using UnityEngine; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.HDPipeline { public sealed class ScreenSpaceAmbientOcclusionEffect { static class Uniforms { internal static readonly int _Intensity = Shader.PropertyToID("_Intensity"); internal static readonly int _Radius = Shader.PropertyToID("_Radius"); internal static readonly int _Downsample = Shader.PropertyToID("_Downsample"); internal static readonly int _SampleCount = Shader.PropertyToID("_SampleCount"); internal static readonly int _MainTex = Shader.PropertyToID("_MainTex"); internal static readonly int _TempTex1 = Shader.PropertyToID("_TempTex1"); internal static readonly int _TempTex2 = Shader.PropertyToID("_TempTex2"); } Material m_Material; // For the AO buffer, use R8 or RHalf if available. static RenderTextureFormat GetAOBufferFormat() { if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8)) return RenderTextureFormat.R8; if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RHalf)) return RenderTextureFormat.RHalf; return RenderTextureFormat.Default; } public ScreenSpaceAmbientOcclusionEffect() {} public void Build(RenderPipelineResources renderPipelineResources) { m_Material = Utilities.CreateEngineMaterial(renderPipelineResources.screenSpaceAmbientOcclusionShader); m_Material.hideFlags = HideFlags.DontSave; } public void Render(ScreenSpaceAmbientOcclusionSettings.Settings settings, HDRenderPipeline hdRP, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool isForward) { const RenderTextureFormat kTempFormat = RenderTextureFormat.ARGB32; const RenderTextureReadWrite kRWMode = RenderTextureReadWrite.Linear; const FilterMode kFilter = FilterMode.Bilinear; // Note: Currently there is no SSAO in forward as we don't have normal buffer // If SSAO is disable, simply put a white 1x1 texture if (settings.enable == false || isForward) { cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, UnityEngine.Rendering.PostProcessing.RuntimeUtilities.blackTexture); // Neutral is black, see the comment in the shaders cmd.SetGlobalFloat(HDShaderIDs._AmbientOcclusionDirectLightStrenght, 0.0f); return; } var width = hdCamera.camera.pixelWidth; var height = hdCamera.camera.pixelHeight; var downsize = settings.downsampling ? 2 : 1; // Provide the settings via uniforms. m_Material.SetFloat(Uniforms._Intensity, settings.intensity); m_Material.SetFloat(Uniforms._Radius, settings.radius); m_Material.SetFloat(Uniforms._Downsample, 1.0f / downsize); m_Material.SetFloat(Uniforms._SampleCount, settings.sampleCount); using (new Utilities.ProfilingSample("Screenspace ambient occlusion", cmd)) { // AO estimation. cmd.GetTemporaryRT(Uniforms._TempTex1, width / downsize, height / downsize, 0, kFilter, kTempFormat, kRWMode); Utilities.DrawFullScreen(cmd, m_Material, Uniforms._TempTex1, null, 0); hdRP.PushFullScreenDebugTexture(cmd, Uniforms._TempTex1, hdCamera.camera, renderContext, FullScreenDebugMode.SSAOBeforeFiltering); // Denoising (horizontal pass). cmd.GetTemporaryRT(Uniforms._TempTex2, width, height, 0, kFilter, kTempFormat, kRWMode); cmd.SetGlobalTexture(Uniforms._MainTex, Uniforms._TempTex1); Utilities.DrawFullScreen(cmd, m_Material, Uniforms._TempTex2, null, 1); cmd.ReleaseTemporaryRT(Uniforms._TempTex1); // Denoising (vertical pass). cmd.GetTemporaryRT(Uniforms._TempTex1, width, height, 0, kFilter, kTempFormat, kRWMode); cmd.SetGlobalTexture(Uniforms._MainTex, Uniforms._TempTex2); Utilities.DrawFullScreen(cmd, m_Material, Uniforms._TempTex1, null, 2); cmd.ReleaseTemporaryRT(Uniforms._TempTex2); // Final filtering cmd.GetTemporaryRT(HDShaderIDs._AmbientOcclusionTexture, width, height, 0, kFilter, GetAOBufferFormat(), kRWMode); cmd.SetGlobalTexture(Uniforms._MainTex, Uniforms._TempTex1); Utilities.DrawFullScreen(cmd, m_Material, HDShaderIDs._AmbientOcclusionTexture, null, 3); cmd.ReleaseTemporaryRT(Uniforms._TempTex1); // Setup texture for lighting pass (automatic of unity) cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, HDShaderIDs._AmbientOcclusionTexture); cmd.SetGlobalFloat(HDShaderIDs._AmbientOcclusionDirectLightStrenght, settings.affectDirectLigthingStrenght); hdRP.PushFullScreenDebugTexture(cmd, HDShaderIDs._AmbientOcclusionTexture, hdCamera.camera, renderContext, FullScreenDebugMode.SSAO); } } public void Cleanup() { Utilities.Destroy(m_Material); } } }