimelineSettings.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /Assets/Material.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ed422ff5270e4845bb19121edfc242d 3 | folderAsset: yes 4 | DefaultImporter: 5 | 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NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TAA.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 66ea1bcb281c1cc409ef980ffaddb6ef 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TAA/TAA.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/TAA" 2 | { 3 | Properties 4 | { 5 | [MainTexture] _MainTex("MainTex", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalRenderPipeline"} 12 | 13 | HLSLINCLUDE 14 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 15 | 16 | CBUFFER_START(UnityPerMaterial) 17 | TEXTURE2D(_MainTex); 18 | SAMPLER(sampler_MainTex); 19 | TEXTURE2D(_PreTex); 20 | SAMPLER(sampler_PreTex); 21 | float _Blend; 22 | CBUFFER_END 23 | 24 | ENDHLSL 25 | 26 | Pass 27 | { 28 | HLSLPROGRAM 29 | #pragma vertex vert 30 | #pragma fragment frag 31 | 32 | struct Attributes 33 | { 34 | float4 positionOS : POSITION; 35 | float2 uv : TEXCOORD0; 36 | }; 37 | 38 | struct Varyings 39 | { 40 | float2 uv : TEXCOORD0; 41 | float4 positionHCS : SV_POSITION; 42 | }; 43 | 44 | float3 RGBToYCoCg(float3 RGB) 45 | { 46 | float Y = dot(RGB, float3(1, 2, 1)); 47 | float Co = dot(RGB, float3(2, 0, -2)); 48 | float Cg = dot(RGB, float3(-1, 2, -1)); 49 | 50 | float3 YCoCg = float3(Y, Co, Cg); 51 | return YCoCg; 52 | } 53 | 54 | float3 YCoCgToRGB(float3 YCoCg) 55 | { 56 | float Y = YCoCg.x * 0.25; 57 | float Co = YCoCg.y * 0.25; 58 | float Cg = YCoCg.z * 0.25; 59 | 60 | float R = Y + Co - Cg; 61 | float G = Y + Cg; 62 | float B = Y - Co - Cg; 63 | 64 | float3 RGB = float3(R, G, B); 65 | return RGB; 66 | } 67 | float3 ClipHistory(float3 History, float3 BoxMin, float3 BoxMax) 68 | { 69 | float3 Filtered = (BoxMin + BoxMax) * 0.5f; 70 | float3 RayOrigin = History; 71 | float3 RayDir = Filtered - History; 72 | RayDir = abs(RayDir) < (1.0 / 65536.0) ?(1.0 / 65536.0) : RayDir; 73 | float3 InvRayDir = rcp(RayDir); 74 | 75 | float3 MinIntersect = (BoxMin - RayOrigin) * InvRayDir; 76 | float3 MaxIntersect = (BoxMax - RayOrigin) * InvRayDir; 77 | float3 EnterIntersect = min(MinIntersect, MaxIntersect); 78 | float ClipBlend = max(EnterIntersect.x, max(EnterIntersect.y, EnterIntersect.z)); 79 | ClipBlend = saturate(ClipBlend); 80 | return lerp(History, Filtered, ClipBlend); 81 | } 82 | 83 | Varyings vert(Attributes IN) 84 | { 85 | Varyings OUT; 86 | OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); 87 | OUT.uv = IN.uv; 88 | return OUT; 89 | } 90 | 91 | float4 frag(Varyings IN) : SV_Target 92 | { 93 | float4 ori = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv); 94 | float4 pre = SAMPLE_TEXTURE2D(_PreTex, sampler_PreTex, IN.uv); 95 | 96 | float3 AABBMin, AABBMax; 97 | AABBMax = AABBMin = RGBToYCoCg(ori.xyz); 98 | 99 | for (int x = -1; x <= 1; ++x) 100 | { 101 | for (int y = -1; y <= 1; ++y) 102 | { 103 | float2 duv = float2(x, y) / _ScaledScreenParams.xy; 104 | float3 C = RGBToYCoCg(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv + duv).xyz); 105 | AABBMin = min(AABBMin, C); 106 | AABBMax = max(AABBMax, C); 107 | } 108 | } 109 | float3 preYCoCg = RGBToYCoCg(pre.xyz); 110 | pre.xyz = YCoCgToRGB(ClipHistory(preYCoCg, AABBMin, AABBMax)); 111 | 112 | float4 final = lerp(pre, ori, _Blend); 113 | return final; 114 | } 115 | ENDHLSL 116 | } 117 | } 118 | } -------------------------------------------------------------------------------- /Assets/TAA/TAA.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0671ad05af8f32940bcc75871ad6c4ee 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TAA/TAACamera.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TAACamera : MonoBehaviour 6 | { 7 | private Camera cam; 8 | void Start() 9 | { 10 | cam = GetComponent(); 11 | if(cam == null) return; 12 | cam.ResetProjectionMatrix(); 13 | } 14 | 15 | private void OnDisable() 16 | { 17 | if(cam == null) return; 18 | cam.ResetProjectionMatrix(); 19 | } 20 | 21 | } 22 | -------------------------------------------------------------------------------- /Assets/TAA/TAACamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55eb48e2b28bdb44ebab08b5ac83b6b7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TAA/TAARenderPassFeature.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | public class TAARenderPassFeature : ScriptableRendererFeature 6 | { 7 | #region member 8 | TAARenderPass pass; 9 | public Setting setting = new Setting(); 10 | #endregion 11 | 12 | public override void Create() 13 | { 14 | pass = new TAARenderPass(this); 15 | pass.renderPassEvent = setting.evt; 16 | } 17 | 18 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 19 | { 20 | pass.src = renderer.cameraColorTarget; 21 | renderingData.cameraData.camera.ResetProjectionMatrix(); 22 | renderer.EnqueuePass(pass); 23 | } 24 | 25 | public override void OnCameraPreCull(ScriptableRenderer renderer, in CameraData cameraData) 26 | { 27 | //Debug.Log("before cull"); 28 | } 29 | 30 | #region class 31 | class TAARenderPass : ScriptableRenderPass 32 | { 33 | public RenderTargetIdentifier src; 34 | /// 35 | /// 长度为9的Halton数列: https://baike.baidu.com/item/Halton%20sequence/16697800 36 | /// 37 | /// 长度为9的Halton数列 38 | private Vector2[] HaltonSequence9 = new Vector2[] 39 | { 40 | new Vector2(0.5f, 1.0f / 3f), 41 | new Vector2(0.25f, 2.0f / 3f), 42 | new Vector2(0.75f, 1.0f / 9f), 43 | new Vector2(0.125f, 4.0f / 9f), 44 | new Vector2(0.625f, 7.0f / 9f), 45 | new Vector2(0.375f, 2.0f / 9f), 46 | new Vector2(0.875f, 5.0f / 9f), 47 | new Vector2(0.0625f, 8.0f / 9f), 48 | new Vector2(0.5625f, 1.0f / 27f), 49 | }; 50 | private int index = 0;//当前halton序号 51 | private TAARenderPassFeature ft; 52 | private const string shaderName = "Hidden/TAA"; 53 | private Material mat; 54 | /// 55 | /// 上一帧图像 56 | /// 57 | private RenderTexture preRT; 58 | private Camera curCam; 59 | 60 | public TAARenderPass(TAARenderPassFeature f) 61 | { 62 | ft = f; 63 | } 64 | 65 | public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) 66 | { 67 | if (mat == null) 68 | { 69 | Shader shader = Shader.Find(shaderName); 70 | if (shader == null) return; 71 | mat = CoreUtils.CreateEngineMaterial(shader); 72 | } 73 | 74 | //camera shake 75 | curCam = renderingData.cameraData.camera; 76 | curCam.ResetProjectionMatrix(); 77 | Matrix4x4 pm = curCam.projectionMatrix; 78 | Vector2 jitter = new Vector2((HaltonSequence9[index].x - 0.5f) / curCam.pixelWidth, (HaltonSequence9[index].y - 0.5f) / curCam.pixelHeight); 79 | jitter *= ft.setting.jitter; 80 | pm.m02 -= jitter.x * 2; 81 | pm.m12 -= jitter.y * 2; 82 | curCam.projectionMatrix = pm; 83 | index = (index + 1) % 9; 84 | } 85 | 86 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 87 | { 88 | curCam = renderingData.cameraData.camera; 89 | if (!renderingData.cameraData.postProcessEnabled) return; 90 | CommandBuffer cmd = CommandBufferPool.Get(shaderName); 91 | 92 | int w = curCam.pixelWidth; 93 | int h = curCam.pixelHeight; 94 | 95 | mat.SetFloat("_Blend", ft.setting.blend); 96 | 97 | if (preRT == null || preRT.width != curCam.pixelWidth || preRT.height != curCam.pixelHeight) 98 | { 99 | preRT = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.DefaultHDR); 100 | cmd.Blit(src, preRT); 101 | mat.SetTexture("_PreTex", preRT); 102 | } 103 | 104 | int des = Shader.PropertyToID("_Temp1"); 105 | cmd.GetTemporaryRT(des, w, h, 0, FilterMode.Bilinear, RenderTextureFormat.DefaultHDR); 106 | cmd.Blit(src, des); 107 | cmd.Blit(des, src, mat, 0); 108 | cmd.Blit(src, preRT); 109 | mat.SetTexture("_PreTex", preRT); 110 | 111 | cmd.ReleaseTemporaryRT(des); 112 | context.ExecuteCommandBuffer(cmd); 113 | CommandBufferPool.Release(cmd); 114 | } 115 | 116 | public override void OnCameraCleanup(CommandBuffer cmd) 117 | { 118 | //Debug.Log("clean"); 119 | } 120 | } 121 | [System.Serializable] 122 | public class Setting 123 | { 124 | public RenderPassEvent evt = RenderPassEvent.BeforeRenderingPostProcessing; 125 | [Header("Data")] 126 | [Range(0f, 5f)] public float jitter = 1f;//intensity 127 | [Range(0f, 1f)] public float blend = 0.05f;//blend 128 | } 129 | #endregion 130 | } 131 | 132 | 133 | -------------------------------------------------------------------------------- /Assets/TAA/TAARenderPassFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6495bfbcb4d43e64990f89c1aa80d1f6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Test.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ad9e064766e94541a371c9bc8d9c78d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Test/InversColor.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/InversColor" 2 | { 3 | Properties 4 | { 5 | //[MainTexture] 6 | _MainTex("MainTex", 2D) = "white" {} 7 | } 8 | 9 | SubShader 10 | { 11 | Cull Off ZWrite Off ZTest Always 12 | Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalRenderPipeline"} 13 | 14 | HLSLINCLUDE 15 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 16 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" 17 | 18 | CBUFFER_START(UnityPerMaterial) 19 | TEXTURE2D(_MainTex); 20 | SAMPLER(sampler_MainTex); 21 | CBUFFER_END 22 | 23 | ENDHLSL 24 | 25 | Pass 26 | { 27 | HLSLPROGRAM 28 | #pragma vertex vert 29 | #pragma fragment frag 30 | 31 | struct Attributes 32 | { 33 | float4 positionOS : POSITION; 34 | float2 uv : TEXCOORD0; 35 | }; 36 | 37 | struct Varyings 38 | { 39 | float2 uv : TEXCOORD0; 40 | float4 positionHCS : SV_POSITION; 41 | }; 42 | 43 | 44 | Varyings vert(Attributes IN) 45 | { 46 | Varyings OUT; 47 | OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); 48 | OUT.uv = IN.uv; 49 | return OUT; 50 | } 51 | 52 | half4 frag(Varyings IN) : SV_Target 53 | { 54 | //float3 scrNor = SampleSceneNormals(IN.uv); 55 | //return float4(scrNor, 1); 56 | return 1 - SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv); 57 | } 58 | ENDHLSL 59 | } 60 | } 61 | } -------------------------------------------------------------------------------- /Assets/Test/InversColor.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0f664322071ea20449fdf96782f31fd6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Test/InversColorRenderPassFeature.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | public class InversColorRenderPassFeature : ScriptableRendererFeature 6 | { 7 | #region pass 8 | class InversColorRenderPass : ScriptableRenderPass 9 | { 10 | public RenderTargetIdentifier src; 11 | private const string shaderName = "Hidden/InversColor";//测试shader 12 | private Material mat; 13 | 14 | public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) 15 | { 16 | if(mat == null) 17 | { 18 | Shader shader = Shader.Find(shaderName); 19 | if(shader == null) return; 20 | mat = CoreUtils.CreateEngineMaterial(shader); 21 | } 22 | } 23 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 24 | { 25 | if(mat == null || !renderingData.cameraData.postProcessEnabled) return; 26 | CommandBuffer cmd = CommandBufferPool.Get(shaderName);//获得一个cmd, 这里就以shadername为名了 27 | 28 | Camera curCam = renderingData.cameraData.camera;//当前相机 29 | int w = curCam.pixelWidth; 30 | int h = curCam.pixelHeight; 31 | int des = Shader.PropertyToID("_Temp1"); 32 | cmd.GetTemporaryRT(des, w, h, 0, FilterMode.Bilinear, RenderTextureFormat.DefaultHDR); 33 | 34 | cmd.Blit(src, des); 35 | cmd.Blit(des, src, mat, 0);//使用材质渲染 36 | 37 | cmd.ReleaseTemporaryRT(des); 38 | context.ExecuteCommandBuffer(cmd); 39 | CommandBufferPool.Release(cmd); 40 | } 41 | public override void OnCameraCleanup(CommandBuffer cmd) 42 | { 43 | 44 | } 45 | } 46 | #endregion 47 | 48 | private InversColorRenderPass pass; 49 | public RenderPassEvent evt = RenderPassEvent.BeforeRenderingPostProcessing; 50 | 51 | public override void Create() 52 | { 53 | pass = new InversColorRenderPass(); 54 | pass.renderPassEvent = evt; 55 | } 56 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 57 | { 58 | pass.src = renderer.cameraColorTarget;//设置图像源 59 | renderer.EnqueuePass(pass); 60 | } 61 | } 62 | 63 | 64 | -------------------------------------------------------------------------------- /Assets/Test/InversColorRenderPassFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37bcda86f09a96c41961db63187add38 3 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-------------------------------------------------------------------------------- 1 | # TAA_URP 2 | TAA Unity URP Project 3 | Unity 2021.3.1 4 | TAA项目part1 5 | 若无法打开请联系我~ 6 | ![效果图](https://user-images.githubusercontent.com/65932352/171186270-e814bb5f-203d-4f2d-bfc8-57caac723721.jpg) 7 | ![TAA对比](https://user-images.githubusercontent.com/65932352/171186574-568c0730-77bd-485b-9760-48bee2e2f61d.png) 8 | --------------------------------------------------------------------------------