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239 lines
13 KiB
239 lines
13 KiB
using UnityEngine.Rendering; |
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namespace UnityEngine.PostProcessing |
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{ |
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using SSRResolution = ScreenSpaceReflectionModel.SSRResolution; |
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using SSRReflectionBlendType = ScreenSpaceReflectionModel.SSRReflectionBlendType; |
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public sealed class ScreenSpaceReflectionComponent : PostProcessingComponentCommandBuffer<ScreenSpaceReflectionModel> |
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{ |
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static class Uniforms |
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{ |
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internal static readonly int _RayStepSize = Shader.PropertyToID("_RayStepSize"); |
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internal static readonly int _AdditiveReflection = Shader.PropertyToID("_AdditiveReflection"); |
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internal static readonly int _BilateralUpsampling = Shader.PropertyToID("_BilateralUpsampling"); |
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internal static readonly int _TreatBackfaceHitAsMiss = Shader.PropertyToID("_TreatBackfaceHitAsMiss"); |
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internal static readonly int _AllowBackwardsRays = Shader.PropertyToID("_AllowBackwardsRays"); |
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internal static readonly int _TraceBehindObjects = Shader.PropertyToID("_TraceBehindObjects"); |
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internal static readonly int _MaxSteps = Shader.PropertyToID("_MaxSteps"); |
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internal static readonly int _FullResolutionFiltering = Shader.PropertyToID("_FullResolutionFiltering"); |
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internal static readonly int _HalfResolution = Shader.PropertyToID("_HalfResolution"); |
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internal static readonly int _HighlightSuppression = Shader.PropertyToID("_HighlightSuppression"); |
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internal static readonly int _PixelsPerMeterAtOneMeter = Shader.PropertyToID("_PixelsPerMeterAtOneMeter"); |
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internal static readonly int _ScreenEdgeFading = Shader.PropertyToID("_ScreenEdgeFading"); |
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internal static readonly int _ReflectionBlur = Shader.PropertyToID("_ReflectionBlur"); |
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internal static readonly int _MaxRayTraceDistance = Shader.PropertyToID("_MaxRayTraceDistance"); |
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internal static readonly int _FadeDistance = Shader.PropertyToID("_FadeDistance"); |
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internal static readonly int _LayerThickness = Shader.PropertyToID("_LayerThickness"); |
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internal static readonly int _SSRMultiplier = Shader.PropertyToID("_SSRMultiplier"); |
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internal static readonly int _FresnelFade = Shader.PropertyToID("_FresnelFade"); |
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internal static readonly int _FresnelFadePower = Shader.PropertyToID("_FresnelFadePower"); |
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internal static readonly int _ReflectionBufferSize = Shader.PropertyToID("_ReflectionBufferSize"); |
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internal static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize"); |
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internal static readonly int _InvScreenSize = Shader.PropertyToID("_InvScreenSize"); |
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internal static readonly int _ProjInfo = Shader.PropertyToID("_ProjInfo"); |
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internal static readonly int _CameraClipInfo = Shader.PropertyToID("_CameraClipInfo"); |
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internal static readonly int _ProjectToPixelMatrix = Shader.PropertyToID("_ProjectToPixelMatrix"); |
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internal static readonly int _WorldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix"); |
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internal static readonly int _CameraToWorldMatrix = Shader.PropertyToID("_CameraToWorldMatrix"); |
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internal static readonly int _Axis = Shader.PropertyToID("_Axis"); |
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internal static readonly int _CurrentMipLevel = Shader.PropertyToID("_CurrentMipLevel"); |
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internal static readonly int _NormalAndRoughnessTexture = Shader.PropertyToID("_NormalAndRoughnessTexture"); |
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internal static readonly int _HitPointTexture = Shader.PropertyToID("_HitPointTexture"); |
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internal static readonly int _BlurTexture = Shader.PropertyToID("_BlurTexture"); |
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internal static readonly int _FilteredReflections = Shader.PropertyToID("_FilteredReflections"); |
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internal static readonly int _FinalReflectionTexture = Shader.PropertyToID("_FinalReflectionTexture"); |
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internal static readonly int _TempTexture = Shader.PropertyToID("_TempTexture"); |
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} |
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// Unexposed variables |
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bool k_HighlightSuppression = false; |
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bool k_TraceBehindObjects = true; |
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bool k_TreatBackfaceHitAsMiss = false; |
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bool k_BilateralUpsample = true; |
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enum PassIndex |
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{ |
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RayTraceStep = 0, |
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CompositeFinal = 1, |
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Blur = 2, |
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CompositeSSR = 3, |
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MinMipGeneration = 4, |
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HitPointToReflections = 5, |
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BilateralKeyPack = 6, |
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BlitDepthAsCSZ = 7, |
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PoissonBlur = 8, |
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} |
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readonly int[] m_ReflectionTextures = new int[5]; |
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// Not really needed as SSR only works in deferred right now |
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public override DepthTextureMode GetCameraFlags() |
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{ |
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return DepthTextureMode.Depth; |
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} |
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public override bool active |
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{ |
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get |
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{ |
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return model.enabled |
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&& context.isGBufferAvailable |
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&& !context.interrupted; |
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} |
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} |
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public override void OnEnable() |
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{ |
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m_ReflectionTextures[0] = Shader.PropertyToID("_ReflectionTexture0"); |
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m_ReflectionTextures[1] = Shader.PropertyToID("_ReflectionTexture1"); |
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m_ReflectionTextures[2] = Shader.PropertyToID("_ReflectionTexture2"); |
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m_ReflectionTextures[3] = Shader.PropertyToID("_ReflectionTexture3"); |
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m_ReflectionTextures[4] = Shader.PropertyToID("_ReflectionTexture4"); |
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} |
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public override string GetName() |
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{ |
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return "Screen Space Reflection"; |
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} |
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public override CameraEvent GetCameraEvent() |
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{ |
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return CameraEvent.AfterFinalPass; |
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} |
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public override void PopulateCommandBuffer(CommandBuffer cb) |
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{ |
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var settings = model.settings; |
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var camera = context.camera; |
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// Material setup |
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int downsampleAmount = (settings.reflection.reflectionQuality == SSRResolution.High) ? 1 : 2; |
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var rtW = context.width / downsampleAmount; |
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var rtH = context.height / downsampleAmount; |
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float sWidth = context.width; |
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float sHeight = context.height; |
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float sx = sWidth / 2f; |
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float sy = sHeight / 2f; |
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var material = context.materialFactory.Get("Hidden/Post FX/Screen Space Reflection"); |
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material.SetInt(Uniforms._RayStepSize, settings.reflection.stepSize); |
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material.SetInt(Uniforms._AdditiveReflection, settings.reflection.blendType == SSRReflectionBlendType.Additive ? 1 : 0); |
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material.SetInt(Uniforms._BilateralUpsampling, k_BilateralUpsample ? 1 : 0); |
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material.SetInt(Uniforms._TreatBackfaceHitAsMiss, k_TreatBackfaceHitAsMiss ? 1 : 0); |
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material.SetInt(Uniforms._AllowBackwardsRays, settings.reflection.reflectBackfaces ? 1 : 0); |
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material.SetInt(Uniforms._TraceBehindObjects, k_TraceBehindObjects ? 1 : 0); |
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material.SetInt(Uniforms._MaxSteps, settings.reflection.iterationCount); |
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material.SetInt(Uniforms._FullResolutionFiltering, 0); |
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material.SetInt(Uniforms._HalfResolution, (settings.reflection.reflectionQuality != SSRResolution.High) ? 1 : 0); |
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material.SetInt(Uniforms._HighlightSuppression, k_HighlightSuppression ? 1 : 0); |
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// The height in pixels of a 1m object if viewed from 1m away. |
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float pixelsPerMeterAtOneMeter = sWidth / (-2f * Mathf.Tan(camera.fieldOfView / 180f * Mathf.PI * 0.5f)); |
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material.SetFloat(Uniforms._PixelsPerMeterAtOneMeter, pixelsPerMeterAtOneMeter); |
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material.SetFloat(Uniforms._ScreenEdgeFading, settings.screenEdgeMask.intensity); |
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material.SetFloat(Uniforms._ReflectionBlur, settings.reflection.reflectionBlur); |
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material.SetFloat(Uniforms._MaxRayTraceDistance, settings.reflection.maxDistance); |
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material.SetFloat(Uniforms._FadeDistance, settings.intensity.fadeDistance); |
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material.SetFloat(Uniforms._LayerThickness, settings.reflection.widthModifier); |
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material.SetFloat(Uniforms._SSRMultiplier, settings.intensity.reflectionMultiplier); |
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material.SetFloat(Uniforms._FresnelFade, settings.intensity.fresnelFade); |
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material.SetFloat(Uniforms._FresnelFadePower, settings.intensity.fresnelFadePower); |
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var P = camera.projectionMatrix; |
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var projInfo = new Vector4( |
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-2f / (sWidth * P[0]), |
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-2f / (sHeight * P[5]), |
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(1f - P[2]) / P[0], |
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(1f + P[6]) / P[5] |
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); |
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var cameraClipInfo = float.IsPositiveInfinity(camera.farClipPlane) ? |
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new Vector3(camera.nearClipPlane, -1f, 1f) : |
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new Vector3(camera.nearClipPlane * camera.farClipPlane, camera.nearClipPlane - camera.farClipPlane, camera.farClipPlane); |
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material.SetVector(Uniforms._ReflectionBufferSize, new Vector2(rtW, rtH)); |
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material.SetVector(Uniforms._ScreenSize, new Vector2(sWidth, sHeight)); |
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material.SetVector(Uniforms._InvScreenSize, new Vector2(1f / sWidth, 1f / sHeight)); |
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material.SetVector(Uniforms._ProjInfo, projInfo); // used for unprojection |
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material.SetVector(Uniforms._CameraClipInfo, cameraClipInfo); |
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var warpToScreenSpaceMatrix = new Matrix4x4(); |
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warpToScreenSpaceMatrix.SetRow(0, new Vector4(sx, 0f, 0f, sx)); |
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warpToScreenSpaceMatrix.SetRow(1, new Vector4(0f, sy, 0f, sy)); |
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warpToScreenSpaceMatrix.SetRow(2, new Vector4(0f, 0f, 1f, 0f)); |
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warpToScreenSpaceMatrix.SetRow(3, new Vector4(0f, 0f, 0f, 1f)); |
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var projectToPixelMatrix = warpToScreenSpaceMatrix * P; |
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material.SetMatrix(Uniforms._ProjectToPixelMatrix, projectToPixelMatrix); |
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material.SetMatrix(Uniforms._WorldToCameraMatrix, camera.worldToCameraMatrix); |
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material.SetMatrix(Uniforms._CameraToWorldMatrix, camera.worldToCameraMatrix.inverse); |
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// Command buffer setup |
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var intermediateFormat = context.isHdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32; |
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const int maxMip = 5; |
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var kNormalAndRoughnessTexture = Uniforms._NormalAndRoughnessTexture; |
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var kHitPointTexture = Uniforms._HitPointTexture; |
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var kBlurTexture = Uniforms._BlurTexture; |
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var kFilteredReflections = Uniforms._FilteredReflections; |
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var kFinalReflectionTexture = Uniforms._FinalReflectionTexture; |
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var kTempTexture = Uniforms._TempTexture; |
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// RGB: Normals, A: Roughness. |
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// Has the nice benefit of allowing us to control the filtering mode as well. |
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cb.GetTemporaryRT(kNormalAndRoughnessTexture, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); |
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cb.GetTemporaryRT(kHitPointTexture, rtW, rtH, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); |
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for (int i = 0; i < maxMip; ++i) |
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{ |
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// We explicitly interpolate during bilateral upsampling. |
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cb.GetTemporaryRT(m_ReflectionTextures[i], rtW >> i, rtH >> i, 0, FilterMode.Bilinear, intermediateFormat); |
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} |
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cb.GetTemporaryRT(kFilteredReflections, rtW, rtH, 0, k_BilateralUpsample ? FilterMode.Point : FilterMode.Bilinear, intermediateFormat); |
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cb.GetTemporaryRT(kFinalReflectionTexture, rtW, rtH, 0, FilterMode.Point, intermediateFormat); |
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cb.Blit(BuiltinRenderTextureType.CameraTarget, kNormalAndRoughnessTexture, material, (int)PassIndex.BilateralKeyPack); |
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cb.Blit(BuiltinRenderTextureType.CameraTarget, kHitPointTexture, material, (int)PassIndex.RayTraceStep); |
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cb.Blit(BuiltinRenderTextureType.CameraTarget, kFilteredReflections, material, (int)PassIndex.HitPointToReflections); |
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cb.Blit(kFilteredReflections, m_ReflectionTextures[0], material, (int)PassIndex.PoissonBlur); |
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for (int i = 1; i < maxMip; ++i) |
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{ |
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int inputTex = m_ReflectionTextures[i - 1]; |
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int lowMip = i; |
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cb.GetTemporaryRT(kBlurTexture, rtW >> lowMip, rtH >> lowMip, 0, FilterMode.Bilinear, intermediateFormat); |
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cb.SetGlobalVector(Uniforms._Axis, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); |
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cb.SetGlobalFloat(Uniforms._CurrentMipLevel, i - 1.0f); |
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cb.Blit(inputTex, kBlurTexture, material, (int)PassIndex.Blur); |
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cb.SetGlobalVector(Uniforms._Axis, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); |
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inputTex = m_ReflectionTextures[i]; |
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cb.Blit(kBlurTexture, inputTex, material, (int)PassIndex.Blur); |
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cb.ReleaseTemporaryRT(kBlurTexture); |
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} |
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cb.Blit(m_ReflectionTextures[0], kFinalReflectionTexture, material, (int)PassIndex.CompositeSSR); |
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cb.GetTemporaryRT(kTempTexture, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Bilinear, intermediateFormat); |
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cb.Blit(BuiltinRenderTextureType.CameraTarget, kTempTexture, material, (int)PassIndex.CompositeFinal); |
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cb.Blit(kTempTexture, BuiltinRenderTextureType.CameraTarget); |
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cb.ReleaseTemporaryRT(kTempTexture); |
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} |
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} |
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}
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