mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 16:37:59 +01:00
717 lines
32 KiB
C#
717 lines
32 KiB
C#
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.CinematicEffects
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{
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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[AddComponentMenu("Image Effects/Rendering/Screen Space Reflection")]
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#if UNITY_5_4_OR_NEWER
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[ImageEffectAllowedInSceneView]
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#endif
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public class ScreenSpaceReflection : MonoBehaviour
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{
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public enum SSRDebugMode
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{
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None = 0,
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IncomingRadiance = 1,
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SSRResult = 2,
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FinalGlossyTerm = 3,
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SSRMask = 4,
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Roughness = 5,
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BaseColor = 6,
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SpecColor = 7,
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Reflectivity = 8,
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ReflectionProbeOnly = 9,
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ReflectionProbeMinusSSR = 10,
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SSRMinusReflectionProbe = 11,
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NoGlossy = 12,
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NegativeNoGlossy = 13,
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MipLevel = 14,
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}
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public enum SSRResolution
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{
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FullResolution = 0,
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HalfTraceFullResolve = 1,
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HalfResolution = 2,
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}
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[Serializable]
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public struct SSRSettings
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{
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[AttributeUsage(AttributeTargets.Field)]
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public class LayoutAttribute : PropertyAttribute
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{}
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[Layout]
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public BasicSettings basicSettings;
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[Layout]
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public ReflectionSettings reflectionSettings;
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[Layout]
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public AdvancedSettings advancedSettings;
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[Layout]
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public DebugSettings debugSettings;
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private static readonly SSRSettings s_Performance = new SSRSettings
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{
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basicSettings = new BasicSettings
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{
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screenEdgeFading = 0,
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maxDistance = 10.0f,
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fadeDistance = 10.0f,
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reflectionMultiplier = 1.0f,
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enableHDR = false,
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additiveReflection = false
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},
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reflectionSettings = new ReflectionSettings
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{
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maxSteps = 64,
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rayStepSize = 4,
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widthModifier = 0.5f,
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smoothFallbackThreshold = 0.4f,
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distanceBlur = 1.0f,
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fresnelFade = 0.2f,
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fresnelFadePower = 2.0f,
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smoothFallbackDistance = 0.05f,
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},
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advancedSettings = new AdvancedSettings
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{
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useTemporalConfidence = false,
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temporalFilterStrength = 0.0f,
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treatBackfaceHitAsMiss = false,
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allowBackwardsRays = false,
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traceBehindObjects = true,
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highQualitySharpReflections = false,
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traceEverywhere = false,
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resolution = SSRResolution.HalfResolution,
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bilateralUpsample = false,
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improveCorners = false,
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reduceBanding = false,
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highlightSuppression = false
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},
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debugSettings = new DebugSettings
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{
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debugMode = SSRDebugMode.None
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}
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};
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private static readonly SSRSettings s_Default = new SSRSettings
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{
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basicSettings = new BasicSettings
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{
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screenEdgeFading = 0.03f,
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maxDistance = 100.0f,
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fadeDistance = 100.0f,
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reflectionMultiplier = 1.0f,
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enableHDR = true,
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additiveReflection = false,
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},
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reflectionSettings = new ReflectionSettings
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{
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maxSteps = 128,
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rayStepSize = 3,
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widthModifier = 0.5f,
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smoothFallbackThreshold = 0.2f,
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distanceBlur = 1.0f,
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fresnelFade = 0.2f,
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fresnelFadePower = 2.0f,
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smoothFallbackDistance = 0.05f,
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},
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advancedSettings = new AdvancedSettings
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{
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useTemporalConfidence = true,
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temporalFilterStrength = 0.7f,
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treatBackfaceHitAsMiss = false,
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allowBackwardsRays = false,
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traceBehindObjects = true,
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highQualitySharpReflections = true,
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traceEverywhere = true,
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resolution = SSRResolution.HalfTraceFullResolve,
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bilateralUpsample = true,
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improveCorners = true,
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reduceBanding = true,
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highlightSuppression = false
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},
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debugSettings = new DebugSettings
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{
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debugMode = SSRDebugMode.None
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}
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};
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private static readonly SSRSettings s_HighQuality = new SSRSettings
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{
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basicSettings = new BasicSettings
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{
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screenEdgeFading = 0.03f,
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maxDistance = 100.0f,
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fadeDistance = 100.0f,
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reflectionMultiplier = 1.0f,
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enableHDR = true,
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additiveReflection = false,
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},
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reflectionSettings = new ReflectionSettings
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{
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maxSteps = 512,
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rayStepSize = 1,
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widthModifier = 0.5f,
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smoothFallbackThreshold = 0.2f,
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distanceBlur = 1.0f,
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fresnelFade = 0.2f,
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fresnelFadePower = 2.0f,
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smoothFallbackDistance = 0.05f,
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},
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advancedSettings = new AdvancedSettings
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{
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useTemporalConfidence = true,
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temporalFilterStrength = 0.7f,
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treatBackfaceHitAsMiss = false,
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allowBackwardsRays = false,
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traceBehindObjects = true,
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highQualitySharpReflections = true,
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traceEverywhere = true,
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resolution = SSRResolution.HalfTraceFullResolve,
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bilateralUpsample = true,
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improveCorners = true,
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reduceBanding = true,
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highlightSuppression = false
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},
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debugSettings = new DebugSettings
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{
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debugMode = SSRDebugMode.None
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}
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};
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public static SSRSettings performanceSettings
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{
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get { return s_Performance; }
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}
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public static SSRSettings defaultSettings
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{
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get { return s_Default; }
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}
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public static SSRSettings highQualitySettings
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{
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get { return s_HighQuality; }
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}
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}
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[Serializable]
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public struct BasicSettings
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{
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/// BASIC SETTINGS
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[Tooltip("Nonphysical multiplier for the SSR reflections. 1.0 is physically based.")]
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[Range(0.0f, 2.0f)]
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public float reflectionMultiplier;
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[Tooltip("Maximum reflection distance in world units.")]
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[Range(0.5f, 1000.0f)]
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public float maxDistance;
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[Tooltip("How far away from the maxDistance to begin fading SSR.")]
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[Range(0.0f, 1000.0f)]
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public float fadeDistance;
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[Tooltip("Higher = fade out SSRR near the edge of the screen so that reflections don't pop under camera motion.")]
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[Range(0.0f, 1.0f)]
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public float screenEdgeFading;
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[Tooltip("Enable for better reflections of very bright objects at a performance cost")]
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public bool enableHDR;
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// When enabled, we just add our reflections on top of the existing ones. This is physically incorrect, but several
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// popular demos and games have taken this approach, and it does hide some artifacts.
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[Tooltip("Add reflections on top of existing ones. Not physically correct.")]
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public bool additiveReflection;
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}
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[Serializable]
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public struct ReflectionSettings
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{
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/// REFLECTIONS
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[Tooltip("Max raytracing length.")]
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[Range(16, 2048)]
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public int maxSteps;
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[Tooltip("Log base 2 of ray tracing coarse step size. Higher traces farther, lower gives better quality silhouettes.")]
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[Range(0, 4)]
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public int rayStepSize;
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[Tooltip("Typical thickness of columns, walls, furniture, and other objects that reflection rays might pass behind.")]
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[Range(0.01f, 10.0f)]
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public float widthModifier;
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[Tooltip("Increase if reflections flicker on very rough surfaces.")]
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[Range(0.0f, 1.0f)]
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public float smoothFallbackThreshold;
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[Tooltip("Start falling back to non-SSR value solution at smoothFallbackThreshold - smoothFallbackDistance, with full fallback occuring at smoothFallbackThreshold.")]
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[Range(0.0f, 0.2f)]
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public float smoothFallbackDistance;
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[Tooltip("Amplify Fresnel fade out. Increase if floor reflections look good close to the surface and bad farther 'under' the floor.")]
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[Range(0.0f, 1.0f)]
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public float fresnelFade;
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[Tooltip("Higher values correspond to a faster Fresnel fade as the reflection changes from the grazing angle.")]
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[Range(0.1f, 10.0f)]
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public float fresnelFadePower;
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[Tooltip("Controls how blurry reflections get as objects are further from the camera. 0 is constant blur no matter trace distance or distance from camera. 1 fully takes into account both factors.")]
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[Range(0.0f, 1.0f)]
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public float distanceBlur;
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}
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[Serializable]
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public struct AdvancedSettings
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{
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/// ADVANCED
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[Range(0.0f, 0.99f)]
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[Tooltip("Increase to decrease flicker in scenes; decrease to prevent ghosting (especially in dynamic scenes). 0 gives maximum performance.")]
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public float temporalFilterStrength;
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[Tooltip("Enable to limit ghosting from applying the temporal filter.")]
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public bool useTemporalConfidence;
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[Tooltip("Enable to allow rays to pass behind objects. This can lead to more screen-space reflections, but the reflections are more likely to be wrong.")]
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public bool traceBehindObjects;
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[Tooltip("Enable to increase quality of the sharpest reflections (through filtering), at a performance cost.")]
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public bool highQualitySharpReflections;
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[Tooltip("Improves quality in scenes with varying smoothness, at a potential performance cost.")]
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public bool traceEverywhere;
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[Tooltip("Enable to force more surfaces to use reflection probes if you see streaks on the sides of objects or bad reflections of their backs.")]
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public bool treatBackfaceHitAsMiss;
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[Tooltip("Enable for a performance gain in scenes where most glossy objects are horizontal, like floors, water, and tables. Leave on for scenes with glossy vertical objects.")]
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public bool allowBackwardsRays;
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[Tooltip("Improve visual fidelity of reflections on rough surfaces near corners in the scene, at the cost of a small amount of performance.")]
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public bool improveCorners;
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[Tooltip("Half resolution SSRR is much faster, but less accurate. Quality can be reclaimed for some performance by doing the resolve at full resolution.")]
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public SSRResolution resolution;
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[Tooltip("Drastically improves reflection reconstruction quality at the expense of some performance.")]
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public bool bilateralUpsample;
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[Tooltip("Improve visual fidelity of mirror reflections at the cost of a small amount of performance.")]
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public bool reduceBanding;
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[Tooltip("Enable to limit the effect a few bright pixels can have on rougher surfaces")]
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public bool highlightSuppression;
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}
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[Serializable]
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public struct DebugSettings
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{
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/// DEBUG
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[Tooltip("Various Debug Visualizations")]
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public SSRDebugMode debugMode;
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}
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[SerializeField]
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public SSRSettings settings = SSRSettings.defaultSettings;
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///////////// Unexposed Variables //////////////////
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// Perf optimization we still need to test across platforms
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[Tooltip("Enable to try and bypass expensive bilateral upsampling away from edges. There is a slight performance hit for generating the edge buffers, but a potentially high performance savings from bypassing bilateral upsampling where it is unneeded. Test on your target platforms to see if performance improves.")]
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private bool useEdgeDetector = false;
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// Debug variable, useful for forcing all surfaces in a scene to reflection with arbitrary sharpness/roughness
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[Range(-4.0f, 4.0f)]
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private float mipBias = 0.0f;
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// Flag for whether to knock down the reflection term by occlusion stored in the gbuffer. Currently consistently gives
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// better results when true, so this flag is private for now.
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private bool useOcclusion = true;
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// When enabled, all filtering is performed at the highest resolution. This is extraordinarily slow, and should only be used during development.
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private bool fullResolutionFiltering = false;
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// Crude sky fallback, feature-gated until next revision
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private bool fallbackToSky = false;
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// For next release; will improve quality at the expense of performance
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private bool computeAverageRayDistance = false;
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// Internal values for temporal filtering
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private bool m_HasInformationFromPreviousFrame;
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private Matrix4x4 m_PreviousWorldToCameraMatrix;
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private RenderTexture m_PreviousDepthBuffer;
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private RenderTexture m_PreviousHitBuffer;
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private RenderTexture m_PreviousReflectionBuffer;
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[NonSerialized]
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private RenderTextureUtility m_RTU = new RenderTextureUtility();
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[SerializeField]
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private Shader m_Shader;
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public Shader shader
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{
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get
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{
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if (m_Shader == null)
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m_Shader = Shader.Find("Hidden/ScreenSpaceReflection");
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return m_Shader;
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}
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}
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private Material m_Material;
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public Material material
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{
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get
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{
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if (m_Material == null)
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m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(shader);
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return m_Material;
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}
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}
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// Shader pass indices used by the effect
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private enum PassIndex
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{
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RayTraceStep1 = 0,
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RayTraceStep2 = 1,
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RayTraceStep4 = 2,
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RayTraceStep8 = 3,
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RayTraceStep16 = 4,
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CompositeFinal = 5,
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Blur = 6,
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CompositeSSR = 7,
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Blit = 8,
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EdgeGeneration = 9,
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MinMipGeneration = 10,
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HitPointToReflections = 11,
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BilateralKeyPack = 12,
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BlitDepthAsCSZ = 13,
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TemporalFilter = 14,
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AverageRayDistanceGeneration = 15,
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PoissonBlur = 16,
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}
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private void OnEnable()
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{
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if (!ImageEffectHelper.IsSupported(shader, false, true, this))
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{
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enabled = false;
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return;
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}
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GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
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}
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void OnDisable()
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{
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if (m_Material)
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DestroyImmediate(m_Material);
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if (m_PreviousDepthBuffer)
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DestroyImmediate(m_PreviousDepthBuffer);
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if (m_PreviousHitBuffer)
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DestroyImmediate(m_PreviousHitBuffer);
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if (m_PreviousReflectionBuffer)
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DestroyImmediate(m_PreviousReflectionBuffer);
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m_Material = null;
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m_PreviousDepthBuffer = null;
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m_PreviousHitBuffer = null;
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m_PreviousReflectionBuffer = null;
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}
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private void PreparePreviousBuffers(int w, int h)
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{
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if (m_PreviousDepthBuffer != null)
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{
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if ((m_PreviousDepthBuffer.width != w) || (m_PreviousDepthBuffer.height != h))
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{
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DestroyImmediate(m_PreviousDepthBuffer);
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DestroyImmediate(m_PreviousHitBuffer);
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DestroyImmediate(m_PreviousReflectionBuffer);
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m_PreviousDepthBuffer = null;
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m_PreviousHitBuffer = null;
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m_PreviousReflectionBuffer = null;
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}
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}
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if (m_PreviousDepthBuffer == null)
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{
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m_PreviousDepthBuffer = new RenderTexture(w, h, 0, RenderTextureFormat.RFloat);
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m_PreviousHitBuffer = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf);
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m_PreviousReflectionBuffer = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf);
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}
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}
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[ImageEffectOpaque]
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public void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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if (material == null)
|
||
|
{
|
||
|
Graphics.Blit(source, destination);
|
||
|
return;
|
||
|
}
|
||
|
if (m_HasInformationFromPreviousFrame)
|
||
|
{
|
||
|
m_HasInformationFromPreviousFrame = (m_PreviousDepthBuffer != null) &&
|
||
|
(source.width == m_PreviousDepthBuffer.width) &&
|
||
|
(source.height == m_PreviousDepthBuffer.height);
|
||
|
}
|
||
|
bool doTemporalFilterThisFrame = m_HasInformationFromPreviousFrame && settings.advancedSettings.temporalFilterStrength > 0.0;
|
||
|
m_HasInformationFromPreviousFrame = false;
|
||
|
|
||
|
// Not using deferred shading? Just blit source to destination.
|
||
|
if (Camera.current.actualRenderingPath != RenderingPath.DeferredShading)
|
||
|
{
|
||
|
Graphics.Blit(source, destination);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
var rtW = source.width;
|
||
|
var rtH = source.height;
|
||
|
|
||
|
// RGB: Normals, A: Roughness.
|
||
|
// Has the nice benefit of allowing us to control the filtering mode as well.
|
||
|
RenderTexture bilateralKeyTexture = m_RTU.GetTemporaryRenderTexture(rtW, rtH, 0, RenderTextureFormat.ARGB32);
|
||
|
bilateralKeyTexture.filterMode = FilterMode.Point;
|
||
|
Graphics.Blit(source, bilateralKeyTexture, material, (int)PassIndex.BilateralKeyPack);
|
||
|
material.SetTexture("_NormalAndRoughnessTexture", bilateralKeyTexture);
|
||
|
|
||
|
float sWidth = source.width;
|
||
|
float sHeight = source.height;
|
||
|
|
||
|
Vector2 sourceToTempUV = new Vector2(sWidth / rtW, sHeight / rtH);
|
||
|
|
||
|
int downsampleAmount = (settings.advancedSettings.resolution == SSRResolution.FullResolution) ? 1 : 2;
|
||
|
|
||
|
rtW = rtW / downsampleAmount;
|
||
|
rtH = rtH / downsampleAmount;
|
||
|
|
||
|
material.SetVector("_SourceToTempUV", new Vector4(sourceToTempUV.x, sourceToTempUV.y, 1.0f / sourceToTempUV.x, 1.0f / sourceToTempUV.y));
|
||
|
|
||
|
|
||
|
Matrix4x4 P = GetComponent<Camera>().projectionMatrix;
|
||
|
Vector4 projInfo = new Vector4
|
||
|
((-2.0f / (sWidth * P[0])),
|
||
|
(-2.0f / (sHeight * P[5])),
|
||
|
((1.0f - P[2]) / P[0]),
|
||
|
((1.0f + P[6]) / P[5]));
|
||
|
|
||
|
/** The height in pixels of a 1m object if viewed from 1m away. */
|
||
|
float pixelsPerMeterAtOneMeter = sWidth / (-2.0f * (float)(Math.Tan(GetComponent<Camera>().fieldOfView / 180.0 * Math.PI * 0.5)));
|
||
|
material.SetFloat("_PixelsPerMeterAtOneMeter", pixelsPerMeterAtOneMeter);
|
||
|
|
||
|
|
||
|
float sx = sWidth / 2.0f;
|
||
|
float sy = sHeight / 2.0f;
|
||
|
|
||
|
Matrix4x4 warpToScreenSpaceMatrix = new Matrix4x4();
|
||
|
warpToScreenSpaceMatrix.SetRow(0, new Vector4(sx, 0.0f, 0.0f, sx));
|
||
|
warpToScreenSpaceMatrix.SetRow(1, new Vector4(0.0f, sy, 0.0f, sy));
|
||
|
warpToScreenSpaceMatrix.SetRow(2, new Vector4(0.0f, 0.0f, 1.0f, 0.0f));
|
||
|
warpToScreenSpaceMatrix.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
||
|
|
||
|
Matrix4x4 projectToPixelMatrix = warpToScreenSpaceMatrix * P;
|
||
|
|
||
|
material.SetVector("_ScreenSize", new Vector2(sWidth, sHeight));
|
||
|
material.SetVector("_ReflectionBufferSize", new Vector2(rtW, rtH));
|
||
|
Vector2 invScreenSize = new Vector2((float)(1.0 / sWidth), (float)(1.0 / sHeight));
|
||
|
|
||
|
Matrix4x4 worldToCameraMatrix = GetComponent<Camera>().worldToCameraMatrix;
|
||
|
Matrix4x4 cameraToWorldMatrix = GetComponent<Camera>().worldToCameraMatrix.inverse;
|
||
|
material.SetVector("_InvScreenSize", invScreenSize);
|
||
|
material.SetVector("_ProjInfo", projInfo); // used for unprojection
|
||
|
material.SetMatrix("_ProjectToPixelMatrix", projectToPixelMatrix);
|
||
|
material.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);
|
||
|
material.SetMatrix("_CameraToWorldMatrix", cameraToWorldMatrix);
|
||
|
material.SetInt("_EnableRefine", settings.advancedSettings.reduceBanding ? 1 : 0);
|
||
|
material.SetInt("_AdditiveReflection", settings.basicSettings.additiveReflection ? 1 : 0);
|
||
|
material.SetInt("_ImproveCorners", settings.advancedSettings.improveCorners ? 1 : 0);
|
||
|
material.SetFloat("_ScreenEdgeFading", settings.basicSettings.screenEdgeFading);
|
||
|
material.SetFloat("_MipBias", mipBias);
|
||
|
material.SetInt("_UseOcclusion", useOcclusion ? 1 : 0);
|
||
|
material.SetInt("_BilateralUpsampling", settings.advancedSettings.bilateralUpsample ? 1 : 0);
|
||
|
material.SetInt("_FallbackToSky", fallbackToSky ? 1 : 0);
|
||
|
material.SetInt("_TreatBackfaceHitAsMiss", settings.advancedSettings.treatBackfaceHitAsMiss ? 1 : 0);
|
||
|
material.SetInt("_AllowBackwardsRays", settings.advancedSettings.allowBackwardsRays ? 1 : 0);
|
||
|
material.SetInt("_TraceEverywhere", settings.advancedSettings.traceEverywhere ? 1 : 0);
|
||
|
|
||
|
float z_f = GetComponent<Camera>().farClipPlane;
|
||
|
float z_n = GetComponent<Camera>().nearClipPlane;
|
||
|
|
||
|
Vector3 cameraClipInfo = (float.IsPositiveInfinity(z_f)) ?
|
||
|
new Vector3(z_n, -1.0f, 1.0f) :
|
||
|
new Vector3(z_n * z_f, z_n - z_f, z_f);
|
||
|
|
||
|
material.SetVector("_CameraClipInfo", cameraClipInfo);
|
||
|
material.SetFloat("_MaxRayTraceDistance", settings.basicSettings.maxDistance);
|
||
|
material.SetFloat("_FadeDistance", settings.basicSettings.fadeDistance);
|
||
|
material.SetFloat("_LayerThickness", settings.reflectionSettings.widthModifier);
|
||
|
|
||
|
const int maxMip = 5;
|
||
|
RenderTexture[] reflectionBuffers;
|
||
|
RenderTextureFormat intermediateFormat = settings.basicSettings.enableHDR ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
|
||
|
|
||
|
reflectionBuffers = new RenderTexture[maxMip];
|
||
|
for (int i = 0; i < maxMip; ++i)
|
||
|
{
|
||
|
if (fullResolutionFiltering)
|
||
|
reflectionBuffers[i] = m_RTU.GetTemporaryRenderTexture(rtW, rtH, 0, intermediateFormat);
|
||
|
else
|
||
|
reflectionBuffers[i] = m_RTU.GetTemporaryRenderTexture(rtW >> i, rtH >> i, 0, intermediateFormat);
|
||
|
// We explicitly interpolate during bilateral upsampling.
|
||
|
reflectionBuffers[i].filterMode = settings.advancedSettings.bilateralUpsample ? FilterMode.Point : FilterMode.Bilinear;
|
||
|
}
|
||
|
|
||
|
material.SetInt("_EnableSSR", 1);
|
||
|
material.SetInt("_DebugMode", (int)settings.debugSettings.debugMode);
|
||
|
|
||
|
material.SetInt("_TraceBehindObjects", settings.advancedSettings.traceBehindObjects ? 1 : 0);
|
||
|
|
||
|
material.SetInt("_MaxSteps", settings.reflectionSettings.maxSteps);
|
||
|
|
||
|
RenderTexture rayHitTexture = m_RTU.GetTemporaryRenderTexture(rtW, rtH);
|
||
|
|
||
|
// We have 5 passes for different step sizes
|
||
|
int tracePass = Mathf.Clamp(settings.reflectionSettings.rayStepSize, 0, 4);
|
||
|
Graphics.Blit(source, rayHitTexture, material, tracePass);
|
||
|
|
||
|
material.SetTexture("_HitPointTexture", rayHitTexture);
|
||
|
// Resolve the hitpoints into the mirror reflection buffer
|
||
|
Graphics.Blit(source, reflectionBuffers[0], material, (int)PassIndex.HitPointToReflections);
|
||
|
|
||
|
material.SetTexture("_ReflectionTexture0", reflectionBuffers[0]);
|
||
|
material.SetInt("_FullResolutionFiltering", fullResolutionFiltering ? 1 : 0);
|
||
|
|
||
|
material.SetFloat("_MaxRoughness", 1.0f - settings.reflectionSettings.smoothFallbackThreshold);
|
||
|
material.SetFloat("_RoughnessFalloffRange", settings.reflectionSettings.smoothFallbackDistance);
|
||
|
|
||
|
material.SetFloat("_SSRMultiplier", settings.basicSettings.reflectionMultiplier);
|
||
|
|
||
|
RenderTexture[] edgeTextures = new RenderTexture[maxMip];
|
||
|
if (settings.advancedSettings.bilateralUpsample && useEdgeDetector)
|
||
|
{
|
||
|
edgeTextures[0] = m_RTU.GetTemporaryRenderTexture(rtW, rtH);
|
||
|
Graphics.Blit(source, edgeTextures[0], material, (int)PassIndex.EdgeGeneration);
|
||
|
for (int i = 1; i < maxMip; ++i)
|
||
|
{
|
||
|
edgeTextures[i] = m_RTU.GetTemporaryRenderTexture(rtW >> i, rtH >> i);
|
||
|
material.SetInt("_LastMip", i - 1);
|
||
|
Graphics.Blit(edgeTextures[i - 1], edgeTextures[i], material, (int)PassIndex.MinMipGeneration);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (settings.advancedSettings.highQualitySharpReflections)
|
||
|
{
|
||
|
RenderTexture filteredReflections = m_RTU.GetTemporaryRenderTexture(reflectionBuffers[0].width, reflectionBuffers[0].height, 0, reflectionBuffers[0].format);
|
||
|
filteredReflections.filterMode = reflectionBuffers[0].filterMode;
|
||
|
reflectionBuffers[0].filterMode = FilterMode.Bilinear;
|
||
|
Graphics.Blit(reflectionBuffers[0], filteredReflections, material, (int)PassIndex.PoissonBlur);
|
||
|
|
||
|
// Replace the unfiltered buffer with the newly filtered one.
|
||
|
m_RTU.ReleaseTemporaryRenderTexture(reflectionBuffers[0]);
|
||
|
reflectionBuffers[0] = filteredReflections;
|
||
|
material.SetTexture("_ReflectionTexture0", reflectionBuffers[0]);
|
||
|
}
|
||
|
|
||
|
// Generate the blurred low-resolution buffers
|
||
|
for (int i = 1; i < maxMip; ++i)
|
||
|
{
|
||
|
RenderTexture inputTex = reflectionBuffers[i - 1];
|
||
|
|
||
|
RenderTexture hBlur;
|
||
|
if (fullResolutionFiltering)
|
||
|
hBlur = m_RTU.GetTemporaryRenderTexture(rtW, rtH, 0, intermediateFormat);
|
||
|
else
|
||
|
{
|
||
|
int lowMip = i;
|
||
|
hBlur = m_RTU.GetTemporaryRenderTexture(rtW >> lowMip, rtH >> (i - 1), 0, intermediateFormat);
|
||
|
}
|
||
|
for (int j = 0; j < (fullResolutionFiltering ? (i * i) : 1); ++j)
|
||
|
{
|
||
|
// Currently we blur at the resolution of the previous mip level, we could save bandwidth by blurring directly to the lower resolution.
|
||
|
material.SetVector("_Axis", new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
|
||
|
material.SetFloat("_CurrentMipLevel", i - 1.0f);
|
||
|
|
||
|
Graphics.Blit(inputTex, hBlur, material, (int)PassIndex.Blur);
|
||
|
|
||
|
material.SetVector("_Axis", new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
|
||
|
|
||
|
inputTex = reflectionBuffers[i];
|
||
|
Graphics.Blit(hBlur, inputTex, material, (int)PassIndex.Blur);
|
||
|
}
|
||
|
|
||
|
material.SetTexture("_ReflectionTexture" + i, reflectionBuffers[i]);
|
||
|
|
||
|
m_RTU.ReleaseTemporaryRenderTexture(hBlur);
|
||
|
}
|
||
|
|
||
|
|
||
|
if (settings.advancedSettings.bilateralUpsample && useEdgeDetector)
|
||
|
{
|
||
|
for (int i = 0; i < maxMip; ++i)
|
||
|
material.SetTexture("_EdgeTexture" + i, edgeTextures[i]);
|
||
|
}
|
||
|
material.SetInt("_UseEdgeDetector", useEdgeDetector ? 1 : 0);
|
||
|
|
||
|
RenderTexture averageRayDistanceBuffer = m_RTU.GetTemporaryRenderTexture(source.width, source.height, 0, RenderTextureFormat.RHalf);
|
||
|
if (computeAverageRayDistance)
|
||
|
{
|
||
|
Graphics.Blit(source, averageRayDistanceBuffer, material, (int)PassIndex.AverageRayDistanceGeneration);
|
||
|
}
|
||
|
material.SetInt("_UseAverageRayDistance", computeAverageRayDistance ? 1 : 0);
|
||
|
material.SetTexture("_AverageRayDistanceBuffer", averageRayDistanceBuffer);
|
||
|
bool resolveDiffersFromTraceRes = (settings.advancedSettings.resolution == SSRResolution.HalfTraceFullResolve);
|
||
|
RenderTexture finalReflectionBuffer = m_RTU.GetTemporaryRenderTexture(resolveDiffersFromTraceRes ? source.width : rtW, resolveDiffersFromTraceRes ? source.height : rtH, 0, intermediateFormat);
|
||
|
|
||
|
material.SetFloat("_FresnelFade", settings.reflectionSettings.fresnelFade);
|
||
|
material.SetFloat("_FresnelFadePower", settings.reflectionSettings.fresnelFadePower);
|
||
|
material.SetFloat("_DistanceBlur", settings.reflectionSettings.distanceBlur);
|
||
|
material.SetInt("_HalfResolution", (settings.advancedSettings.resolution != SSRResolution.FullResolution) ? 1 : 0);
|
||
|
material.SetInt("_HighlightSuppression", settings.advancedSettings.highlightSuppression ? 1 : 0);
|
||
|
Graphics.Blit(reflectionBuffers[0], finalReflectionBuffer, material, (int)PassIndex.CompositeSSR);
|
||
|
material.SetTexture("_FinalReflectionTexture", finalReflectionBuffer);
|
||
|
|
||
|
|
||
|
RenderTexture temporallyFilteredBuffer = m_RTU.GetTemporaryRenderTexture(resolveDiffersFromTraceRes ? source.width : rtW, resolveDiffersFromTraceRes ? source.height : rtH, 0, intermediateFormat);
|
||
|
if (doTemporalFilterThisFrame)
|
||
|
{
|
||
|
material.SetInt("_UseTemporalConfidence", settings.advancedSettings.useTemporalConfidence ? 1 : 0);
|
||
|
material.SetFloat("_TemporalAlpha", settings.advancedSettings.temporalFilterStrength);
|
||
|
material.SetMatrix("_CurrentCameraToPreviousCamera", m_PreviousWorldToCameraMatrix * cameraToWorldMatrix);
|
||
|
material.SetTexture("_PreviousReflectionTexture", m_PreviousReflectionBuffer);
|
||
|
material.SetTexture("_PreviousCSZBuffer", m_PreviousDepthBuffer);
|
||
|
Graphics.Blit(source, temporallyFilteredBuffer, material, (int)PassIndex.TemporalFilter);
|
||
|
|
||
|
material.SetTexture("_FinalReflectionTexture", temporallyFilteredBuffer);
|
||
|
}
|
||
|
|
||
|
if (settings.advancedSettings.temporalFilterStrength > 0.0)
|
||
|
{
|
||
|
m_PreviousWorldToCameraMatrix = worldToCameraMatrix;
|
||
|
PreparePreviousBuffers(source.width, source.height);
|
||
|
Graphics.Blit(source, m_PreviousDepthBuffer, material, (int)PassIndex.BlitDepthAsCSZ);
|
||
|
Graphics.Blit(rayHitTexture, m_PreviousHitBuffer);
|
||
|
Graphics.Blit(doTemporalFilterThisFrame ? temporallyFilteredBuffer : finalReflectionBuffer, m_PreviousReflectionBuffer);
|
||
|
|
||
|
m_HasInformationFromPreviousFrame = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
Graphics.Blit(source, destination, material, (int)PassIndex.CompositeFinal);
|
||
|
|
||
|
m_RTU.ReleaseAllTemporaryRenderTextures();
|
||
|
}
|
||
|
}
|
||
|
}
|