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288 行
11 KiB
288 行
11 KiB
using System;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Serialization;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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[ExecuteAlways]
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public class PlanarReflections : MonoBehaviour
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{
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[Serializable]
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public enum ResolutionMulltiplier
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{
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Full,
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Half,
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Third,
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Quarter
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}
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[Serializable]
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public class PlanarReflectionSettings
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{
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public ResolutionMulltiplier m_ResolutionMultiplier = ResolutionMulltiplier.Third;
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public float m_ClipPlaneOffset = 0.07f;
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public LayerMask m_ReflectLayers = -1;
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public bool m_Shadows;
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}
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[SerializeField]
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public PlanarReflectionSettings m_settings = new PlanarReflectionSettings();
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public GameObject target;
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[FormerlySerializedAs("camOffset")] public float m_planeOffset;
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private static Camera _reflectionCamera;
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private RenderTexture _reflectionTexture;
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private readonly int _planarReflectionTextureId = Shader.PropertyToID("_PlanarReflectionTexture");
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private int2 _oldReflectionTextureSize;
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public static event Action<ScriptableRenderContext, Camera> BeginPlanarReflections;
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private void OnEnable()
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{
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RenderPipelineManager.beginCameraRendering += ExecutePlanarReflections;
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}
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// Cleanup all the objects we possibly have created
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private void OnDisable()
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{
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Cleanup();
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}
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private void OnDestroy()
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{
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Cleanup();
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}
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private void Cleanup()
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{
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RenderPipelineManager.beginCameraRendering -= ExecutePlanarReflections;
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if(_reflectionCamera)
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{
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_reflectionCamera.targetTexture = null;
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SafeDestroy(_reflectionCamera.gameObject);
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}
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if (_reflectionTexture)
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{
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RenderTexture.ReleaseTemporary(_reflectionTexture);
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}
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}
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private static void SafeDestroy(Object obj)
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{
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if (Application.isEditor)
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{
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DestroyImmediate(obj);
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}
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else
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{
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Destroy(obj);
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}
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}
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private void UpdateCamera(Camera src, Camera dest)
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{
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if (dest == null) return;
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dest.CopyFrom(src);
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dest.useOcclusionCulling = false;
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if (dest.gameObject.TryGetComponent(out UniversalAdditionalCameraData camData))
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{
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camData.renderShadows = m_settings.m_Shadows; // turn off shadows for the reflection camera
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}
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}
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private void UpdateReflectionCamera(Camera realCamera)
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{
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if (_reflectionCamera == null)
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_reflectionCamera = CreateMirrorObjects();
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// find out the reflection plane: position and normal in world space
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Vector3 pos = Vector3.zero;
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Vector3 normal = Vector3.up;
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if (target != null)
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{
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pos = target.transform.position + Vector3.up * m_planeOffset;
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normal = target.transform.up;
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}
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UpdateCamera(realCamera, _reflectionCamera);
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// Render reflection
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// Reflect camera around reflection plane
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var d = -Vector3.Dot(normal, pos) - m_settings.m_ClipPlaneOffset;
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var reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
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var reflection = Matrix4x4.identity;
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reflection *= Matrix4x4.Scale(new Vector3(1, -1, 1));
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CalculateReflectionMatrix(ref reflection, reflectionPlane);
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var oldPosition = realCamera.transform.position - new Vector3(0, pos.y * 2, 0);
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var newPosition = ReflectPosition(oldPosition);
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_reflectionCamera.transform.forward = Vector3.Scale(realCamera.transform.forward, new Vector3(1, -1, 1));
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_reflectionCamera.worldToCameraMatrix = realCamera.worldToCameraMatrix * reflection;
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// Setup oblique projection matrix so that near plane is our reflection
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// plane. This way we clip everything below/above it for free.
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var clipPlane = CameraSpacePlane(_reflectionCamera, pos - Vector3.up * 0.1f, normal, 1.0f);
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var projection = realCamera.CalculateObliqueMatrix(clipPlane);
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_reflectionCamera.projectionMatrix = projection;
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_reflectionCamera.cullingMask = m_settings.m_ReflectLayers; // never render water layer
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_reflectionCamera.transform.position = newPosition;
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}
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// Calculates reflection matrix around the given plane
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private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
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{
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reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
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reflectionMat.m01 = (-2F * plane[0] * plane[1]);
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reflectionMat.m02 = (-2F * plane[0] * plane[2]);
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reflectionMat.m03 = (-2F * plane[3] * plane[0]);
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reflectionMat.m10 = (-2F * plane[1] * plane[0]);
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reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
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reflectionMat.m12 = (-2F * plane[1] * plane[2]);
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reflectionMat.m13 = (-2F * plane[3] * plane[1]);
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reflectionMat.m20 = (-2F * plane[2] * plane[0]);
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reflectionMat.m21 = (-2F * plane[2] * plane[1]);
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reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
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reflectionMat.m23 = (-2F * plane[3] * plane[2]);
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reflectionMat.m30 = 0F;
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reflectionMat.m31 = 0F;
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reflectionMat.m32 = 0F;
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reflectionMat.m33 = 1F;
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}
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private static Vector3 ReflectPosition(Vector3 pos)
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{
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var newPos = new Vector3(pos.x, -pos.y, pos.z);
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return newPos;
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}
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private float GetScaleValue()
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{
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switch(m_settings.m_ResolutionMultiplier)
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{
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case ResolutionMulltiplier.Full:
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return 1f;
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case ResolutionMulltiplier.Half:
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return 0.5f;
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case ResolutionMulltiplier.Third:
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return 0.33f;
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case ResolutionMulltiplier.Quarter:
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return 0.25f;
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default:
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return 0.5f; // default to half res
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}
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}
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// Compare two int2
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private static bool Int2Compare(int2 a, int2 b)
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{
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return a.x == b.x && a.y == b.y;
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}
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// Given position/normal of the plane, calculates plane in camera space.
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private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
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{
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var offsetPos = pos + normal * m_settings.m_ClipPlaneOffset;
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var m = cam.worldToCameraMatrix;
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var cameraPosition = m.MultiplyPoint(offsetPos);
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var cameraNormal = m.MultiplyVector(normal).normalized * sideSign;
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return new Vector4(cameraNormal.x, cameraNormal.y, cameraNormal.z, -Vector3.Dot(cameraPosition, cameraNormal));
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}
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private Camera CreateMirrorObjects()
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{
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var go = new GameObject("Planar Reflections",typeof(Camera));
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var cameraData = go.AddComponent(typeof(UniversalAdditionalCameraData)) as UniversalAdditionalCameraData;
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cameraData.requiresColorOption = CameraOverrideOption.Off;
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cameraData.requiresDepthOption = CameraOverrideOption.Off;
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cameraData.SetRenderer(1);
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var t = transform;
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var reflectionCamera = go.GetComponent<Camera>();
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reflectionCamera.transform.SetPositionAndRotation(t.position, t.rotation);
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reflectionCamera.depth = -10;
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reflectionCamera.enabled = false;
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go.hideFlags = HideFlags.HideAndDontSave;
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return reflectionCamera;
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}
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private void PlanarReflectionTexture(Camera cam)
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{
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if (_reflectionTexture == null)
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{
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var res = ReflectionResolution(cam, UniversalRenderPipeline.asset.renderScale);
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bool useHdr10 = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);
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RenderTextureFormat hdrFormat = useHdr10 ? RenderTextureFormat.RGB111110Float : RenderTextureFormat.DefaultHDR;
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_reflectionTexture = RenderTexture.GetTemporary(res.x, res.y, 16,
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GraphicsFormatUtility.GetGraphicsFormat(hdrFormat, true));
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}
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_reflectionCamera.targetTexture = _reflectionTexture;
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}
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private int2 ReflectionResolution(Camera cam, float scale)
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{
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var x = (int)(cam.pixelWidth * scale * GetScaleValue());
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var y = (int)(cam.pixelHeight * scale * GetScaleValue());
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return new int2(x, y);
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}
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private void ExecutePlanarReflections(ScriptableRenderContext context, Camera camera)
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{
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// we dont want to render planar reflections in reflections or previews
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if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
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return;
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UpdateReflectionCamera(camera); // create reflected camera
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PlanarReflectionTexture(camera); // create and assign RenderTexture
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var data = new PlanarReflectionSettingData(); // save quality settings and lower them for the planar reflections
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data.Set(); // set quality settings
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BeginPlanarReflections?.Invoke(context, _reflectionCamera); // callback Action for PlanarReflection
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UniversalRenderPipeline.RenderSingleCamera(context, _reflectionCamera); // render planar reflections
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data.Restore(); // restore the quality settings
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Shader.SetGlobalTexture(_planarReflectionTextureId, _reflectionTexture); // Assign texture to water shader
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}
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class PlanarReflectionSettingData
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{
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private readonly bool _fog;
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private readonly int _maxLod;
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private readonly float _lodBias;
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public PlanarReflectionSettingData()
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{
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_fog = RenderSettings.fog;
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_maxLod = QualitySettings.maximumLODLevel;
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_lodBias = QualitySettings.lodBias;
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}
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public void Set()
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{
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GL.invertCulling = true;
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RenderSettings.fog = false; // disable fog for now as it's incorrect with projection
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QualitySettings.maximumLODLevel = 1;
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QualitySettings.lodBias = _lodBias * 0.5f;
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}
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public void Restore()
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{
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GL.invertCulling = false;
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RenderSettings.fog = _fog;
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QualitySettings.maximumLODLevel = _maxLod;
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QualitySettings.lodBias = _lodBias;
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}
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}
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}
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}
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