using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { using SSRResolution = ScreenSpaceReflectionModel.SSRResolution; using SSRReflectionBlendType = ScreenSpaceReflectionModel.SSRReflectionBlendType; public sealed class ScreenSpaceReflectionComponent : PostProcessingComponentCommandBuffer { 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"); } // Unexposed variables bool k_HighlightSuppression = false; bool k_TraceBehindObjects = true; bool k_TreatBackfaceHitAsMiss = false; bool k_BilateralUpsample = true; enum PassIndex { RayTraceStep = 0, CompositeFinal = 1, Blur = 2, CompositeSSR = 3, MinMipGeneration = 4, HitPointToReflections = 5, BilateralKeyPack = 6, BlitDepthAsCSZ = 7, PoissonBlur = 8, } readonly int[] m_ReflectionTextures = new int[5]; // Not really needed as SSR only works in deferred right now public override DepthTextureMode GetCameraFlags() { return DepthTextureMode.Depth; } public override bool active { get { return model.enabled && context.isGBufferAvailable && !context.interrupted; } } 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) { var settings = model.settings; var camera = context.camera; // Material setup int downsampleAmount = (settings.reflection.reflectionQuality == SSRResolution.High) ? 1 : 2; var rtW = context.width / downsampleAmount; var rtH = context.height / downsampleAmount; float sWidth = context.width; float sHeight = context.height; float sx = sWidth / 2f; float sy = sHeight / 2f; var material = context.materialFactory.Get("Hidden/Post FX/Screen Space Reflection"); material.SetInt(Uniforms._RayStepSize, settings.reflection.stepSize); material.SetInt(Uniforms._AdditiveReflection, settings.reflection.blendType == 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 != SSRResolution.High) ? 1 : 0); material.SetInt(Uniforms._HighlightSuppression, k_HighlightSuppression ? 1 : 0); // The height in pixels of a 1m object if viewed from 1m away. float pixelsPerMeterAtOneMeter = sWidth / (-2f * Mathf.Tan(camera.fieldOfView / 180f * Mathf.PI * 0.5f)); material.SetFloat(Uniforms._PixelsPerMeterAtOneMeter, pixelsPerMeterAtOneMeter); 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); var P = camera.projectionMatrix; var projInfo = new Vector4( -2f / (sWidth * P[0]), -2f / (sHeight * P[5]), (1f - P[2]) / P[0], (1f + P[6]) / P[5] ); var cameraClipInfo = float.IsPositiveInfinity(camera.farClipPlane) ? new Vector3(camera.nearClipPlane, -1f, 1f) : new Vector3(camera.nearClipPlane * camera.farClipPlane, camera.nearClipPlane - camera.farClipPlane, camera.farClipPlane); material.SetVector(Uniforms._ReflectionBufferSize, new Vector2(rtW, rtH)); material.SetVector(Uniforms._ScreenSize, new Vector2(sWidth, sHeight)); material.SetVector(Uniforms._InvScreenSize, new Vector2(1f / sWidth, 1f / sHeight)); material.SetVector(Uniforms._ProjInfo, projInfo); // used for unprojection material.SetVector(Uniforms._CameraClipInfo, cameraClipInfo); var warpToScreenSpaceMatrix = new Matrix4x4(); warpToScreenSpaceMatrix.SetRow(0, new Vector4(sx, 0f, 0f, sx)); warpToScreenSpaceMatrix.SetRow(1, new Vector4(0f, sy, 0f, sy)); warpToScreenSpaceMatrix.SetRow(2, new Vector4(0f, 0f, 1f, 0f)); warpToScreenSpaceMatrix.SetRow(3, new Vector4(0f, 0f, 0f, 1f)); var projectToPixelMatrix = warpToScreenSpaceMatrix * P; material.SetMatrix(Uniforms._ProjectToPixelMatrix, projectToPixelMatrix); material.SetMatrix(Uniforms._WorldToCameraMatrix, camera.worldToCameraMatrix); material.SetMatrix(Uniforms._CameraToWorldMatrix, camera.worldToCameraMatrix.inverse); // Command buffer setup var intermediateFormat = context.isHdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32; const int maxMip = 5; var kNormalAndRoughnessTexture = Uniforms._NormalAndRoughnessTexture; var kHitPointTexture = Uniforms._HitPointTexture; var kBlurTexture = Uniforms._BlurTexture; var kFilteredReflections = Uniforms._FilteredReflections; var kFinalReflectionTexture = Uniforms._FinalReflectionTexture; var kTempTexture = Uniforms._TempTexture; // RGB: Normals, A: Roughness. // Has the nice benefit of allowing us to control the filtering mode as well. cb.GetTemporaryRT(kNormalAndRoughnessTexture, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); cb.GetTemporaryRT(kHitPointTexture, rtW, rtH, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); for (int i = 0; i < maxMip; ++i) { // We explicitly interpolate during bilateral upsampling. cb.GetTemporaryRT(m_ReflectionTextures[i], rtW >> i, rtH >> i, 0, FilterMode.Bilinear, intermediateFormat); } cb.GetTemporaryRT(kFilteredReflections, rtW, rtH, 0, k_BilateralUpsample ? FilterMode.Point : FilterMode.Bilinear, intermediateFormat); cb.GetTemporaryRT(kFinalReflectionTexture, rtW, rtH, 0, FilterMode.Point, intermediateFormat); cb.Blit(BuiltinRenderTextureType.CameraTarget, kNormalAndRoughnessTexture, material, (int)PassIndex.BilateralKeyPack); cb.Blit(BuiltinRenderTextureType.CameraTarget, kHitPointTexture, material, (int)PassIndex.RayTraceStep); cb.Blit(BuiltinRenderTextureType.CameraTarget, kFilteredReflections, material, (int)PassIndex.HitPointToReflections); cb.Blit(kFilteredReflections, m_ReflectionTextures[0], material, (int)PassIndex.PoissonBlur); for (int i = 1; i < maxMip; ++i) { int inputTex = m_ReflectionTextures[i - 1]; int lowMip = i; cb.GetTemporaryRT(kBlurTexture, rtW >> lowMip, rtH >> lowMip, 0, FilterMode.Bilinear, intermediateFormat); cb.SetGlobalVector(Uniforms._Axis, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); cb.SetGlobalFloat(Uniforms._CurrentMipLevel, i - 1.0f); cb.Blit(inputTex, kBlurTexture, material, (int)PassIndex.Blur); cb.SetGlobalVector(Uniforms._Axis, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); inputTex = m_ReflectionTextures[i]; cb.Blit(kBlurTexture, inputTex, material, (int)PassIndex.Blur); cb.ReleaseTemporaryRT(kBlurTexture); } cb.Blit(m_ReflectionTextures[0], kFinalReflectionTexture, material, (int)PassIndex.CompositeSSR); cb.GetTemporaryRT(kTempTexture, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Bilinear, intermediateFormat); cb.Blit(BuiltinRenderTextureType.CameraTarget, kTempTexture, material, (int)PassIndex.CompositeFinal); cb.Blit(kTempTexture, BuiltinRenderTextureType.CameraTarget); cb.ReleaseTemporaryRT(kTempTexture); } } }