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- using System;
- using UnityEngine.Assertions;
- namespace UnityEngine.Rendering.PostProcessing
- {
- /// <summary>
- /// Screen-space Reflections quality presets.
- /// </summary>
- public enum ScreenSpaceReflectionPreset
- {
- Lower, Low, Medium, High, Higher, Ultra, Overkill, Custom
- }
- /// <summary>
- /// Screen-space Reflections buffer sizes.
- /// </summary>
- public enum ScreenSpaceReflectionResolution
- {
- /// <summary>
- /// Downsampled buffer. Faster but lower quality.
- /// </summary>
- Downsampled,
- /// <summary>
- /// Full-sized buffer. Slower but higher quality.
- /// </summary>
- FullSize,
- /// <summary>
- /// Supersampled buffer. Very slow but much higher quality.
- /// </summary>
- Supersampled
- }
- /// <summary>
- /// A volume parameter holding a <see cref="ScreenSpaceReflectionPreset"/> value.
- /// </summary>
- [Serializable]
- public sealed class ScreenSpaceReflectionPresetParameter : ParameterOverride<ScreenSpaceReflectionPreset> { }
- /// <summary>
- /// A volume parameter holding a <see cref="ScreenSpaceReflectionResolution"/> value.
- /// </summary>
- [Serializable]
- public sealed class ScreenSpaceReflectionResolutionParameter : ParameterOverride<ScreenSpaceReflectionResolution> { }
- /// <summary>
- /// This class holds settings for the Screen-space Reflections effect.
- /// </summary>
- [Serializable]
- [PostProcess(typeof(ScreenSpaceReflectionsRenderer), "Unity/Screen-space reflections")]
- public sealed class ScreenSpaceReflections : PostProcessEffectSettings
- {
- /// <summary>
- /// The quality preset to use for rendering. Use <see cref="ScreenSpaceReflectionPreset.Custom"/>
- /// to tweak settings.
- /// </summary>
- [Tooltip("Choose a quality preset, or use \"Custom\" to create your own custom preset. Don't use a preset higher than \"Medium\" if you desire good performance on consoles.")]
- public ScreenSpaceReflectionPresetParameter preset = new ScreenSpaceReflectionPresetParameter { value = ScreenSpaceReflectionPreset.Medium };
- /// <summary>
- /// The maximum number of steps in the raymarching pass. Higher values mean more reflections.
- /// </summary>
- [Range(0, 256), Tooltip("Maximum number of steps in the raymarching pass. Higher values mean more reflections.")]
- public IntParameter maximumIterationCount = new IntParameter { value = 16 };
- /// <summary>
- /// Changes the size of the internal buffer. Downsample it to maximize performances or
- /// supersample it to get slow but higher quality results.
- /// </summary>
- [Tooltip("Changes the size of the SSR buffer. Downsample it to maximize performances or supersample it for higher quality results with reduced performance.")]
- public ScreenSpaceReflectionResolutionParameter resolution = new ScreenSpaceReflectionResolutionParameter { value = ScreenSpaceReflectionResolution.Downsampled };
- /// <summary>
- /// The ray thickness. Lower values are more expensive but allow the effect to detect
- /// smaller details.
- /// </summary>
- [Range(1f, 64f), Tooltip("Ray thickness. Lower values are more expensive but allow the effect to detect smaller details.")]
- public FloatParameter thickness = new FloatParameter { value = 8f };
- /// <summary>
- /// The maximum distance to traverse in the scene after which it will stop drawing
- /// reflections.
- /// </summary>
- [Tooltip("Maximum distance to traverse after which it will stop drawing reflections.")]
- public FloatParameter maximumMarchDistance = new FloatParameter { value = 100f };
- /// <summary>
- /// Fades reflections close to the near plane. This is useful to hide common artifacts.
- /// </summary>
- [Range(0f, 1f), Tooltip("Fades reflections close to the near planes.")]
- public FloatParameter distanceFade = new FloatParameter { value = 0.5f };
- /// <summary>
- /// Fades reflections close to the screen edges.
- /// </summary>
- [Range(0f, 1f), Tooltip("Fades reflections close to the screen edges.")]
- public FloatParameter vignette = new FloatParameter { value = 0.5f };
- /// <inheritdoc />
- public override bool IsEnabledAndSupported(PostProcessRenderContext context)
- {
- return enabled
- && context.camera.actualRenderingPath == RenderingPath.DeferredShading
- && SystemInfo.supportsMotionVectors
- && SystemInfo.supportsComputeShaders
- && SystemInfo.copyTextureSupport > CopyTextureSupport.None
- && context.resources.shaders.screenSpaceReflections
- && context.resources.shaders.screenSpaceReflections.isSupported
- && context.resources.computeShaders.gaussianDownsample;
- }
- }
- internal sealed class ScreenSpaceReflectionsRenderer : PostProcessEffectRenderer<ScreenSpaceReflections>
- {
- RenderTexture m_Resolve;
- RenderTexture m_History;
- int[] m_MipIDs;
- class QualityPreset
- {
- public int maximumIterationCount;
- public float thickness;
- public ScreenSpaceReflectionResolution downsampling;
- }
- readonly QualityPreset[] m_Presets =
- {
- new QualityPreset { maximumIterationCount = 10, thickness = 32, downsampling = ScreenSpaceReflectionResolution.Downsampled }, // Lower
- new QualityPreset { maximumIterationCount = 16, thickness = 32, downsampling = ScreenSpaceReflectionResolution.Downsampled }, // Low
- new QualityPreset { maximumIterationCount = 32, thickness = 16, downsampling = ScreenSpaceReflectionResolution.Downsampled }, // Medium
- new QualityPreset { maximumIterationCount = 48, thickness = 8, downsampling = ScreenSpaceReflectionResolution.Downsampled }, // High
- new QualityPreset { maximumIterationCount = 16, thickness = 32, downsampling = ScreenSpaceReflectionResolution.FullSize }, // Higher
- new QualityPreset { maximumIterationCount = 48, thickness = 16, downsampling = ScreenSpaceReflectionResolution.FullSize }, // Ultra
- new QualityPreset { maximumIterationCount = 128, thickness = 12, downsampling = ScreenSpaceReflectionResolution.Supersampled }, // Overkill
- };
- enum Pass
- {
- Test,
- Resolve,
- Reproject,
- Composite
- }
- public override DepthTextureMode GetCameraFlags()
- {
- return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
- }
- internal void CheckRT(ref RenderTexture rt, int width, int height, RenderTextureFormat format, FilterMode filterMode, bool useMipMap)
- {
- if (rt == null || !rt.IsCreated() || rt.width != width || rt.height != height || rt.format != format)
- {
- if (rt != null)
- {
- rt.Release();
- RuntimeUtilities.Destroy(rt);
- }
- rt = new RenderTexture(width, height, 0, format)
- {
- filterMode = filterMode,
- useMipMap = useMipMap,
- autoGenerateMips = false,
- hideFlags = HideFlags.HideAndDontSave
- };
- rt.Create();
- }
- }
- public override void Render(PostProcessRenderContext context)
- {
- var cmd = context.command;
- cmd.BeginSample("Screen-space Reflections");
- // Get quality settings
- if (settings.preset.value != ScreenSpaceReflectionPreset.Custom)
- {
- int id = (int)settings.preset.value;
- settings.maximumIterationCount.value = m_Presets[id].maximumIterationCount;
- settings.thickness.value = m_Presets[id].thickness;
- settings.resolution.value = m_Presets[id].downsampling;
- }
- settings.maximumMarchDistance.value = Mathf.Max(0f, settings.maximumMarchDistance.value);
- // Square POT target
- int size = Mathf.ClosestPowerOfTwo(Mathf.Min(context.width, context.height));
- if (settings.resolution.value == ScreenSpaceReflectionResolution.Downsampled)
- size >>= 1;
- else if (settings.resolution.value == ScreenSpaceReflectionResolution.Supersampled)
- size <<= 1;
- // The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
- // minimum size of 8x8
- const int kMaxLods = 12;
- int lodCount = Mathf.FloorToInt(Mathf.Log(size, 2f) - 3f);
- lodCount = Mathf.Min(lodCount, kMaxLods);
- CheckRT(ref m_Resolve, size, size, context.sourceFormat, FilterMode.Trilinear, true);
- var noiseTex = context.resources.blueNoise256[0];
- var sheet = context.propertySheets.Get(context.resources.shaders.screenSpaceReflections);
- sheet.properties.SetTexture(ShaderIDs.Noise, noiseTex);
- var screenSpaceProjectionMatrix = new Matrix4x4();
- screenSpaceProjectionMatrix.SetRow(0, new Vector4(size * 0.5f, 0f, 0f, size * 0.5f));
- screenSpaceProjectionMatrix.SetRow(1, new Vector4(0f, size * 0.5f, 0f, size * 0.5f));
- screenSpaceProjectionMatrix.SetRow(2, new Vector4(0f, 0f, 1f, 0f));
- screenSpaceProjectionMatrix.SetRow(3, new Vector4(0f, 0f, 0f, 1f));
- var projectionMatrix = GL.GetGPUProjectionMatrix(context.camera.projectionMatrix, false);
- screenSpaceProjectionMatrix *= projectionMatrix;
- sheet.properties.SetMatrix(ShaderIDs.ViewMatrix, context.camera.worldToCameraMatrix);
- sheet.properties.SetMatrix(ShaderIDs.InverseViewMatrix, context.camera.worldToCameraMatrix.inverse);
- sheet.properties.SetMatrix(ShaderIDs.InverseProjectionMatrix, projectionMatrix.inverse);
- sheet.properties.SetMatrix(ShaderIDs.ScreenSpaceProjectionMatrix, screenSpaceProjectionMatrix);
- sheet.properties.SetVector(ShaderIDs.Params, new Vector4((float)settings.vignette.value, settings.distanceFade.value, settings.maximumMarchDistance.value, lodCount));
- sheet.properties.SetVector(ShaderIDs.Params2, new Vector4((float)context.width / (float)context.height, (float)size / (float)noiseTex.width, settings.thickness.value, settings.maximumIterationCount.value));
- cmd.GetTemporaryRT(ShaderIDs.Test, size, size, 0, FilterMode.Point, context.sourceFormat);
- cmd.BlitFullscreenTriangle(context.source, ShaderIDs.Test, sheet, (int)Pass.Test);
- if (context.isSceneView)
- {
- cmd.BlitFullscreenTriangle(context.source, m_Resolve, sheet, (int)Pass.Resolve);
- }
- else
- {
- CheckRT(ref m_History, size, size, context.sourceFormat, FilterMode.Bilinear, false);
- if (m_ResetHistory)
- {
- context.command.BlitFullscreenTriangle(context.source, m_History);
- m_ResetHistory = false;
- }
- cmd.GetTemporaryRT(ShaderIDs.SSRResolveTemp, size, size, 0, FilterMode.Bilinear, context.sourceFormat);
- cmd.BlitFullscreenTriangle(context.source, ShaderIDs.SSRResolveTemp, sheet, (int)Pass.Resolve);
- sheet.properties.SetTexture(ShaderIDs.History, m_History);
- cmd.BlitFullscreenTriangle(ShaderIDs.SSRResolveTemp, m_Resolve, sheet, (int)Pass.Reproject);
- cmd.CopyTexture(m_Resolve, 0, 0, m_History, 0, 0);
- cmd.ReleaseTemporaryRT(ShaderIDs.SSRResolveTemp);
- }
- cmd.ReleaseTemporaryRT(ShaderIDs.Test);
- // Pre-cache mipmaps ids
- if (m_MipIDs == null || m_MipIDs.Length == 0)
- {
- m_MipIDs = new int[kMaxLods];
- for (int i = 0; i < kMaxLods; i++)
- m_MipIDs[i] = Shader.PropertyToID("_SSRGaussianMip" + i);
- }
- var compute = context.resources.computeShaders.gaussianDownsample;
- int kernel = compute.FindKernel("KMain");
- var last = new RenderTargetIdentifier(m_Resolve);
- for (int i = 0; i < lodCount; i++)
- {
- size >>= 1;
- Assert.IsTrue(size > 0);
- cmd.GetTemporaryRT(m_MipIDs[i], size, size, 0, FilterMode.Bilinear, context.sourceFormat, RenderTextureReadWrite.Default, 1, true);
- cmd.SetComputeTextureParam(compute, kernel, "_Source", last);
- cmd.SetComputeTextureParam(compute, kernel, "_Result", m_MipIDs[i]);
- cmd.SetComputeVectorParam(compute, "_Size", new Vector4(size, size, 1f / size, 1f / size));
- cmd.DispatchCompute(compute, kernel, size / 8, size / 8, 1);
- cmd.CopyTexture(m_MipIDs[i], 0, 0, m_Resolve, 0, i + 1);
- last = m_MipIDs[i];
- }
- for (int i = 0; i < lodCount; i++)
- cmd.ReleaseTemporaryRT(m_MipIDs[i]);
- sheet.properties.SetTexture(ShaderIDs.Resolve, m_Resolve);
- cmd.BlitFullscreenTriangle(context.source, context.destination, sheet, (int)Pass.Composite);
- cmd.EndSample("Screen-space Reflections");
- }
- public override void Release()
- {
- RuntimeUtilities.Destroy(m_Resolve);
- RuntimeUtilities.Destroy(m_History);
- m_Resolve = null;
- m_History = null;
- }
- }
- }
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