mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 07:18:00 +01:00
347 lines
11 KiB
C#
347 lines
11 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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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/Cinematic/Ambient Occlusion")]
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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 partial class AmbientOcclusion : MonoBehaviour
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{
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#region Public Properties
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/// Effect settings.
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[SerializeField]
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public Settings settings = Settings.defaultSettings;
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/// Checks if the ambient-only mode is supported under the current settings.
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public bool isAmbientOnlySupported
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{
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get { return targetCamera.hdr && isGBufferAvailable; }
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}
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#endregion
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#region Private Properties
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// Properties referring to the current settings
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float intensity
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{
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get { return settings.intensity; }
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}
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float radius
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{
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get { return Mathf.Max(settings.radius, 1e-4f); }
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}
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SampleCount sampleCount
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{
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get { return settings.sampleCount; }
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}
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int sampleCountValue
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{
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get
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{
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switch (settings.sampleCount)
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{
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case SampleCount.Lowest: return 3;
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case SampleCount.Low: return 6;
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case SampleCount.Medium: return 12;
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case SampleCount.High: return 20;
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}
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return Mathf.Clamp(settings.sampleCountValue, 1, 256);
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}
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}
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bool downsampling
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{
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get { return settings.downsampling; }
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}
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bool ambientOnly
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{
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get { return settings.ambientOnly && isAmbientOnlySupported; }
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}
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// AO shader
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Shader aoShader
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{
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get
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{
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if (_aoShader == null)
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_aoShader = Shader.Find("Hidden/Image Effects/Cinematic/AmbientOcclusion");
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return _aoShader;
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}
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}
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[SerializeField] Shader _aoShader;
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// Temporary aterial for the AO shader
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Material aoMaterial
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{
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get
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{
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if (_aoMaterial == null)
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_aoMaterial = ImageEffectHelper.CheckShaderAndCreateMaterial(aoShader);
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return _aoMaterial;
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}
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}
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Material _aoMaterial;
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// Command buffer for the AO pass
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CommandBuffer aoCommands
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{
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get
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{
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if (_aoCommands == null)
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{
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_aoCommands = new CommandBuffer();
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_aoCommands.name = "AmbientOcclusion";
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}
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return _aoCommands;
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}
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}
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CommandBuffer _aoCommands;
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// Target camera
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Camera targetCamera
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{
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get { return GetComponent<Camera>(); }
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}
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// Property observer
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PropertyObserver propertyObserver { get; set; }
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// Check if the G-buffer is available
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bool isGBufferAvailable
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{
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get
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{
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var path = targetCamera.actualRenderingPath;
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return path == RenderingPath.DeferredShading;
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}
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}
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// Reference to the quad mesh in the built-in assets
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// (used in MRT blitting)
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Mesh quadMesh
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{
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get { return _quadMesh; }
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}
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[SerializeField] Mesh _quadMesh;
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#endregion
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#region Effect Passes
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// Build commands for the AO pass (used in the ambient-only mode).
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void BuildAOCommands()
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{
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var cb = aoCommands;
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var tw = targetCamera.pixelWidth;
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var th = targetCamera.pixelHeight;
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var ts = downsampling ? 2 : 1;
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var format = RenderTextureFormat.R8;
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var rwMode = RenderTextureReadWrite.Linear;
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var filter = FilterMode.Bilinear;
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// AO buffer
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var m = aoMaterial;
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var rtMask = Shader.PropertyToID("_OcclusionTexture");
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cb.GetTemporaryRT(rtMask, tw / ts, th / ts, 0, filter, format, rwMode);
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// AO estimation
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cb.Blit((Texture)null, rtMask, m, 0);
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// Blur buffer
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var rtBlur = Shader.PropertyToID("_OcclusionBlurTexture");
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// Primary blur filter (large kernel)
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cb.GetTemporaryRT(rtBlur, tw, th, 0, filter, format, rwMode);
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cb.SetGlobalVector("_BlurVector", Vector2.right * 2);
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cb.Blit(rtMask, rtBlur, m, 1);
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cb.ReleaseTemporaryRT(rtMask);
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cb.GetTemporaryRT(rtMask, tw, th, 0, filter, format, rwMode);
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cb.SetGlobalVector("_BlurVector", Vector2.up * 2 * ts);
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cb.Blit(rtBlur, rtMask, m, 1);
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cb.ReleaseTemporaryRT(rtBlur);
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// Secondary blur filter (small kernel)
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cb.GetTemporaryRT(rtBlur, tw, th, 0, filter, format, rwMode);
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cb.SetGlobalVector("_BlurVector", Vector2.right * ts);
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cb.Blit(rtMask, rtBlur, m, 2);
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cb.ReleaseTemporaryRT(rtMask);
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cb.GetTemporaryRT(rtMask, tw, th, 0, filter, format, rwMode);
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cb.SetGlobalVector("_BlurVector", Vector2.up * ts);
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cb.Blit(rtBlur, rtMask, m, 2);
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cb.ReleaseTemporaryRT(rtBlur);
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// Combine AO to the G-buffer.
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var mrt = new RenderTargetIdentifier[] {
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BuiltinRenderTextureType.GBuffer0, // Albedo, Occ
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BuiltinRenderTextureType.CameraTarget // Ambient
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};
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cb.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget);
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cb.SetGlobalTexture("_OcclusionTexture", rtMask);
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cb.DrawMesh(quadMesh, Matrix4x4.identity, m, 0, 4);
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cb.ReleaseTemporaryRT(rtMask);
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}
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// Execute the AO pass immediately (used in the forward mode).
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void ExecuteAOPass(RenderTexture source, RenderTexture destination)
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{
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var tw = source.width;
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var th = source.height;
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var ts = downsampling ? 2 : 1;
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var format = RenderTextureFormat.R8;
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var rwMode = RenderTextureReadWrite.Linear;
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// AO buffer
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var m = aoMaterial;
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var rtMask = RenderTexture.GetTemporary(tw / ts, th / ts, 0, format, rwMode);
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// AO estimation
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Graphics.Blit((Texture)null, rtMask, m, 0);
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// Primary blur filter (large kernel)
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var rtBlur = RenderTexture.GetTemporary(tw, th, 0, format, rwMode);
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m.SetVector("_BlurVector", Vector2.right * 2);
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Graphics.Blit(rtMask, rtBlur, m, 1);
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RenderTexture.ReleaseTemporary(rtMask);
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rtMask = RenderTexture.GetTemporary(tw, th, 0, format, rwMode);
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m.SetVector("_BlurVector", Vector2.up * 2 * ts);
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Graphics.Blit(rtBlur, rtMask, m, 1);
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RenderTexture.ReleaseTemporary(rtBlur);
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// Secondary blur filter (small kernel)
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rtBlur = RenderTexture.GetTemporary(tw, th, 0, format, rwMode);
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m.SetVector("_BlurVector", Vector2.right * ts);
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Graphics.Blit(rtMask, rtBlur, m, 2);
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RenderTexture.ReleaseTemporary(rtMask);
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rtMask = RenderTexture.GetTemporary(tw, th, 0, format, rwMode);
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m.SetVector("_BlurVector", Vector2.up * ts);
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Graphics.Blit(rtBlur, rtMask, m, 2);
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RenderTexture.ReleaseTemporary(rtBlur);
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// Combine AO with the source.
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m.SetTexture("_OcclusionTexture", rtMask);
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if (!settings.debug)
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Graphics.Blit(source, destination, m, 3);
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else
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Graphics.Blit(source, destination, m, 5);
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RenderTexture.ReleaseTemporary(rtMask);
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}
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// Update the common material properties.
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void UpdateMaterialProperties()
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{
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var m = aoMaterial;
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m.shaderKeywords = null;
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m.SetFloat("_Intensity", intensity);
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m.SetFloat("_Radius", radius);
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m.SetFloat("_TargetScale", downsampling ? 0.5f : 1);
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// Use G-buffer if available.
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if (isGBufferAvailable)
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m.EnableKeyword("_SOURCE_GBUFFER");
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// Sample count
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if (sampleCount == SampleCount.Lowest)
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m.EnableKeyword("_SAMPLECOUNT_LOWEST");
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else
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m.SetInt("_SampleCount", sampleCountValue);
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}
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#endregion
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#region MonoBehaviour Functions
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void OnEnable()
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{
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// Check if the shader is supported in the current platform.
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if (!ImageEffectHelper.IsSupported(aoShader, true, false, this))
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{
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enabled = false;
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return;
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}
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// Register the command buffer if in the ambient-only mode.
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if (ambientOnly)
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targetCamera.AddCommandBuffer(CameraEvent.BeforeReflections, aoCommands);
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// Requires DepthNormals when G-buffer is not available.
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if (!isGBufferAvailable)
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targetCamera.depthTextureMode |= DepthTextureMode.DepthNormals;
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}
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void OnDisable()
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{
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// Destroy all the temporary resources.
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if (_aoMaterial != null) DestroyImmediate(_aoMaterial);
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_aoMaterial = null;
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if (_aoCommands != null)
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targetCamera.RemoveCommandBuffer(CameraEvent.BeforeReflections, _aoCommands);
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_aoCommands = null;
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}
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void Update()
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{
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if (propertyObserver.CheckNeedsReset(settings, targetCamera))
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{
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// Reinitialize all the resources by disabling/enabling itself.
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// This is not very efficient way but just works...
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OnDisable();
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OnEnable();
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// Build the command buffer if in the ambient-only mode.
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if (ambientOnly)
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{
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aoCommands.Clear();
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BuildAOCommands();
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}
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propertyObserver.Update(settings, targetCamera);
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}
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// Update the material properties (later used in the AO commands).
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if (ambientOnly) UpdateMaterialProperties();
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}
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[ImageEffectOpaque]
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void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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if (ambientOnly)
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{
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// Do nothing in the ambient-only mode.
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Graphics.Blit(source, destination);
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}
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else
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{
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// Execute the AO pass.
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UpdateMaterialProperties();
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ExecuteAOPass(source, destination);
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}
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}
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#endregion
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}
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}
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