Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using Unity.Mathematics;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Serialization;
namespace UnityEngine.Rendering.LWRP
{
[ExecuteAlways]
public class PlanarReflections : MonoBehaviour
{
[System.Serializable]
public enum ResolutionMulltiplier
{
Full,
Half,
Third,
Quarter
}
[System.Serializable]
public class PlanarReflectionSettings
{
public ResolutionMulltiplier m_ResolutionMultiplier = ResolutionMulltiplier.Third;
public float m_ClipPlaneOffset = 0.07f;
public LayerMask m_ReflectLayers = -1;
public bool m_Shadows;
}
[SerializeField]
public PlanarReflectionSettings m_settings = new PlanarReflectionSettings();
public GameObject target;
[FormerlySerializedAs("camOffset")] public float m_planeOffset;
private static Camera m_ReflectionCamera;
private int2 m_TextureSize = new int2(256, 128);
private RenderTexture m_ReflectionTexture = null;
private int planarReflectionTextureID = Shader.PropertyToID("_PlanarReflectionTexture");
private int2 m_OldReflectionTextureSize;
private void OnEnable()
{
RenderPipelineManager.beginCameraRendering += ExecutePlanarReflections;
}
// Cleanup all the objects we possibly have created
private void OnDisable()
{
Cleanup();
}
private void OnDestroy()
{
Cleanup();
}
void Cleanup()
{
RenderPipelineManager.beginCameraRendering -= ExecutePlanarReflections;
if(m_ReflectionCamera)
{
m_ReflectionCamera.targetTexture = null;
SafeDestroy(m_ReflectionCamera.gameObject);
}
if (m_ReflectionTexture)
{
RenderTexture.ReleaseTemporary(m_ReflectionTexture);
}
}
void SafeDestroy(Object obj)
{
if (Application.isEditor)
{
DestroyImmediate(obj);
}
else
{
Destroy(obj);
}
}
private void UpdateCamera(Camera src, Camera dest)
{
if (dest == null)
return;
dest.CopyFrom(src);
dest.useOcclusionCulling = false;
}
private void UpdateReflectionCamera(Camera realCamera)
{
if (m_ReflectionCamera == null)
m_ReflectionCamera = CreateMirrorObjects(realCamera);
// find out the reflection plane: position and normal in world space
Vector3 pos = Vector3.zero;
Vector3 normal = Vector3.up;
if (target != null)
{
pos = target.transform.position + Vector3.up * m_planeOffset;
normal = target.transform.up;
}
UpdateCamera(realCamera, m_ReflectionCamera);
// Render reflection
// Reflect camera around reflection plane
float d = -Vector3.Dot(normal, pos) - m_settings.m_ClipPlaneOffset;
Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
Matrix4x4 reflection = Matrix4x4.identity;
reflection *= Matrix4x4.Scale(new Vector3(1, -1, 1));
CalculateReflectionMatrix(ref reflection, reflectionPlane);
Vector3 oldpos = realCamera.transform.position - new Vector3(0, pos.y * 2, 0);
Vector3 newpos = ReflectPosition(oldpos);
m_ReflectionCamera.transform.forward = Vector3.Scale(realCamera.transform.forward, new Vector3(1, -1, 1));
m_ReflectionCamera.worldToCameraMatrix = realCamera.worldToCameraMatrix * reflection;
// Setup oblique projection matrix so that near plane is our reflection
// plane. This way we clip everything below/above it for free.
Vector4 clipPlane = CameraSpacePlane(m_ReflectionCamera, pos - Vector3.up * 0.1f, normal, 1.0f);
Matrix4x4 projection = realCamera.CalculateObliqueMatrix(clipPlane);
m_ReflectionCamera.projectionMatrix = projection;
m_ReflectionCamera.cullingMask = m_settings.m_ReflectLayers; // never render water layer
m_ReflectionCamera.transform.position = newpos;
}
// Calculates reflection matrix around the given plane
private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
{
reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
reflectionMat.m01 = (-2F * plane[0] * plane[1]);
reflectionMat.m02 = (-2F * plane[0] * plane[2]);
reflectionMat.m03 = (-2F * plane[3] * plane[0]);
reflectionMat.m10 = (-2F * plane[1] * plane[0]);
reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
reflectionMat.m12 = (-2F * plane[1] * plane[2]);
reflectionMat.m13 = (-2F * plane[3] * plane[1]);
reflectionMat.m20 = (-2F * plane[2] * plane[0]);
reflectionMat.m21 = (-2F * plane[2] * plane[1]);
reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
reflectionMat.m23 = (-2F * plane[3] * plane[2]);
reflectionMat.m30 = 0F;
reflectionMat.m31 = 0F;
reflectionMat.m32 = 0F;
reflectionMat.m33 = 1F;
}
private static Vector3 ReflectPosition(Vector3 pos)
{
Vector3 newPos = new Vector3(pos.x, -pos.y, pos.z);
return newPos;
}
private float GetScaleValue()
{
switch(m_settings.m_ResolutionMultiplier)
{
case ResolutionMulltiplier.Full:
return 1f;
case ResolutionMulltiplier.Half:
return 0.5f;
case ResolutionMulltiplier.Third:
return 0.33f;
case ResolutionMulltiplier.Quarter:
return 0.25f;
}
return 0.5f; // default to half res
}
// Compare two int2
private static bool Int2Compare(int2 a, int2 b)
{
if(a.x == b.x && a.y == b.y)
return true;
else
return false;
}
// Given position/normal of the plane, calculates plane in camera space.
private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
{
Vector3 offsetPos = pos + normal * m_settings.m_ClipPlaneOffset;
Matrix4x4 m = cam.worldToCameraMatrix;
Vector3 cpos = m.MultiplyPoint(offsetPos);
Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
}
private Camera CreateMirrorObjects(Camera currentCamera)
{
GameObject go =
new GameObject($"Planar Refl Camera id{GetInstanceID().ToString()} for {currentCamera.GetInstanceID().ToString()}",
typeof(Camera));
LWRPAdditionalCameraData lwrpCamData =
go.AddComponent(typeof(LWRPAdditionalCameraData)) as LWRPAdditionalCameraData;
LWRPAdditionalCameraData lwrpCamDataCurrent = currentCamera.GetComponent<LWRPAdditionalCameraData>();
lwrpCamData.renderShadows = true; // turn off shadows for the reflection camera
lwrpCamData.requiresColorOption = CameraOverrideOption.Off;
lwrpCamData.requiresDepthOption = CameraOverrideOption.Off;
var reflectionCamera = go.GetComponent<Camera>();
reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
//reflectionCamera.targetTexture = m_ReflectionTexture;
reflectionCamera.allowMSAA = currentCamera.allowMSAA;
reflectionCamera.depth = -10;
reflectionCamera.enabled = false;
reflectionCamera.allowHDR = currentCamera.allowHDR;
go.hideFlags = HideFlags.HideAndDontSave;
return reflectionCamera;
}
private int2 ReflectionResolution(Camera cam, float scale)
{
var x = (int)(cam.pixelWidth * scale * GetScaleValue());
var y = (int)(cam.pixelHeight * scale * GetScaleValue());
return new int2(x, y);
}
public void ExecutePlanarReflections(
ScriptableRenderContext context,
Camera camera)
{
if (camera.cameraType == CameraType.Reflection)
return;
GL.invertCulling = true;
RenderSettings.fog = false;
var max = QualitySettings.maximumLODLevel;
var bias = QualitySettings.lodBias;
QualitySettings.maximumLODLevel = 0;
QualitySettings.lodBias = bias * 2f;
UpdateReflectionCamera(camera);
m_ReflectionCamera.cameraType = camera.cameraType;
var res = ReflectionResolution(camera, LightweightRenderPipeline.asset.renderScale);
if (m_ReflectionTexture == null)
{
m_ReflectionTexture = RenderTexture.GetTemporary(res.x, res.y, 16,
GraphicsFormatUtility.GetGraphicsFormat(RenderTextureFormat.RGB111110Float, true));
}
m_ReflectionCamera.targetTexture = m_ReflectionTexture;
LightweightRenderPipeline.RenderSingleCamera(context, m_ReflectionCamera);
GL.invertCulling = false;
RenderSettings.fog = true;
QualitySettings.maximumLODLevel = 0;
QualitySettings.lodBias = 8;
Shader.SetGlobalTexture(planarReflectionTextureID, m_ReflectionTexture);
}
}
}