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- /// <summary>
- /// Shiny SSRR - Screen Space Reflections for URP - (c) 2021 Kronnect
- /// </summary>
- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- namespace ShinySSRR {
- public enum OutputMode {
- Final,
- OnlyReflections,
- SideBySideComparison
- }
- public enum RaytracingPreset {
- Fast = 10,
- Medium = 20,
- High = 30,
- Superb = 35,
- Ultra = 40
- }
- public class ShinySSRR : ScriptableRendererFeature {
- class SSRPass : ScriptableRenderPass {
- enum Pass {
- CopyExact = 0,
- SSRSurf = 1,
- Resolve = 2,
- BlurHoriz = 3,
- BlurVert = 4,
- Debug = 5,
- Combine = 6,
- CombineWithCompare = 7,
- GBuffPass = 8,
- Copy = 9
- }
- const string SHINY_CBUFNAME = "Shiny_SSRR";
- const float GOLDEN_RATIO = 0.618033989f;
- ScriptableRenderer renderer;
- Material sMat;
- Texture noiseTex;
- ShinySSRR settings;
- readonly Plane[] frustumPlanes = new Plane[6];
- const int MIP_COUNT = 5;
- int[] rtPyramid;
- public void Setup(ScriptableRenderer renderer, ShinySSRR settings) {
- this.renderer = renderer;
- this.settings = settings;
- this.renderPassEvent = settings.renderPassEvent;
- if (sMat == null) {
- Shader shader = Shader.Find("Hidden/Kronnect/SSR_URP");
- sMat = CoreUtils.CreateEngineMaterial(shader);
- }
- if (noiseTex == null) {
- noiseTex = Resources.Load<Texture>("SSR/blueNoiseSSR64");
- }
- sMat.SetTexture(ShaderParams.NoiseTex, noiseTex);
- // set global settings
- sMat.SetVector(ShaderParams.SSRSettings2, new Vector4(settings.jitter, settings.contactHardening, settings.reflectionsMultiplier, settings.vignetteSize));
- sMat.SetVector(ShaderParams.SSRSettings4, new Vector4(settings.separationPos, settings.reflectionsMinIntensity, settings.reflectionsMaxIntensity, settings.specularSoftenPower));
- sMat.SetVector(ShaderParams.SSRBlurStrength, new Vector4(settings.blurStrength.x, settings.blurStrength.y, 0, 0));
- if (settings.specularControl) {
- sMat.EnableKeyword(ShaderParams.SKW_DENOISE);
- } else {
- sMat.DisableKeyword(ShaderParams.SKW_DENOISE);
- }
- sMat.SetFloat(ShaderParams.MinimumBlur, settings.minimumBlur);
- if (settings.useDeferred) {
- if (settings.jitter > 0) {
- sMat.EnableKeyword(ShaderParams.SKW_JITTER);
- } else {
- sMat.DisableKeyword(ShaderParams.SKW_JITTER);
- }
- if (settings.refineThickness) {
- sMat.EnableKeyword(ShaderParams.SKW_REFINE_THICKNESS);
- sMat.SetFloat(ShaderParams.SSRSettings5, settings.thicknessFine * settings.thickness);
- } else {
- sMat.DisableKeyword(ShaderParams.SKW_REFINE_THICKNESS);
- }
- sMat.SetVector(ShaderParams.SSRSettings, new Vector4(settings.thickness, settings.sampleCount, settings.binarySearchIterations, settings.maxRayLength));
- sMat.SetVector(ShaderParams.MaterialData, new Vector4(0, settings.fresnel, settings.fuzzyness, settings.decay));
- }
- if (rtPyramid == null || rtPyramid.Length != MIP_COUNT) {
- rtPyramid = new int[MIP_COUNT];
- for (int k = 0; k < rtPyramid.Length; k++) {
- rtPyramid[k] = Shader.PropertyToID("_BlurRTMip" + k);
- }
- }
- }
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
- Camera cam = renderingData.cameraData.camera;
- // ignore SceneView depending on setting
- if (cam.cameraType == CameraType.SceneView) {
- if (!settings.showInSceneView) return;
- } else {
- // ignore any camera other than GameView
- if (cam.cameraType != CameraType.Game) return;
- }
- RenderTextureDescriptor sourceDesc = renderingData.cameraData.cameraTargetDescriptor;
- sourceDesc.colorFormat = settings.lowPrecision ? RenderTextureFormat.ARGB32 : RenderTextureFormat.ARGBHalf;
- sourceDesc.width /= settings.downsampling;
- sourceDesc.height /= settings.downsampling;
- sourceDesc.msaaSamples = 1;
- float goldenFactor = GOLDEN_RATIO;
- if (settings.animatedJitter) {
- goldenFactor *= (Time.frameCount % 480);
- }
- Shader.SetGlobalVector(ShaderParams.SSRSettings3, new Vector4(sourceDesc.width, sourceDesc.height, goldenFactor, settings.depthBias));
- CommandBuffer cmd = null;
- RenderTargetIdentifier source = renderer.cameraColorTarget;
- if (settings.useDeferred) {
- // init command buffer
- cmd = CommandBufferPool.Get(SHINY_CBUFNAME);
- // pass UNITY_MATRIX_V
- sMat.SetMatrix(ShaderParams.WorldToViewDir, cam.worldToCameraMatrix);
- // prepare ssr target
- cmd.GetTemporaryRT(ShaderParams.RayCast, sourceDesc, FilterMode.Point);
- // raytrace using gbuffers
- FullScreenBlit(cmd, source, ShaderParams.RayCast, Pass.GBuffPass);
- } else {
- // early exit if no reflection objects
- int count = Reflections.instances.Count;
- if (count == 0) return;
- bool firstSSR = true;
- GeometryUtility.CalculateFrustumPlanes(cam, frustumPlanes);
- for (int k = 0; k < count; k++) {
- Reflections go = Reflections.instances[k];
- if (go == null) continue;
- int rendererCount = go.ssrRenderers.Count;
- for (int j = 0; j < rendererCount; j++) {
- Reflections.SSR_Renderer ssrRenderer = go.ssrRenderers[j];
- Renderer goRenderer = ssrRenderer.renderer;
- if (goRenderer == null || !goRenderer.isVisible) continue;
- // if object is part of static batch, check collider bounds (if existing)
- if (goRenderer.isPartOfStaticBatch) {
- if (ssrRenderer.hasStaticBounds) {
- // check artifically computed bounds
- if (!GeometryUtility.TestPlanesAABB(frustumPlanes, ssrRenderer.staticBounds)) continue;
- } else if (ssrRenderer.collider != null) {
- // check if object is visible by current camera using collider bounds
- if (!GeometryUtility.TestPlanesAABB(frustumPlanes, ssrRenderer.collider.bounds)) continue;
- }
- } else {
- // check if object is visible by current camera using renderer bounds
- if (!GeometryUtility.TestPlanesAABB(frustumPlanes, goRenderer.bounds)) continue;
- }
- if (!ssrRenderer.isInitialized) {
- ssrRenderer.Init(sMat);
- ssrRenderer.UpdateMaterialProperties(go, settings);
- }
- #if UNITY_EDITOR
- else if (!Application.isPlaying) {
- ssrRenderer.UpdateMaterialProperties(go, settings);
- }
- #endif
- if (ssrRenderer.exclude) continue;
- if (firstSSR) {
- firstSSR = false;
- // init command buffer
- cmd = CommandBufferPool.Get(SHINY_CBUFNAME);
- // prepare ssr target
- cmd.GetTemporaryRT(ShaderParams.RayCast, sourceDesc, FilterMode.Point);
- cmd.SetRenderTarget(ShaderParams.RayCast, 0, CubemapFace.Unknown, -1);
- cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
- }
- for (int s = 0; s < ssrRenderer.ssrMaterials.Length; s++) {
- if (go.subMeshMask <= 0 || ((1 << s) & go.subMeshMask) != 0) {
- Material ssrMat = ssrRenderer.ssrMaterials[s];
- cmd.DrawRenderer(goRenderer, ssrMat, s, (int)Pass.SSRSurf);
- }
- }
- }
- }
- if (firstSSR) return;
- }
- // Resolve reflections
- RenderTextureDescriptor copyDesc = sourceDesc;
- copyDesc.depthBufferBits = 0;
- cmd.GetTemporaryRT(ShaderParams.ReflectionsTex, copyDesc);
- FullScreenBlit(cmd, source, ShaderParams.ReflectionsTex, Pass.Resolve);
- RenderTargetIdentifier input = ShaderParams.ReflectionsTex;
- // Pyramid blur
- copyDesc.width /= settings.blurDownsampling;
- copyDesc.height /= settings.blurDownsampling;
- for (int k = 0; k < MIP_COUNT; k++) {
- copyDesc.width = Mathf.Max(2, copyDesc.width / 2);
- copyDesc.height = Mathf.Max(2, copyDesc.height / 2);
- cmd.GetTemporaryRT(rtPyramid[k], copyDesc, FilterMode.Bilinear);
- cmd.GetTemporaryRT(ShaderParams.BlurRT, copyDesc, FilterMode.Bilinear);
- FullScreenBlit(cmd, input, ShaderParams.BlurRT, Pass.BlurHoriz);
- FullScreenBlit(cmd, ShaderParams.BlurRT, rtPyramid[k], Pass.BlurVert);
- cmd.ReleaseTemporaryRT(ShaderParams.BlurRT);
- input = rtPyramid[k];
- }
- // Output
- int finalPass;
- if (settings.outputMode == OutputMode.Final) {
- finalPass = (int)Pass.Combine;
- } else if (settings.outputMode == OutputMode.SideBySideComparison) {
- finalPass = (int)Pass.CombineWithCompare;
- } else {
- finalPass = (int)Pass.Debug;
- }
- FullScreenBlit(cmd, ShaderParams.ReflectionsTex, source, (Pass)finalPass);
- if (settings.stopNaN) {
- RenderTextureDescriptor nanDesc = renderingData.cameraData.cameraTargetDescriptor;
- nanDesc.depthBufferBits = 0;
- nanDesc.msaaSamples = 1;
- cmd.GetTemporaryRT(ShaderParams.NaNBuffer, nanDesc);
- FullScreenBlit(cmd, source, ShaderParams.NaNBuffer, Pass.CopyExact);
- FullScreenBlit(cmd, ShaderParams.NaNBuffer, source, Pass.CopyExact);
- }
- // Clean up
- for (int k = 0; k < rtPyramid.Length; k++) {
- cmd.ReleaseTemporaryRT(rtPyramid[k]);
- }
- cmd.ReleaseTemporaryRT(ShaderParams.ReflectionsTex);
- cmd.ReleaseTemporaryRT(ShaderParams.RayCast);
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- void FullScreenBlit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Pass pass) {
- cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
- cmd.SetGlobalTexture(ShaderParams.MainTex, source);
- cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, sMat, 0, (int)pass);
- }
- /// Cleanup any allocated resources that were created during the execution of this render pass.
- public override void FrameCleanup(CommandBuffer cmd) {
- }
- public void Cleanup() {
- CoreUtils.Destroy(sMat);
- }
- }
- public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
- [Tooltip("Use deferred g-buffers (requires deferred rendering in URP 12 or later)")]
- public bool useDeferred;
- [Header("General Settings")]
- [Tooltip("Show reflections in SceneView window")]
- public bool showInSceneView = true;
- [Tooltip("Downsampling multiplier applied to the final blurred reflections")]
- [Range(1, 8)] public int downsampling = 1;
- [Tooltip("Bias applied to depth checking. Increase if reflections desappear at the distance when downsampling is used")]
- [Min(0)] public float depthBias = 0.01f;
- [Tooltip("Show final result / debug view or compare view")]
- public OutputMode outputMode = OutputMode.Final;
- [Tooltip("Position of the dividing line")]
- [Range(-0.01f, 1.01f)] public float separationPos = 0.5f;
- [Tooltip("HDR reflections")]
- public bool lowPrecision;
- [Tooltip("Prevents out of range colors when composing reflections in the destination buffer. This operation performs a ping-pong copy of the frame buffer which can be expensive. Use only if required.")]
- public bool stopNaN;
- [Tooltip("Max number of samples used during the raymarch loop")]
- [Range(4, 128)] public int sampleCount = 16;
- [HideInInspector]
- public float stepSize; // no longer used; kept for backward compatibility during upgrade
- [Tooltip("Maximum reflection distance")]
- public float maxRayLength;
- [Tooltip("Assumed thickness of geometry in the depth buffer before binary search")]
- public float thickness = 0.2f;
- [Tooltip("Number of refinements steps when a reflection hit is found")]
- [Range(0, 16)] public int binarySearchIterations = 6;
- [Tooltip("Increase accuracy of reflection hit after binary search by discarding points further than a reduced thickness.")]
- public bool refineThickness;
- [Tooltip("Assumed thickness of geometry in the depth buffer after binary search")]
- [Range(0.005f, 1f)]
- public float thicknessFine = 0.05f;
- [Tooltip("Jitter helps smoothing edges")]
- [Range(0, 1f)] public float jitter = 0.3f;
- [Tooltip("Animates jitter every frame")]
- public bool animatedJitter = true;
- [Header("Reflection Intensity")]
- [Tooltip("Reflection multiplier")]
- [Range(0, 2)]
- public float reflectionsMultiplier = 1f;
- [Tooltip("Reflection min intensity")]
- [Range(0, 1)]
- public float reflectionsMinIntensity;
- [Tooltip("Reflection max intensity")]
- [Range(0, 1)]
- public float reflectionsMaxIntensity = 1f;
- [Range(0, 1)]
- [Tooltip("Reduces reflection based on view angle")]
- public float fresnel = 0.75f;
- [Tooltip("Reflection decay with distance to reflective point")]
- public float decay = 2f;
- [Tooltip("Reduces intensity of specular reflections")]
- public bool specularControl;
- [Min(0), Tooltip("Power of the specular filter")]
- public float specularSoftenPower = 15f;
- [Tooltip("Controls the attenuation range of effect on screen borders")]
- [Range(0.5f, 2f)]
- public float vignetteSize = 1.1f;
- [Header("Reflection Sharpness")]
- [Min(0)]
- [Tooltip("Ray dispersion with distance")]
- public float fuzzyness;
- [Tooltip("Makes sharpen reflections near objects")]
- public float contactHardening;
- [Range(0, 4f)]
- [Tooltip("Produces sharper reflections based on distance")]
- public float minimumBlur = 0.25f;
- [Tooltip("Downsampling multiplier applied to the blur")]
- [Range(1, 8)] public int blurDownsampling = 1;
- [Tooltip("Custom directional blur strength")]
- public Vector2 blurStrength = Vector2.one;
- SSRPass renderPass;
- public static bool installed;
- public static bool isDeferredActive;
- public static bool isEnabled = true;
- void OnDisable() {
- installed = false;
- if (renderPass != null) {
- renderPass.Cleanup();
- }
- }
- public override void Create() {
- if (maxRayLength == 0) {
- maxRayLength = Mathf.Max(0.1f, stepSize * sampleCount);
- }
- if (renderPass == null) {
- renderPass = new SSRPass();
- }
- installed = true;
- }
- private void OnValidate() {
- decay = Mathf.Max(1f, decay);
- if (maxRayLength == 0) {
- maxRayLength = stepSize * sampleCount;
- }
- maxRayLength = Mathf.Max(0.1f, maxRayLength);
- fuzzyness = Mathf.Max(0, fuzzyness);
- thickness = Mathf.Max(0.01f, thickness);
- thicknessFine = Mathf.Max(0.01f, thicknessFine);
- contactHardening = Mathf.Max(0, contactHardening);
- reflectionsMaxIntensity = Mathf.Max(reflectionsMinIntensity, reflectionsMaxIntensity);
- blurStrength.x = Mathf.Max(blurStrength.x, 0f);
- blurStrength.y = Mathf.Max(blurStrength.y, 0f);
- }
- // Here you can inject one or multiple render passes in the renderer.
- // This method is called when setting up the renderer once per-camera.
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
- if (!isEnabled) return;
- isDeferredActive = useDeferred;
- renderPass.Setup(renderer, this);
- renderer.EnqueuePass(renderPass);
- installed = true;
- }
- public void ApplyRaytracingPreset(RaytracingPreset preset) {
- switch (preset) {
- case RaytracingPreset.Fast:
- sampleCount = 16;
- maxRayLength = 6;
- binarySearchIterations = 4;
- downsampling = 3;
- thickness = 0.5f;
- refineThickness = false;
- jitter = 0.3f;
- break;
- case RaytracingPreset.Medium:
- sampleCount = 24;
- maxRayLength = 12;
- binarySearchIterations = 5;
- downsampling = 2;
- refineThickness = false;
- break;
- case RaytracingPreset.High:
- sampleCount = 48;
- maxRayLength = 24;
- binarySearchIterations = 6;
- downsampling = 1;
- refineThickness = false;
- thicknessFine = 0.05f;
- break;
- case RaytracingPreset.Superb:
- sampleCount = 88;
- maxRayLength = 48;
- binarySearchIterations = 7;
- downsampling = 1;
- refineThickness = true;
- thicknessFine = 0.02f;
- break;
- case RaytracingPreset.Ultra:
- sampleCount = 128;
- maxRayLength = 64;
- binarySearchIterations = 8;
- downsampling = 1;
- refineThickness = true;
- thicknessFine = 0.02f;
- break;
- }
- }
- }
- }
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