ShinySSRR.cs 20 KB

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  1. /// <summary>
  2. /// Shiny SSRR - Screen Space Reflections for URP - (c) 2021 Kronnect
  3. /// </summary>
  4. using UnityEngine;
  5. using UnityEngine.Rendering;
  6. using UnityEngine.Rendering.Universal;
  7. namespace ShinySSRR {
  8. public enum OutputMode {
  9. Final,
  10. OnlyReflections,
  11. SideBySideComparison
  12. }
  13. public enum RaytracingPreset {
  14. Fast = 10,
  15. Medium = 20,
  16. High = 30,
  17. Superb = 35,
  18. Ultra = 40
  19. }
  20. public class ShinySSRR : ScriptableRendererFeature {
  21. class SSRPass : ScriptableRenderPass {
  22. enum Pass {
  23. CopyExact = 0,
  24. SSRSurf = 1,
  25. Resolve = 2,
  26. BlurHoriz = 3,
  27. BlurVert = 4,
  28. Debug = 5,
  29. Combine = 6,
  30. CombineWithCompare = 7,
  31. GBuffPass = 8,
  32. Copy = 9
  33. }
  34. const string SHINY_CBUFNAME = "Shiny_SSRR";
  35. const float GOLDEN_RATIO = 0.618033989f;
  36. ScriptableRenderer renderer;
  37. Material sMat;
  38. Texture noiseTex;
  39. ShinySSRR settings;
  40. readonly Plane[] frustumPlanes = new Plane[6];
  41. const int MIP_COUNT = 5;
  42. int[] rtPyramid;
  43. public void Setup(ScriptableRenderer renderer, ShinySSRR settings) {
  44. this.renderer = renderer;
  45. this.settings = settings;
  46. this.renderPassEvent = settings.renderPassEvent;
  47. if (sMat == null) {
  48. Shader shader = Shader.Find("Hidden/Kronnect/SSR_URP");
  49. sMat = CoreUtils.CreateEngineMaterial(shader);
  50. }
  51. if (noiseTex == null) {
  52. noiseTex = Resources.Load<Texture>("SSR/blueNoiseSSR64");
  53. }
  54. sMat.SetTexture(ShaderParams.NoiseTex, noiseTex);
  55. // set global settings
  56. sMat.SetVector(ShaderParams.SSRSettings2, new Vector4(settings.jitter, settings.contactHardening, settings.reflectionsMultiplier, settings.vignetteSize));
  57. sMat.SetVector(ShaderParams.SSRSettings4, new Vector4(settings.separationPos, settings.reflectionsMinIntensity, settings.reflectionsMaxIntensity, settings.specularSoftenPower));
  58. sMat.SetVector(ShaderParams.SSRBlurStrength, new Vector4(settings.blurStrength.x, settings.blurStrength.y, 0, 0));
  59. if (settings.specularControl) {
  60. sMat.EnableKeyword(ShaderParams.SKW_DENOISE);
  61. } else {
  62. sMat.DisableKeyword(ShaderParams.SKW_DENOISE);
  63. }
  64. sMat.SetFloat(ShaderParams.MinimumBlur, settings.minimumBlur);
  65. if (settings.useDeferred) {
  66. if (settings.jitter > 0) {
  67. sMat.EnableKeyword(ShaderParams.SKW_JITTER);
  68. } else {
  69. sMat.DisableKeyword(ShaderParams.SKW_JITTER);
  70. }
  71. if (settings.refineThickness) {
  72. sMat.EnableKeyword(ShaderParams.SKW_REFINE_THICKNESS);
  73. sMat.SetFloat(ShaderParams.SSRSettings5, settings.thicknessFine * settings.thickness);
  74. } else {
  75. sMat.DisableKeyword(ShaderParams.SKW_REFINE_THICKNESS);
  76. }
  77. sMat.SetVector(ShaderParams.SSRSettings, new Vector4(settings.thickness, settings.sampleCount, settings.binarySearchIterations, settings.maxRayLength));
  78. sMat.SetVector(ShaderParams.MaterialData, new Vector4(0, settings.fresnel, settings.fuzzyness, settings.decay));
  79. }
  80. if (rtPyramid == null || rtPyramid.Length != MIP_COUNT) {
  81. rtPyramid = new int[MIP_COUNT];
  82. for (int k = 0; k < rtPyramid.Length; k++) {
  83. rtPyramid[k] = Shader.PropertyToID("_BlurRTMip" + k);
  84. }
  85. }
  86. }
  87. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
  88. Camera cam = renderingData.cameraData.camera;
  89. // ignore SceneView depending on setting
  90. if (cam.cameraType == CameraType.SceneView) {
  91. if (!settings.showInSceneView) return;
  92. } else {
  93. // ignore any camera other than GameView
  94. if (cam.cameraType != CameraType.Game) return;
  95. }
  96. RenderTextureDescriptor sourceDesc = renderingData.cameraData.cameraTargetDescriptor;
  97. sourceDesc.colorFormat = settings.lowPrecision ? RenderTextureFormat.ARGB32 : RenderTextureFormat.ARGBHalf;
  98. sourceDesc.width /= settings.downsampling;
  99. sourceDesc.height /= settings.downsampling;
  100. sourceDesc.msaaSamples = 1;
  101. float goldenFactor = GOLDEN_RATIO;
  102. if (settings.animatedJitter) {
  103. goldenFactor *= (Time.frameCount % 480);
  104. }
  105. Shader.SetGlobalVector(ShaderParams.SSRSettings3, new Vector4(sourceDesc.width, sourceDesc.height, goldenFactor, settings.depthBias));
  106. CommandBuffer cmd = null;
  107. RenderTargetIdentifier source = renderer.cameraColorTarget;
  108. if (settings.useDeferred) {
  109. // init command buffer
  110. cmd = CommandBufferPool.Get(SHINY_CBUFNAME);
  111. // pass UNITY_MATRIX_V
  112. sMat.SetMatrix(ShaderParams.WorldToViewDir, cam.worldToCameraMatrix);
  113. // prepare ssr target
  114. cmd.GetTemporaryRT(ShaderParams.RayCast, sourceDesc, FilterMode.Point);
  115. // raytrace using gbuffers
  116. FullScreenBlit(cmd, source, ShaderParams.RayCast, Pass.GBuffPass);
  117. } else {
  118. // early exit if no reflection objects
  119. int count = Reflections.instances.Count;
  120. if (count == 0) return;
  121. bool firstSSR = true;
  122. GeometryUtility.CalculateFrustumPlanes(cam, frustumPlanes);
  123. for (int k = 0; k < count; k++) {
  124. Reflections go = Reflections.instances[k];
  125. if (go == null) continue;
  126. int rendererCount = go.ssrRenderers.Count;
  127. for (int j = 0; j < rendererCount; j++) {
  128. Reflections.SSR_Renderer ssrRenderer = go.ssrRenderers[j];
  129. Renderer goRenderer = ssrRenderer.renderer;
  130. if (goRenderer == null || !goRenderer.isVisible) continue;
  131. // if object is part of static batch, check collider bounds (if existing)
  132. if (goRenderer.isPartOfStaticBatch) {
  133. if (ssrRenderer.hasStaticBounds) {
  134. // check artifically computed bounds
  135. if (!GeometryUtility.TestPlanesAABB(frustumPlanes, ssrRenderer.staticBounds)) continue;
  136. } else if (ssrRenderer.collider != null) {
  137. // check if object is visible by current camera using collider bounds
  138. if (!GeometryUtility.TestPlanesAABB(frustumPlanes, ssrRenderer.collider.bounds)) continue;
  139. }
  140. } else {
  141. // check if object is visible by current camera using renderer bounds
  142. if (!GeometryUtility.TestPlanesAABB(frustumPlanes, goRenderer.bounds)) continue;
  143. }
  144. if (!ssrRenderer.isInitialized) {
  145. ssrRenderer.Init(sMat);
  146. ssrRenderer.UpdateMaterialProperties(go, settings);
  147. }
  148. #if UNITY_EDITOR
  149. else if (!Application.isPlaying) {
  150. ssrRenderer.UpdateMaterialProperties(go, settings);
  151. }
  152. #endif
  153. if (ssrRenderer.exclude) continue;
  154. if (firstSSR) {
  155. firstSSR = false;
  156. // init command buffer
  157. cmd = CommandBufferPool.Get(SHINY_CBUFNAME);
  158. // prepare ssr target
  159. cmd.GetTemporaryRT(ShaderParams.RayCast, sourceDesc, FilterMode.Point);
  160. cmd.SetRenderTarget(ShaderParams.RayCast, 0, CubemapFace.Unknown, -1);
  161. cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
  162. }
  163. for (int s = 0; s < ssrRenderer.ssrMaterials.Length; s++) {
  164. if (go.subMeshMask <= 0 || ((1 << s) & go.subMeshMask) != 0) {
  165. Material ssrMat = ssrRenderer.ssrMaterials[s];
  166. cmd.DrawRenderer(goRenderer, ssrMat, s, (int)Pass.SSRSurf);
  167. }
  168. }
  169. }
  170. }
  171. if (firstSSR) return;
  172. }
  173. // Resolve reflections
  174. RenderTextureDescriptor copyDesc = sourceDesc;
  175. copyDesc.depthBufferBits = 0;
  176. cmd.GetTemporaryRT(ShaderParams.ReflectionsTex, copyDesc);
  177. FullScreenBlit(cmd, source, ShaderParams.ReflectionsTex, Pass.Resolve);
  178. RenderTargetIdentifier input = ShaderParams.ReflectionsTex;
  179. // Pyramid blur
  180. copyDesc.width /= settings.blurDownsampling;
  181. copyDesc.height /= settings.blurDownsampling;
  182. for (int k = 0; k < MIP_COUNT; k++) {
  183. copyDesc.width = Mathf.Max(2, copyDesc.width / 2);
  184. copyDesc.height = Mathf.Max(2, copyDesc.height / 2);
  185. cmd.GetTemporaryRT(rtPyramid[k], copyDesc, FilterMode.Bilinear);
  186. cmd.GetTemporaryRT(ShaderParams.BlurRT, copyDesc, FilterMode.Bilinear);
  187. FullScreenBlit(cmd, input, ShaderParams.BlurRT, Pass.BlurHoriz);
  188. FullScreenBlit(cmd, ShaderParams.BlurRT, rtPyramid[k], Pass.BlurVert);
  189. cmd.ReleaseTemporaryRT(ShaderParams.BlurRT);
  190. input = rtPyramid[k];
  191. }
  192. // Output
  193. int finalPass;
  194. if (settings.outputMode == OutputMode.Final) {
  195. finalPass = (int)Pass.Combine;
  196. } else if (settings.outputMode == OutputMode.SideBySideComparison) {
  197. finalPass = (int)Pass.CombineWithCompare;
  198. } else {
  199. finalPass = (int)Pass.Debug;
  200. }
  201. FullScreenBlit(cmd, ShaderParams.ReflectionsTex, source, (Pass)finalPass);
  202. if (settings.stopNaN) {
  203. RenderTextureDescriptor nanDesc = renderingData.cameraData.cameraTargetDescriptor;
  204. nanDesc.depthBufferBits = 0;
  205. nanDesc.msaaSamples = 1;
  206. cmd.GetTemporaryRT(ShaderParams.NaNBuffer, nanDesc);
  207. FullScreenBlit(cmd, source, ShaderParams.NaNBuffer, Pass.CopyExact);
  208. FullScreenBlit(cmd, ShaderParams.NaNBuffer, source, Pass.CopyExact);
  209. }
  210. // Clean up
  211. for (int k = 0; k < rtPyramid.Length; k++) {
  212. cmd.ReleaseTemporaryRT(rtPyramid[k]);
  213. }
  214. cmd.ReleaseTemporaryRT(ShaderParams.ReflectionsTex);
  215. cmd.ReleaseTemporaryRT(ShaderParams.RayCast);
  216. context.ExecuteCommandBuffer(cmd);
  217. CommandBufferPool.Release(cmd);
  218. }
  219. void FullScreenBlit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Pass pass) {
  220. cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
  221. cmd.SetGlobalTexture(ShaderParams.MainTex, source);
  222. cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, sMat, 0, (int)pass);
  223. }
  224. /// Cleanup any allocated resources that were created during the execution of this render pass.
  225. public override void FrameCleanup(CommandBuffer cmd) {
  226. }
  227. public void Cleanup() {
  228. CoreUtils.Destroy(sMat);
  229. }
  230. }
  231. public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
  232. [Tooltip("Use deferred g-buffers (requires deferred rendering in URP 12 or later)")]
  233. public bool useDeferred;
  234. [Header("General Settings")]
  235. [Tooltip("Show reflections in SceneView window")]
  236. public bool showInSceneView = true;
  237. [Tooltip("Downsampling multiplier applied to the final blurred reflections")]
  238. [Range(1, 8)] public int downsampling = 1;
  239. [Tooltip("Bias applied to depth checking. Increase if reflections desappear at the distance when downsampling is used")]
  240. [Min(0)] public float depthBias = 0.01f;
  241. [Tooltip("Show final result / debug view or compare view")]
  242. public OutputMode outputMode = OutputMode.Final;
  243. [Tooltip("Position of the dividing line")]
  244. [Range(-0.01f, 1.01f)] public float separationPos = 0.5f;
  245. [Tooltip("HDR reflections")]
  246. public bool lowPrecision;
  247. [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.")]
  248. public bool stopNaN;
  249. [Tooltip("Max number of samples used during the raymarch loop")]
  250. [Range(4, 128)] public int sampleCount = 16;
  251. [HideInInspector]
  252. public float stepSize; // no longer used; kept for backward compatibility during upgrade
  253. [Tooltip("Maximum reflection distance")]
  254. public float maxRayLength;
  255. [Tooltip("Assumed thickness of geometry in the depth buffer before binary search")]
  256. public float thickness = 0.2f;
  257. [Tooltip("Number of refinements steps when a reflection hit is found")]
  258. [Range(0, 16)] public int binarySearchIterations = 6;
  259. [Tooltip("Increase accuracy of reflection hit after binary search by discarding points further than a reduced thickness.")]
  260. public bool refineThickness;
  261. [Tooltip("Assumed thickness of geometry in the depth buffer after binary search")]
  262. [Range(0.005f, 1f)]
  263. public float thicknessFine = 0.05f;
  264. [Tooltip("Jitter helps smoothing edges")]
  265. [Range(0, 1f)] public float jitter = 0.3f;
  266. [Tooltip("Animates jitter every frame")]
  267. public bool animatedJitter = true;
  268. [Header("Reflection Intensity")]
  269. [Tooltip("Reflection multiplier")]
  270. [Range(0, 2)]
  271. public float reflectionsMultiplier = 1f;
  272. [Tooltip("Reflection min intensity")]
  273. [Range(0, 1)]
  274. public float reflectionsMinIntensity;
  275. [Tooltip("Reflection max intensity")]
  276. [Range(0, 1)]
  277. public float reflectionsMaxIntensity = 1f;
  278. [Range(0, 1)]
  279. [Tooltip("Reduces reflection based on view angle")]
  280. public float fresnel = 0.75f;
  281. [Tooltip("Reflection decay with distance to reflective point")]
  282. public float decay = 2f;
  283. [Tooltip("Reduces intensity of specular reflections")]
  284. public bool specularControl;
  285. [Min(0), Tooltip("Power of the specular filter")]
  286. public float specularSoftenPower = 15f;
  287. [Tooltip("Controls the attenuation range of effect on screen borders")]
  288. [Range(0.5f, 2f)]
  289. public float vignetteSize = 1.1f;
  290. [Header("Reflection Sharpness")]
  291. [Min(0)]
  292. [Tooltip("Ray dispersion with distance")]
  293. public float fuzzyness;
  294. [Tooltip("Makes sharpen reflections near objects")]
  295. public float contactHardening;
  296. [Range(0, 4f)]
  297. [Tooltip("Produces sharper reflections based on distance")]
  298. public float minimumBlur = 0.25f;
  299. [Tooltip("Downsampling multiplier applied to the blur")]
  300. [Range(1, 8)] public int blurDownsampling = 1;
  301. [Tooltip("Custom directional blur strength")]
  302. public Vector2 blurStrength = Vector2.one;
  303. SSRPass renderPass;
  304. public static bool installed;
  305. public static bool isDeferredActive;
  306. public static bool isEnabled = true;
  307. void OnDisable() {
  308. installed = false;
  309. if (renderPass != null) {
  310. renderPass.Cleanup();
  311. }
  312. }
  313. public override void Create() {
  314. if (maxRayLength == 0) {
  315. maxRayLength = Mathf.Max(0.1f, stepSize * sampleCount);
  316. }
  317. if (renderPass == null) {
  318. renderPass = new SSRPass();
  319. }
  320. installed = true;
  321. }
  322. private void OnValidate() {
  323. decay = Mathf.Max(1f, decay);
  324. if (maxRayLength == 0) {
  325. maxRayLength = stepSize * sampleCount;
  326. }
  327. maxRayLength = Mathf.Max(0.1f, maxRayLength);
  328. fuzzyness = Mathf.Max(0, fuzzyness);
  329. thickness = Mathf.Max(0.01f, thickness);
  330. thicknessFine = Mathf.Max(0.01f, thicknessFine);
  331. contactHardening = Mathf.Max(0, contactHardening);
  332. reflectionsMaxIntensity = Mathf.Max(reflectionsMinIntensity, reflectionsMaxIntensity);
  333. blurStrength.x = Mathf.Max(blurStrength.x, 0f);
  334. blurStrength.y = Mathf.Max(blurStrength.y, 0f);
  335. }
  336. // Here you can inject one or multiple render passes in the renderer.
  337. // This method is called when setting up the renderer once per-camera.
  338. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
  339. if (!isEnabled) return;
  340. isDeferredActive = useDeferred;
  341. renderPass.Setup(renderer, this);
  342. renderer.EnqueuePass(renderPass);
  343. installed = true;
  344. }
  345. public void ApplyRaytracingPreset(RaytracingPreset preset) {
  346. switch (preset) {
  347. case RaytracingPreset.Fast:
  348. sampleCount = 16;
  349. maxRayLength = 6;
  350. binarySearchIterations = 4;
  351. downsampling = 3;
  352. thickness = 0.5f;
  353. refineThickness = false;
  354. jitter = 0.3f;
  355. break;
  356. case RaytracingPreset.Medium:
  357. sampleCount = 24;
  358. maxRayLength = 12;
  359. binarySearchIterations = 5;
  360. downsampling = 2;
  361. refineThickness = false;
  362. break;
  363. case RaytracingPreset.High:
  364. sampleCount = 48;
  365. maxRayLength = 24;
  366. binarySearchIterations = 6;
  367. downsampling = 1;
  368. refineThickness = false;
  369. thicknessFine = 0.05f;
  370. break;
  371. case RaytracingPreset.Superb:
  372. sampleCount = 88;
  373. maxRayLength = 48;
  374. binarySearchIterations = 7;
  375. downsampling = 1;
  376. refineThickness = true;
  377. thicknessFine = 0.02f;
  378. break;
  379. case RaytracingPreset.Ultra:
  380. sampleCount = 128;
  381. maxRayLength = 64;
  382. binarySearchIterations = 8;
  383. downsampling = 1;
  384. refineThickness = true;
  385. thicknessFine = 0.02f;
  386. break;
  387. }
  388. }
  389. }
  390. }