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authorchai <215380520@qq.com>2024-03-13 11:00:58 +0800
committerchai <215380520@qq.com>2024-03-13 11:00:58 +0800
commit6ce8b9e22fc13be34b442c7b6af48b42cd44275a (patch)
treeb38119d2acf0a982cb67e381f146924b9bfc3b3f /UnityEngine.PostProcessing/ScreenSpaceReflectionComponent.cs
+init
Diffstat (limited to 'UnityEngine.PostProcessing/ScreenSpaceReflectionComponent.cs')
-rw-r--r--UnityEngine.PostProcessing/ScreenSpaceReflectionComponent.cs217
1 files changed, 217 insertions, 0 deletions
diff --git a/UnityEngine.PostProcessing/ScreenSpaceReflectionComponent.cs b/UnityEngine.PostProcessing/ScreenSpaceReflectionComponent.cs
new file mode 100644
index 0000000..e9f0c02
--- /dev/null
+++ b/UnityEngine.PostProcessing/ScreenSpaceReflectionComponent.cs
@@ -0,0 +1,217 @@
+using System;
+using UnityEngine.Rendering;
+
+namespace UnityEngine.PostProcessing;
+
+public sealed class ScreenSpaceReflectionComponent : PostProcessingComponentCommandBuffer<ScreenSpaceReflectionModel>
+{
+ private static class Uniforms
+ {
+ internal static readonly int _RayStepSize = Shader.PropertyToID("_RayStepSize");
+
+ internal static readonly int _AdditiveReflection = Shader.PropertyToID("_AdditiveReflection");
+
+ internal static readonly int _BilateralUpsampling = Shader.PropertyToID("_BilateralUpsampling");
+
+ internal static readonly int _TreatBackfaceHitAsMiss = Shader.PropertyToID("_TreatBackfaceHitAsMiss");
+
+ internal static readonly int _AllowBackwardsRays = Shader.PropertyToID("_AllowBackwardsRays");
+
+ internal static readonly int _TraceBehindObjects = Shader.PropertyToID("_TraceBehindObjects");
+
+ internal static readonly int _MaxSteps = Shader.PropertyToID("_MaxSteps");
+
+ internal static readonly int _FullResolutionFiltering = Shader.PropertyToID("_FullResolutionFiltering");
+
+ internal static readonly int _HalfResolution = Shader.PropertyToID("_HalfResolution");
+
+ internal static readonly int _HighlightSuppression = Shader.PropertyToID("_HighlightSuppression");
+
+ internal static readonly int _PixelsPerMeterAtOneMeter = Shader.PropertyToID("_PixelsPerMeterAtOneMeter");
+
+ internal static readonly int _ScreenEdgeFading = Shader.PropertyToID("_ScreenEdgeFading");
+
+ internal static readonly int _ReflectionBlur = Shader.PropertyToID("_ReflectionBlur");
+
+ internal static readonly int _MaxRayTraceDistance = Shader.PropertyToID("_MaxRayTraceDistance");
+
+ internal static readonly int _FadeDistance = Shader.PropertyToID("_FadeDistance");
+
+ internal static readonly int _LayerThickness = Shader.PropertyToID("_LayerThickness");
+
+ internal static readonly int _SSRMultiplier = Shader.PropertyToID("_SSRMultiplier");
+
+ internal static readonly int _FresnelFade = Shader.PropertyToID("_FresnelFade");
+
+ internal static readonly int _FresnelFadePower = Shader.PropertyToID("_FresnelFadePower");
+
+ internal static readonly int _ReflectionBufferSize = Shader.PropertyToID("_ReflectionBufferSize");
+
+ internal static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize");
+
+ internal static readonly int _InvScreenSize = Shader.PropertyToID("_InvScreenSize");
+
+ internal static readonly int _ProjInfo = Shader.PropertyToID("_ProjInfo");
+
+ internal static readonly int _CameraClipInfo = Shader.PropertyToID("_CameraClipInfo");
+
+ internal static readonly int _ProjectToPixelMatrix = Shader.PropertyToID("_ProjectToPixelMatrix");
+
+ internal static readonly int _WorldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix");
+
+ internal static readonly int _CameraToWorldMatrix = Shader.PropertyToID("_CameraToWorldMatrix");
+
+ internal static readonly int _Axis = Shader.PropertyToID("_Axis");
+
+ internal static readonly int _CurrentMipLevel = Shader.PropertyToID("_CurrentMipLevel");
+
+ internal static readonly int _NormalAndRoughnessTexture = Shader.PropertyToID("_NormalAndRoughnessTexture");
+
+ internal static readonly int _HitPointTexture = Shader.PropertyToID("_HitPointTexture");
+
+ internal static readonly int _BlurTexture = Shader.PropertyToID("_BlurTexture");
+
+ internal static readonly int _FilteredReflections = Shader.PropertyToID("_FilteredReflections");
+
+ internal static readonly int _FinalReflectionTexture = Shader.PropertyToID("_FinalReflectionTexture");
+
+ internal static readonly int _TempTexture = Shader.PropertyToID("_TempTexture");
+ }
+
+ private enum PassIndex
+ {
+ RayTraceStep,
+ CompositeFinal,
+ Blur,
+ CompositeSSR,
+ MinMipGeneration,
+ HitPointToReflections,
+ BilateralKeyPack,
+ BlitDepthAsCSZ,
+ PoissonBlur
+ }
+
+ private bool k_HighlightSuppression;
+
+ private bool k_TraceBehindObjects = true;
+
+ private bool k_TreatBackfaceHitAsMiss;
+
+ private bool k_BilateralUpsample = true;
+
+ private readonly int[] m_ReflectionTextures = new int[5];
+
+ public override bool active => base.model.enabled && context.isGBufferAvailable && !context.interrupted;
+
+ public override DepthTextureMode GetCameraFlags()
+ {
+ return DepthTextureMode.Depth;
+ }
+
+ public override void OnEnable()
+ {
+ m_ReflectionTextures[0] = Shader.PropertyToID("_ReflectionTexture0");
+ m_ReflectionTextures[1] = Shader.PropertyToID("_ReflectionTexture1");
+ m_ReflectionTextures[2] = Shader.PropertyToID("_ReflectionTexture2");
+ m_ReflectionTextures[3] = Shader.PropertyToID("_ReflectionTexture3");
+ m_ReflectionTextures[4] = Shader.PropertyToID("_ReflectionTexture4");
+ }
+
+ public override string GetName()
+ {
+ return "Screen Space Reflection";
+ }
+
+ public override CameraEvent GetCameraEvent()
+ {
+ return CameraEvent.AfterFinalPass;
+ }
+
+ public override void PopulateCommandBuffer(CommandBuffer cb)
+ {
+ ScreenSpaceReflectionModel.Settings settings = base.model.settings;
+ Camera camera = context.camera;
+ int num = ((settings.reflection.reflectionQuality == ScreenSpaceReflectionModel.SSRResolution.High) ? 1 : 2);
+ int num2 = context.width / num;
+ int num3 = context.height / num;
+ float num4 = context.width;
+ float num5 = context.height;
+ float num6 = num4 / 2f;
+ float num7 = num5 / 2f;
+ Material material = context.materialFactory.Get("Hidden/Post FX/Screen Space Reflection");
+ material.SetInt(Uniforms._RayStepSize, settings.reflection.stepSize);
+ material.SetInt(Uniforms._AdditiveReflection, (settings.reflection.blendType == ScreenSpaceReflectionModel.SSRReflectionBlendType.Additive) ? 1 : 0);
+ material.SetInt(Uniforms._BilateralUpsampling, k_BilateralUpsample ? 1 : 0);
+ material.SetInt(Uniforms._TreatBackfaceHitAsMiss, k_TreatBackfaceHitAsMiss ? 1 : 0);
+ material.SetInt(Uniforms._AllowBackwardsRays, settings.reflection.reflectBackfaces ? 1 : 0);
+ material.SetInt(Uniforms._TraceBehindObjects, k_TraceBehindObjects ? 1 : 0);
+ material.SetInt(Uniforms._MaxSteps, settings.reflection.iterationCount);
+ material.SetInt(Uniforms._FullResolutionFiltering, 0);
+ material.SetInt(Uniforms._HalfResolution, (settings.reflection.reflectionQuality != 0) ? 1 : 0);
+ material.SetInt(Uniforms._HighlightSuppression, k_HighlightSuppression ? 1 : 0);
+ float value = num4 / (-2f * Mathf.Tan(camera.fieldOfView / 180f * (float)Math.PI * 0.5f));
+ material.SetFloat(Uniforms._PixelsPerMeterAtOneMeter, value);
+ material.SetFloat(Uniforms._ScreenEdgeFading, settings.screenEdgeMask.intensity);
+ material.SetFloat(Uniforms._ReflectionBlur, settings.reflection.reflectionBlur);
+ material.SetFloat(Uniforms._MaxRayTraceDistance, settings.reflection.maxDistance);
+ material.SetFloat(Uniforms._FadeDistance, settings.intensity.fadeDistance);
+ material.SetFloat(Uniforms._LayerThickness, settings.reflection.widthModifier);
+ material.SetFloat(Uniforms._SSRMultiplier, settings.intensity.reflectionMultiplier);
+ material.SetFloat(Uniforms._FresnelFade, settings.intensity.fresnelFade);
+ material.SetFloat(Uniforms._FresnelFadePower, settings.intensity.fresnelFadePower);
+ Matrix4x4 projectionMatrix = camera.projectionMatrix;
+ Vector4 value2 = new Vector4(-2f / (num4 * projectionMatrix[0]), -2f / (num5 * projectionMatrix[5]), (1f - projectionMatrix[2]) / projectionMatrix[0], (1f + projectionMatrix[6]) / projectionMatrix[5]);
+ Vector3 vector = ((!float.IsPositiveInfinity(camera.farClipPlane)) ? new Vector3(camera.nearClipPlane * camera.farClipPlane, camera.nearClipPlane - camera.farClipPlane, camera.farClipPlane) : new Vector3(camera.nearClipPlane, -1f, 1f));
+ material.SetVector(Uniforms._ReflectionBufferSize, new Vector2(num2, num3));
+ material.SetVector(Uniforms._ScreenSize, new Vector2(num4, num5));
+ material.SetVector(Uniforms._InvScreenSize, new Vector2(1f / num4, 1f / num5));
+ material.SetVector(Uniforms._ProjInfo, value2);
+ material.SetVector(Uniforms._CameraClipInfo, vector);
+ Matrix4x4 matrix4x = default(Matrix4x4);
+ matrix4x.SetRow(0, new Vector4(num6, 0f, 0f, num6));
+ matrix4x.SetRow(1, new Vector4(0f, num7, 0f, num7));
+ matrix4x.SetRow(2, new Vector4(0f, 0f, 1f, 0f));
+ matrix4x.SetRow(3, new Vector4(0f, 0f, 0f, 1f));
+ Matrix4x4 value3 = matrix4x * projectionMatrix;
+ material.SetMatrix(Uniforms._ProjectToPixelMatrix, value3);
+ material.SetMatrix(Uniforms._WorldToCameraMatrix, camera.worldToCameraMatrix);
+ material.SetMatrix(Uniforms._CameraToWorldMatrix, camera.worldToCameraMatrix.inverse);
+ RenderTextureFormat format = (context.isHdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32);
+ int normalAndRoughnessTexture = Uniforms._NormalAndRoughnessTexture;
+ int hitPointTexture = Uniforms._HitPointTexture;
+ int blurTexture = Uniforms._BlurTexture;
+ int filteredReflections = Uniforms._FilteredReflections;
+ int finalReflectionTexture = Uniforms._FinalReflectionTexture;
+ int tempTexture = Uniforms._TempTexture;
+ cb.GetTemporaryRT(normalAndRoughnessTexture, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
+ cb.GetTemporaryRT(hitPointTexture, num2, num3, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
+ for (int i = 0; i < 5; i++)
+ {
+ cb.GetTemporaryRT(m_ReflectionTextures[i], num2 >> i, num3 >> i, 0, FilterMode.Bilinear, format);
+ }
+ cb.GetTemporaryRT(filteredReflections, num2, num3, 0, (!k_BilateralUpsample) ? FilterMode.Bilinear : FilterMode.Point, format);
+ cb.GetTemporaryRT(finalReflectionTexture, num2, num3, 0, FilterMode.Point, format);
+ cb.Blit(BuiltinRenderTextureType.CameraTarget, normalAndRoughnessTexture, material, 6);
+ cb.Blit(BuiltinRenderTextureType.CameraTarget, hitPointTexture, material, 0);
+ cb.Blit(BuiltinRenderTextureType.CameraTarget, filteredReflections, material, 5);
+ cb.Blit(filteredReflections, m_ReflectionTextures[0], material, 8);
+ for (int j = 1; j < 5; j++)
+ {
+ int num8 = m_ReflectionTextures[j - 1];
+ int num9 = j;
+ cb.GetTemporaryRT(blurTexture, num2 >> num9, num3 >> num9, 0, FilterMode.Bilinear, format);
+ cb.SetGlobalVector(Uniforms._Axis, new Vector4(1f, 0f, 0f, 0f));
+ cb.SetGlobalFloat(Uniforms._CurrentMipLevel, (float)j - 1f);
+ cb.Blit(num8, blurTexture, material, 2);
+ cb.SetGlobalVector(Uniforms._Axis, new Vector4(0f, 1f, 0f, 0f));
+ num8 = m_ReflectionTextures[j];
+ cb.Blit(blurTexture, num8, material, 2);
+ cb.ReleaseTemporaryRT(blurTexture);
+ }
+ cb.Blit(m_ReflectionTextures[0], finalReflectionTexture, material, 3);
+ cb.GetTemporaryRT(tempTexture, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Bilinear, format);
+ cb.Blit(BuiltinRenderTextureType.CameraTarget, tempTexture, material, 1);
+ cb.Blit(tempTexture, BuiltinRenderTextureType.CameraTarget);
+ cb.ReleaseTemporaryRT(tempTexture);
+ }
+}