Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/ScreenSpaceReflections.cs

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2023-03-28 13:24:16 -04:00
using System;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.PostProcessing
{
/// <summary>
/// Screen-space Reflections quality presets.
/// </summary>
public enum ScreenSpaceReflectionPreset
{
/// <summary>
/// Lowest quality.
/// </summary>
Lower,
/// <summary>
/// Low quality.
/// </summary>
Low,
/// <summary>
/// Medium quality.
/// </summary>
Medium,
/// <summary>
/// High quality.
/// </summary>
High,
/// <summary>
/// Higher quality.
/// </summary>
Higher,
/// <summary>
/// Ultra quality.
/// </summary>
Ultra,
/// <summary>
/// Overkill (as in: don't use) quality.
/// </summary>
Overkill,
/// <summary>
/// Custom, tweakable quality settings.
/// </summary>
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 };
/// <summary>
/// Returns <c>true</c> if the effect is currently enabled and supported.
/// </summary>
/// <param name="context">The current post-processing render context</param>
/// <returns><c>true</c> if the effect is currently enabled and supported</returns>
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;
}
}
[UnityEngine.Scripting.Preserve]
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, FilterMode filterMode, bool useMipMap)
{
if (rt == null || !rt.IsCreated() || rt.width != width || rt.height != height)
{
if (rt != null)
{
rt.Release();
RuntimeUtilities.Destroy(rt);
}
rt = new RenderTexture(width, height, 0, RuntimeUtilities.defaultHDRRenderTextureFormat)
{
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, 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.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, 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 mipFormat = RuntimeUtilities.defaultHDRRenderTextureFormat;
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, mipFormat, 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, preserveDepth: true);
cmd.EndSample("Screen-space Reflections");
}
public override void Release()
{
RuntimeUtilities.Destroy(m_Resolve);
RuntimeUtilities.Destroy(m_History);
m_Resolve = null;
m_History = null;
}
}
}