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Silly-Home/Packages/com.vrchat.base/Editor/VRCSDK/PerceptualPostProcessor.cs
2026-06-07 16:58:24 +01:00

92 lines
4.1 KiB
C#

/*
* Copyright (c) 2016, Nicolas Weber, Sandra C. Amend / GCC / TU-Darmstadt
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the <organization> nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* This is a C# implementation of the original cuda code available at
* https://github.com/mergian/dpid, adjusted to be used as an AssetPostprocessor
* for generating mipmaps in Unity. The algorithm is intended to intentionally
* over-emphasize 'perceptually relevant' details, avoiding the need for
* post-sharpening typical in traditional downscaling algorithms.
*/
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using System.Collections;
using System;
using VRC.Core;
using VRC.SDKBase.Editor;
using System.IO;
public class PerceptualPostProcessor : AssetPostprocessor
{
void OnPostprocessTexture(Texture2D texture)
{
if (!VRCPackageSettings.Instance.dpidMipmaps)
return;
TextureImporter textureImporter = (TextureImporter)assetImporter;
// Skip for Box filtered textures
if (textureImporter.mipmapFilter == TextureImporterMipFilter.BoxFilter)
return;
bool alphaIsTransparency = textureImporter.alphaIsTransparency;
bool normalMap = textureImporter.textureType == TextureImporterType.NormalMap;
bool fromFile = true;
if (textureImporter.swizzleA != TextureImporterSwizzle.A ||
textureImporter.swizzleB != TextureImporterSwizzle.B ||
textureImporter.swizzleG != TextureImporterSwizzle.G ||
textureImporter.swizzleR != TextureImporterSwizzle.R ||
textureImporter.alphaSource != TextureImporterAlphaSource.FromInput ||
textureImporter.convertToNormalmap != false ||
textureImporter.fadeout != false ||
textureImporter.flipGreenChannel != false ||
textureImporter.textureShape != TextureImporterShape.Texture2D)
fromFile = false;
Texture2D fullTexture = new Texture2D(2, 2, texture.format, false, !((TextureImporter)assetImporter).sRGBTexture);
if (fromFile)
{
if (!ImageConversion.LoadImage(fullTexture, File.ReadAllBytes(assetPath)))
{
fromFile = false;
texture.Apply(false, false);
fullTexture = texture;
}
}
else
{
texture.Apply(false, false);
fullTexture = texture;
}
DPIDMipmapper.GenerateDPIDMipmaps(fullTexture, texture, alphaIsTransparency, textureImporter.sRGBTexture, conservative: VRCPackageSettings.Instance.dpidConservative, inPlace: !fromFile, normalMap: normalMap);
if (!DPIDMipmapper.ComputeShaderReady)
{
textureImporter.SaveAndReimport();
}
}
}