using System.Collections.Generic; using UnityEngine; namespace UnityEngine.Experimental.Rendering { public class SkyboxHelper { public SkyboxHelper() { } const int k_NumFullSubdivisions = 3; // 3 subdivs == 2048 triangles const int k_NumHorizonSubdivisions = 2; public void CreateMesh() { var vertData = new Vector3[8 * 3]; for (int i = 0; i < 8 * 3; i++) { vertData[i] = m_OctaVerts[i]; } // Regular subdivisions for (int i = 0; i < k_NumFullSubdivisions; i++) { var srcData = vertData.Clone() as Vector3[]; var verts = new List(); for (int k = 0; k < srcData.Length; k += 3) { Subdivide(verts, srcData[k], srcData[k + 1], srcData[k + 2]); } vertData = verts.ToArray(); } // Horizon subdivisions var horizonLimit = 1.0f; for (int i = 0; i < k_NumHorizonSubdivisions; i++) { var srcData = vertData.Clone() as Vector3[]; var verts = new List(); horizonLimit *= 0.5f; // First iteration limit to y < +-0.5, next one 0.25 etc. for (int k = 0; k < srcData.Length; k += 3) { var maxAbsY = Mathf.Max(Mathf.Abs(srcData[k].y), Mathf.Abs(srcData[k + 1].y), Mathf.Abs(srcData[k + 2].y)); if (maxAbsY > horizonLimit) { // Pass through existing triangle verts.Add(srcData[k]); verts.Add(srcData[k + 1]); verts.Add(srcData[k + 2]); } else { SubdivideYOnly(verts, srcData[k], srcData[k + 1], srcData[k + 2]); } } vertData = verts.ToArray(); } // Write out the mesh var vertexCount = vertData.Length; var triangles = new int[vertexCount]; for (int i = 0; i < vertexCount; i++) { triangles[i] = i; } m_Mesh = new Mesh { vertices = vertData, triangles = triangles }; } public UnityEngine.Mesh mesh { get { return m_Mesh; } } public void Draw(ScriptableRenderContext loop, Camera camera) { if (camera.clearFlags != CameraClearFlags.Skybox) { return; } var mat = RenderSettings.skybox; if (mat == null) { return; } var cmd = CommandBufferPool.Get("Skybox"); var looksLikeSixSidedShader = true; looksLikeSixSidedShader &= (mat.passCount == 6); // should have six passes //looksLikeSixSidedShader &= !mat.GetShader()->GetShaderLabShader()->HasLightingPasses(); if (looksLikeSixSidedShader) { Debug.LogWarning("Six sided skybox not yet supported."); } else { if (mesh == null) { CreateMesh(); } var dist = camera.farClipPlane * 10.0f; var world = Matrix4x4.TRS(camera.transform.position, Quaternion.identity, new Vector3(dist, dist, dist)); var skyboxProj = SkyboxHelper.GetProjectionMatrix(camera); cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, skyboxProj); cmd.DrawMesh(mesh, world, mat); cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix); } loop.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } public static Matrix4x4 GetProjectionMatrix(Camera camera) { var skyboxProj = Matrix4x4.Perspective(camera.fieldOfView, camera.aspect, camera.nearClipPlane, camera.farClipPlane); var nearPlane = camera.nearClipPlane * 0.01f; skyboxProj = AdjustDepthRange(skyboxProj, camera.nearClipPlane, nearPlane, camera.farClipPlane); return MakeProjectionInfinite(skyboxProj, nearPlane); } static Matrix4x4 MakeProjectionInfinite(Matrix4x4 m, float nearPlane) { const float epsilon = 1e-6f; var r = m; r[2, 2] = -1.0f + epsilon; r[2, 3] = (-2.0f + epsilon) * nearPlane; r[3, 2] = -1.0f; return r; } static Matrix4x4 AdjustDepthRange(Matrix4x4 mat, float origNear, float newNear, float newFar) { var x = mat[0, 0]; var y = mat[1, 1]; var w = mat[0, 2]; var z = mat[1, 2]; var r = ((2.0f * origNear) / x) * ((w + 1) * 0.5f); var t = ((2.0f * origNear) / y) * ((z + 1) * 0.5f); var l = ((2.0f * origNear) / x) * (((w + 1) * 0.5f) - 1); var b = ((2.0f * origNear) / y) * (((z + 1) * 0.5f) - 1); var ratio = (newNear / origNear); r *= ratio; t *= ratio; l *= ratio; b *= ratio; var ret = new Matrix4x4(); ret[0, 0] = (2.0f * newNear) / (r - l); ret[0, 1] = 0; ret[0, 2] = (r + l) / (r - l); ret[0, 3] = 0; ret[1, 0] = 0; ret[1, 1] = (2.0f * newNear) / (t - b); ret[1, 2] = (t + b) / (t - b); ret[1, 3] = 0; ret[2, 0] = 0; ret[2, 1] = 0; ret[2, 2] = -(newFar + newNear) / (newFar - newNear); ret[2, 3] = -(2.0f * newFar * newNear) / (newFar - newNear); ret[3, 0] = 0; ret[3, 1] = 0; ret[3, 2] = -1.0f; ret[3, 3] = 0; return ret; } // Octahedron vertices readonly Vector3[] m_OctaVerts = { new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(0.0f, -1.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, -1.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(-1.0f, 0.0f, 0.0f), }; Vector3 SubDivVert(Vector3 v1, Vector3 v2) { return Vector3.Normalize(v1 + v2); } void Subdivide(ICollection dest, Vector3 v1, Vector3 v2, Vector3 v3) { var v12 = SubDivVert(v1, v2); var v23 = SubDivVert(v2, v3); var v13 = SubDivVert(v1, v3); dest.Add(v1); dest.Add(v12); dest.Add(v13); dest.Add(v12); dest.Add(v2); dest.Add(v23); dest.Add(v23); dest.Add(v13); dest.Add(v12); dest.Add(v3); dest.Add(v13); dest.Add(v23); } void SubdivideYOnly(ICollection dest, Vector3 v1, Vector3 v2, Vector3 v3) { // Find out which vertex is furthest out from the others on the y axis var d12 = Mathf.Abs(v2.y - v1.y); var d23 = Mathf.Abs(v2.y - v3.y); var d31 = Mathf.Abs(v3.y - v1.y); Vector3 top, va, vb; if (d12 < d23 && d12 < d31) { top = v3; va = v1; vb = v2; } else if (d23 < d12 && d23 < d31) { top = v1; va = v2; vb = v3; } else { top = v2; va = v3; vb = v1; } var v12 = SubDivVert(top, va); var v13 = SubDivVert(top, vb); dest.Add(top); dest.Add(v12); dest.Add(v13); // A bit of extra logic to prevent triangle slivers: choose the shorter of (13->va), (12->vb) as triangle base if ((v13 - va).sqrMagnitude > (v12 - vb).sqrMagnitude) { dest.Add(v12); dest.Add(va); dest.Add(vb); dest.Add(v13); dest.Add(v12); dest.Add(vb); } else { dest.Add(v13); dest.Add(v12); dest.Add(va); dest.Add(v13); dest.Add(va); dest.Add(vb); } } Mesh m_Mesh; } }