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- using UnityEngine;
- using UnityEngine.Rendering;
- #if ENABLE_VR
- using XRSettings = UnityEngine.XR.XRSettings;
- #endif
- #if UNITY_EDITOR
- using UnityEditor;
- #endif
- using System;
- using System.Collections.Generic;
- namespace HorizonBasedAmbientOcclusion
- {
- [ExecuteInEditMode, ImageEffectAllowedInSceneView, AddComponentMenu("Image Effects/HBAO")]
- [RequireComponent(typeof(Camera))]
- public class HBAO : MonoBehaviour
- {
- public enum Preset
- {
- FastestPerformance,
- FastPerformance,
- Normal,
- HighQuality,
- HighestQuality,
- Custom
- }
- public enum PipelineStage
- {
- BeforeImageEffectsOpaque,
- AfterLighting,
- BeforeReflections
- }
- public enum Quality
- {
- Lowest,
- Low,
- Medium,
- High,
- Highest
- }
- public enum Resolution
- {
- Full,
- Half
- }
- public enum NoiseType
- {
- Dither,
- InterleavedGradientNoise,
- SpatialDistribution
- }
- public enum Deinterleaving
- {
- Disabled,
- x4
- }
- public enum DebugMode
- {
- Disabled,
- AOOnly,
- ColorBleedingOnly,
- SplitWithoutAOAndWithAO,
- SplitWithAOAndAOOnly,
- SplitWithoutAOAndAOOnly,
- ViewNormals
- }
- public enum BlurType
- {
- None,
- Narrow,
- Medium,
- Wide,
- ExtraWide
- }
- public enum PerPixelNormals
- {
- GBuffer,
- Camera,
- Reconstruct
- }
- public enum VarianceClipping
- {
- Disabled,
- _4Tap,
- _8Tap
- }
- public Shader hbaoShader;
- [Serializable]
- public struct Presets
- {
- public Preset preset;
- [SerializeField]
- public static Presets defaults
- {
- get
- {
- return new Presets
- {
- preset = Preset.Normal
- };
- }
- }
- }
- [Serializable]
- public struct GeneralSettings
- {
- [Tooltip("The stage the AO is injected into the rendering pipeline.")]
- [Space(6)]
- public PipelineStage pipelineStage;
- [Tooltip("The quality of the AO.")]
- [Space(10)]
- public Quality quality;
- [Tooltip("The deinterleaving factor.")]
- public Deinterleaving deinterleaving;
- [Tooltip("The resolution at which the AO is calculated.")]
- public Resolution resolution;
- [Tooltip("The type of noise to use.")]
- [Space(10)]
- public NoiseType noiseType;
- [Tooltip("The debug mode actually displayed on screen.")]
- [Space(10)]
- public DebugMode debugMode;
- [SerializeField]
- public static GeneralSettings defaults
- {
- get
- {
- return new GeneralSettings
- {
- pipelineStage = PipelineStage.BeforeImageEffectsOpaque,
- quality = Quality.Medium,
- deinterleaving = Deinterleaving.Disabled,
- resolution = Resolution.Full,
- noiseType = NoiseType.Dither,
- debugMode = DebugMode.Disabled
- };
- }
- }
- }
- [Serializable]
- public struct AOSettings
- {
- [Tooltip("AO radius: this is the distance outside which occluders are ignored.")]
- [Space(6), Range(0.25f, 5f)]
- public float radius;
- [Tooltip("Maximum radius in pixels: this prevents the radius to grow too much with close-up " +
- "object and impact on performances.")]
- [Range(16, 256)]
- public float maxRadiusPixels;
- [Tooltip("For low-tessellated geometry, occlusion variations tend to appear at creases and " +
- "ridges, which betray the underlying tessellation. To remove these artifacts, we use " +
- "an angle bias parameter which restricts the hemisphere.")]
- [Range(0, 0.5f)]
- public float bias;
- [Tooltip("This value allows to scale up the ambient occlusion values.")]
- [Range(0, 4)]
- public float intensity;
- [Tooltip("Enable/disable MultiBounce approximation.")]
- public bool useMultiBounce;
- [Tooltip("MultiBounce approximation influence.")]
- [Range(0, 1)]
- public float multiBounceInfluence;
- [Tooltip("The amount of AO offscreen samples are contributing.")]
- [Range(0, 1)]
- public float offscreenSamplesContribution;
- [Tooltip("The max distance to display AO.")]
- [Space(10)]
- public float maxDistance;
- [Tooltip("The distance before max distance at which AO start to decrease.")]
- public float distanceFalloff;
- [Tooltip("The type of per pixel normals to use.")]
- [Space(10)]
- public PerPixelNormals perPixelNormals;
- [Tooltip("This setting allow you to set the base color if the AO, the alpha channel value is unused.")]
- [Space(10)]
- public Color baseColor;
- [SerializeField]
- public static AOSettings defaults
- {
- get
- {
- return new AOSettings
- {
- radius = 0.8f,
- maxRadiusPixels = 128f,
- bias = 0.05f,
- intensity = 1f,
- useMultiBounce = false,
- multiBounceInfluence = 1f,
- offscreenSamplesContribution = 0f,
- maxDistance = 150f,
- distanceFalloff = 50f,
- perPixelNormals = PerPixelNormals.GBuffer,
- baseColor = Color.black
- };
- }
- }
- }
- [Serializable]
- public struct TemporalFilterSettings
- {
- [Space(6)]
- public bool enabled;
- [Tooltip("The type of variance clipping to use.")]
- public VarianceClipping varianceClipping;
- [SerializeField]
- public static TemporalFilterSettings defaults
- {
- get
- {
- return new TemporalFilterSettings
- {
- enabled = false,
- varianceClipping = VarianceClipping._4Tap
- };
- }
- }
- }
- [Serializable]
- public struct BlurSettings
- {
- [Tooltip("The type of blur to use.")]
- [Space(6)]
- public BlurType type;
- [Tooltip("This parameter controls the depth-dependent weight of the bilateral filter, to " +
- "avoid bleeding across edges. A zero sharpness is a pure Gaussian blur. Increasing " +
- "the blur sharpness removes bleeding by using lower weights for samples with large " +
- "depth delta from the current pixel.")]
- [Space(10), Range(0, 16)]
- public float sharpness;
- [SerializeField]
- public static BlurSettings defaults
- {
- get
- {
- return new BlurSettings
- {
- type = BlurType.Medium,
- sharpness = 8f
- };
- }
- }
- }
- [Serializable]
- public struct ColorBleedingSettings
- {
- [Space(6)]
- public bool enabled;
- [Tooltip("This value allows to control the saturation of the color bleeding.")]
- [Space(10), Range(0, 4)]
- public float saturation;
- [Tooltip("This value allows to scale the contribution of the color bleeding samples.")]
- [Range(0, 32)]
- public float albedoMultiplier;
- [Tooltip("Use masking on emissive pixels")]
- [Range(0, 1)]
- public float brightnessMask;
- [Tooltip("Brightness level where masking starts/ends")]
- [MinMaxSlider(0, 2)]
- public Vector2 brightnessMaskRange;
- [SerializeField]
- public static ColorBleedingSettings defaults
- {
- get
- {
- return new ColorBleedingSettings
- {
- enabled = false,
- saturation = 1f,
- albedoMultiplier = 4f,
- brightnessMask = 1f,
- brightnessMaskRange = new Vector2(0.0f, 0.5f)
- };
- }
- }
- }
- [AttributeUsage(AttributeTargets.Field)]
- public class SettingsGroup : Attribute { }
- [SerializeField, SettingsGroup]
- private Presets m_Presets = Presets.defaults;
- public Presets presets
- {
- get { return m_Presets; }
- set { m_Presets = value; }
- }
- [SerializeField, SettingsGroup]
- private GeneralSettings m_GeneralSettings = GeneralSettings.defaults;
- public GeneralSettings generalSettings
- {
- get { return m_GeneralSettings; }
- set { m_GeneralSettings = value; }
- }
- [SerializeField, SettingsGroup]
- private AOSettings m_AOSettings = AOSettings.defaults;
- public AOSettings aoSettings
- {
- get { return m_AOSettings; }
- set { m_AOSettings = value; }
- }
- [SerializeField, SettingsGroup]
- private TemporalFilterSettings m_TemporalFilterSettings = TemporalFilterSettings.defaults;
- public TemporalFilterSettings temporalFilterSettings
- {
- get { return m_TemporalFilterSettings; }
- set { m_TemporalFilterSettings = value; }
- }
- [SerializeField, SettingsGroup]
- private BlurSettings m_BlurSettings = BlurSettings.defaults;
- public BlurSettings blurSettings
- {
- get { return m_BlurSettings; }
- set { m_BlurSettings = value; }
- }
- [SerializeField, SettingsGroup]
- private ColorBleedingSettings m_ColorBleedingSettings = ColorBleedingSettings.defaults;
- public ColorBleedingSettings colorBleedingSettings
- {
- get { return m_ColorBleedingSettings; }
- set { m_ColorBleedingSettings = value; }
- }
- public class MinMaxSliderAttribute : PropertyAttribute
- {
- public readonly float max;
- public readonly float min;
- public MinMaxSliderAttribute(float min, float max)
- {
- this.min = min;
- this.max = max;
- }
- }
- public Preset GetCurrentPreset()
- {
- return m_Presets.preset;
- }
- public void ApplyPreset(Preset preset)
- {
- if (preset == Preset.Custom)
- {
- m_Presets.preset = preset;
- return;
- }
- var debugMode = generalSettings.debugMode;
- m_GeneralSettings = GeneralSettings.defaults;
- m_AOSettings = AOSettings.defaults;
- m_ColorBleedingSettings = ColorBleedingSettings.defaults;
- m_BlurSettings = BlurSettings.defaults;
- SetDebugMode(debugMode);
- switch (preset)
- {
- case Preset.FastestPerformance:
- SetQuality(Quality.Lowest);
- SetAoRadius(0.5f);
- SetAoMaxRadiusPixels(64.0f);
- SetBlurType(BlurType.ExtraWide);
- break;
- case Preset.FastPerformance:
- SetQuality(Quality.Low);
- SetAoRadius(0.5f);
- SetAoMaxRadiusPixels(64.0f);
- SetBlurType(BlurType.Wide);
- break;
- case Preset.HighQuality:
- SetQuality(Quality.High);
- SetAoRadius(1.0f);
- break;
- case Preset.HighestQuality:
- SetQuality(Quality.Highest);
- SetAoRadius(1.2f);
- SetAoMaxRadiusPixels(256.0f);
- SetBlurType(BlurType.Narrow);
- break;
- case Preset.Normal:
- default:
- break;
- }
- m_Presets.preset = preset;
- }
- public PipelineStage GetPipelineStage()
- {
- return m_GeneralSettings.pipelineStage;
- }
- public void SetPipelineStage(PipelineStage pipelineStage)
- {
- m_GeneralSettings.pipelineStage = pipelineStage;
- }
- public Quality GetQuality()
- {
- return m_GeneralSettings.quality;
- }
- public void SetQuality(Quality quality)
- {
- m_GeneralSettings.quality = quality;
- }
- public Deinterleaving GetDeinterleaving()
- {
- return m_GeneralSettings.deinterleaving;
- }
- public void SetDeinterleaving(Deinterleaving deinterleaving)
- {
- m_GeneralSettings.deinterleaving = deinterleaving;
- }
- public Resolution GetResolution()
- {
- return m_GeneralSettings.resolution;
- }
- public void SetResolution(Resolution resolution)
- {
- m_GeneralSettings.resolution = resolution;
- }
- public NoiseType GetNoiseType()
- {
- return m_GeneralSettings.noiseType;
- }
- public void SetNoiseType(NoiseType noiseType)
- {
- m_GeneralSettings.noiseType = noiseType;
- }
- public DebugMode GetDebugMode()
- {
- return m_GeneralSettings.debugMode;
- }
- public void SetDebugMode(DebugMode debugMode)
- {
- m_GeneralSettings.debugMode = debugMode;
- }
- public float GetAoRadius()
- {
- return m_AOSettings.radius;
- }
- public void SetAoRadius(float radius)
- {
- m_AOSettings.radius = Mathf.Clamp(radius, 0.25f, 5);
- }
- public float GetAoMaxRadiusPixels()
- {
- return m_AOSettings.maxRadiusPixels;
- }
- public void SetAoMaxRadiusPixels(float maxRadiusPixels)
- {
- m_AOSettings.maxRadiusPixels = Mathf.Clamp(maxRadiusPixels, 16, 256);
- }
- public float GetAoBias()
- {
- return m_AOSettings.bias;
- }
- public void SetAoBias(float bias)
- {
- m_AOSettings.bias = Mathf.Clamp(bias, 0, 0.5f);
- }
- public float GetAoOffscreenSamplesContribution()
- {
- return m_AOSettings.offscreenSamplesContribution;
- }
- public void SetAoOffscreenSamplesContribution(float contribution)
- {
- m_AOSettings.offscreenSamplesContribution = Mathf.Clamp01(contribution);
- }
- public float GetAoMaxDistance()
- {
- return m_AOSettings.maxDistance;
- }
- public void SetAoMaxDistance(float maxDistance)
- {
- m_AOSettings.maxDistance = maxDistance;
- }
- public float GetAoDistanceFalloff()
- {
- return m_AOSettings.distanceFalloff;
- }
- public void SetAoDistanceFalloff(float distanceFalloff)
- {
- m_AOSettings.distanceFalloff = distanceFalloff;
- }
- public PerPixelNormals GetAoPerPixelNormals()
- {
- return m_AOSettings.perPixelNormals;
- }
- public void SetAoPerPixelNormals(PerPixelNormals perPixelNormals)
- {
- m_AOSettings.perPixelNormals = perPixelNormals;
- }
- public Color GetAoColor()
- {
- return m_AOSettings.baseColor;
- }
- public void SetAoColor(Color color)
- {
- m_AOSettings.baseColor = color;
- }
- public float GetAoIntensity()
- {
- return m_AOSettings.intensity;
- }
- public void SetAoIntensity(float intensity)
- {
- m_AOSettings.intensity = Mathf.Clamp(intensity, 0, 4);
- }
- public bool UseMultiBounce()
- {
- return m_AOSettings.useMultiBounce;
- }
- public void EnableMultiBounce(bool enabled = true)
- {
- m_AOSettings.useMultiBounce = enabled;
- }
- public float GetAoMultiBounceInfluence()
- {
- return m_AOSettings.multiBounceInfluence;
- }
- public void SetAoMultiBounceInfluence(float multiBounceInfluence)
- {
- m_AOSettings.multiBounceInfluence = Mathf.Clamp01(multiBounceInfluence);
- }
- public bool IsTemporalFilterEnabled()
- {
- return m_TemporalFilterSettings.enabled;
- }
- public void EnableTemporalFilter(bool enabled = true)
- {
- m_TemporalFilterSettings.enabled = enabled;
- }
- public VarianceClipping GetTemporalFilterVarianceClipping()
- {
- return m_TemporalFilterSettings.varianceClipping;
- }
- public void SetTemporalFilterVarianceClipping(VarianceClipping varianceClipping)
- {
- m_TemporalFilterSettings.varianceClipping = varianceClipping;
- }
- public BlurType GetBlurType()
- {
- return m_BlurSettings.type;
- }
- public void SetBlurType(BlurType blurType)
- {
- m_BlurSettings.type = blurType;
- }
- public float GetBlurSharpness()
- {
- return m_BlurSettings.sharpness;
- }
- public void SetBlurSharpness(float sharpness)
- {
- m_BlurSettings.sharpness = Mathf.Clamp(sharpness, 0, 16);
- }
- public bool IsColorBleedingEnabled()
- {
- return m_ColorBleedingSettings.enabled;
- }
- public void EnableColorBleeding(bool enabled = true)
- {
- m_ColorBleedingSettings.enabled = enabled;
- }
- public float GetColorBleedingSaturation()
- {
- return m_ColorBleedingSettings.saturation;
- }
- public void SetColorBleedingSaturation(float saturation)
- {
- m_ColorBleedingSettings.saturation = Mathf.Clamp(saturation, 0, 4);
- }
- public float GetColorBleedingAlbedoMultiplier()
- {
- return m_ColorBleedingSettings.albedoMultiplier;
- }
- public void SetColorBleedingAlbedoMultiplier(float albedoMultiplier)
- {
- m_ColorBleedingSettings.albedoMultiplier = Mathf.Clamp(albedoMultiplier, 0, 32);
- }
- public float GetColorBleedingBrightnessMask()
- {
- return m_ColorBleedingSettings.brightnessMask;
- }
- public void SetColorBleedingBrightnessMask(float brightnessMask)
- {
- m_ColorBleedingSettings.brightnessMask = Mathf.Clamp01(brightnessMask);
- }
- public Vector2 GetColorBleedingBrightnessMaskRange()
- {
- return m_ColorBleedingSettings.brightnessMaskRange;
- }
- public void SetColorBleedingBrightnessMaskRange(Vector2 brightnessMaskRange)
- {
- brightnessMaskRange.x = Mathf.Clamp(brightnessMaskRange.x, 0, 2);
- brightnessMaskRange.y = Mathf.Clamp(brightnessMaskRange.y, 0, 2);
- brightnessMaskRange.x = Mathf.Min(brightnessMaskRange.x, brightnessMaskRange.y);
- m_ColorBleedingSettings.brightnessMaskRange = brightnessMaskRange;
- }
- private static class Pass
- {
- public const int AO = 0;
- public const int AO_Deinterleaved = 1;
- public const int Deinterleave_Depth = 2;
- public const int Deinterleave_Normals = 3;
- public const int Atlas_AO_Deinterleaved = 4;
- public const int Reinterleave_AO = 5;
- public const int Blur = 6;
- public const int Temporal_Filter = 7;
- public const int Copy = 8;
- public const int Composite = 9;
- public const int Composite_AfterLighting = 10;
- public const int Composite_BeforeReflections = 11;
- public const int Debug_ViewNormals = 12;
- }
- private static class ShaderProperties
- {
- public static int mainTex;
- public static int hbaoTex;
- public static int tempTex;
- public static int tempTex2;
- public static int noiseTex;
- public static int depthTex;
- public static int normalsTex;
- public static int[] depthSliceTex;
- public static int[] normalsSliceTex;
- public static int[] aoSliceTex;
- public static int[] deinterleaveOffset;
- public static int atlasOffset;
- public static int jitter;
- public static int uvTransform;
- public static int inputTexelSize;
- public static int aoTexelSize;
- public static int deinterleavedAOTexelSize;
- public static int reinterleavedAOTexelSize;
- public static int uvToView;
- public static int worldToCameraMatrix;
- public static int targetScale;
- public static int radius;
- public static int maxRadiusPixels;
- public static int negInvRadius2;
- public static int angleBias;
- public static int aoMultiplier;
- public static int intensity;
- public static int multiBounceInfluence;
- public static int offscreenSamplesContrib;
- public static int maxDistance;
- public static int distanceFalloff;
- public static int baseColor;
- public static int colorBleedSaturation;
- public static int albedoMultiplier;
- public static int colorBleedBrightnessMask;
- public static int colorBleedBrightnessMaskRange;
- public static int blurDeltaUV;
- public static int blurSharpness;
- public static int temporalParams;
- static ShaderProperties()
- {
- mainTex = Shader.PropertyToID("_MainTex");
- hbaoTex = Shader.PropertyToID("_HBAOTex");
- tempTex = Shader.PropertyToID("_TempTex");
- tempTex2 = Shader.PropertyToID("_TempTex2");
- noiseTex = Shader.PropertyToID("_NoiseTex");
- depthTex = Shader.PropertyToID("_DepthTex");
- normalsTex = Shader.PropertyToID("_NormalsTex");
- depthSliceTex = new int[4 * 4];
- normalsSliceTex = new int[4 * 4];
- aoSliceTex = new int[4 * 4];
- for (int i = 0; i < 4 * 4; i++)
- {
- depthSliceTex[i] = Shader.PropertyToID("_DepthSliceTex" + i);
- normalsSliceTex[i] = Shader.PropertyToID("_NormalsSliceTex" + i);
- aoSliceTex[i] = Shader.PropertyToID("_AOSliceTex" + i);
- }
- deinterleaveOffset = new int[] {
- Shader.PropertyToID("_Deinterleave_Offset00"),
- Shader.PropertyToID("_Deinterleave_Offset10"),
- Shader.PropertyToID("_Deinterleave_Offset01"),
- Shader.PropertyToID("_Deinterleave_Offset11")
- };
- atlasOffset = Shader.PropertyToID("_AtlasOffset");
- jitter = Shader.PropertyToID("_Jitter");
- uvTransform = Shader.PropertyToID("_UVTransform");
- inputTexelSize = Shader.PropertyToID("_Input_TexelSize");
- aoTexelSize = Shader.PropertyToID("_AO_TexelSize");
- deinterleavedAOTexelSize = Shader.PropertyToID("_DeinterleavedAO_TexelSize");
- reinterleavedAOTexelSize = Shader.PropertyToID("_ReinterleavedAO_TexelSize");
- uvToView = Shader.PropertyToID("_UVToView");
- worldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix");
- targetScale = Shader.PropertyToID("_TargetScale");
- radius = Shader.PropertyToID("_Radius");
- maxRadiusPixels = Shader.PropertyToID("_MaxRadiusPixels");
- negInvRadius2 = Shader.PropertyToID("_NegInvRadius2");
- angleBias = Shader.PropertyToID("_AngleBias");
- aoMultiplier = Shader.PropertyToID("_AOmultiplier");
- intensity = Shader.PropertyToID("_Intensity");
- multiBounceInfluence = Shader.PropertyToID("_MultiBounceInfluence");
- offscreenSamplesContrib = Shader.PropertyToID("_OffscreenSamplesContrib");
- maxDistance = Shader.PropertyToID("_MaxDistance");
- distanceFalloff = Shader.PropertyToID("_DistanceFalloff");
- baseColor = Shader.PropertyToID("_BaseColor");
- colorBleedSaturation = Shader.PropertyToID("_ColorBleedSaturation");
- albedoMultiplier = Shader.PropertyToID("_AlbedoMultiplier");
- colorBleedBrightnessMask = Shader.PropertyToID("_ColorBleedBrightnessMask");
- colorBleedBrightnessMaskRange = Shader.PropertyToID("_ColorBleedBrightnessMaskRange");
- blurDeltaUV = Shader.PropertyToID("_BlurDeltaUV");
- blurSharpness = Shader.PropertyToID("_BlurSharpness");
- temporalParams = Shader.PropertyToID("_TemporalParams");
- }
- public static string GetOrthographicOrDeferredKeyword(bool orthographic, GeneralSettings settings)
- {
- // need to check that integrationStage is not BeforeImageEffectOpaque as Gbuffer0 is not available in this case
- return orthographic ? "ORTHOGRAPHIC_PROJECTION" : settings.pipelineStage != PipelineStage.BeforeImageEffectsOpaque ? "DEFERRED_SHADING" : "__";
- }
- public static string GetQualityKeyword(GeneralSettings settings)
- {
- switch (settings.quality)
- {
- case Quality.Lowest:
- return "QUALITY_LOWEST";
- case Quality.Low:
- return "QUALITY_LOW";
- case Quality.Medium:
- return "QUALITY_MEDIUM";
- case Quality.High:
- return "QUALITY_HIGH";
- case Quality.Highest:
- return "QUALITY_HIGHEST";
- default:
- return "QUALITY_MEDIUM";
- }
- }
- public static string GetNoiseKeyword(GeneralSettings settings)
- {
- switch (settings.noiseType)
- {
- case NoiseType.InterleavedGradientNoise:
- return "INTERLEAVED_GRADIENT_NOISE";
- case NoiseType.Dither:
- case NoiseType.SpatialDistribution:
- default:
- return "__";
- }
- }
- public static string GetDeinterleavingKeyword(GeneralSettings settings)
- {
- switch (settings.deinterleaving)
- {
- case Deinterleaving.x4:
- return "DEINTERLEAVED";
- case Deinterleaving.Disabled:
- default:
- return "__";
- }
- }
- public static string GetDebugKeyword(GeneralSettings settings)
- {
- switch (settings.debugMode)
- {
- case DebugMode.AOOnly:
- return "DEBUG_AO";
- case DebugMode.ColorBleedingOnly:
- return "DEBUG_COLORBLEEDING";
- case DebugMode.SplitWithoutAOAndWithAO:
- return "DEBUG_NOAO_AO";
- case DebugMode.SplitWithAOAndAOOnly:
- return "DEBUG_AO_AOONLY";
- case DebugMode.SplitWithoutAOAndAOOnly:
- return "DEBUG_NOAO_AOONLY";
- case DebugMode.Disabled:
- default:
- return "__";
- }
- }
- public static string GetMultibounceKeyword(AOSettings settings)
- {
- return settings.useMultiBounce ? "MULTIBOUNCE" : "__";
- }
- public static string GetOffscreenSamplesContributionKeyword(AOSettings settings)
- {
- return settings.offscreenSamplesContribution > 0 ? "OFFSCREEN_SAMPLES_CONTRIBUTION" : "__";
- }
- public static string GetPerPixelNormalsKeyword(AOSettings settings)
- {
- switch (settings.perPixelNormals)
- {
- case PerPixelNormals.Camera:
- return "NORMALS_CAMERA";
- case PerPixelNormals.Reconstruct:
- return "NORMALS_RECONSTRUCT";
- case PerPixelNormals.GBuffer:
- default:
- return "__";
- }
- }
- public static string GetBlurRadiusKeyword(BlurSettings settings)
- {
- switch (settings.type)
- {
- case BlurType.Narrow:
- return "BLUR_RADIUS_2";
- case BlurType.Medium:
- return "BLUR_RADIUS_3";
- case BlurType.Wide:
- return "BLUR_RADIUS_4";
- case BlurType.ExtraWide:
- return "BLUR_RADIUS_5";
- case BlurType.None:
- default:
- return "BLUR_RADIUS_3";
- }
- }
- public static string GetVarianceClippingKeyword(TemporalFilterSettings settings)
- {
- switch (settings.varianceClipping)
- {
- case VarianceClipping._4Tap:
- return "VARIANCE_CLIPPING_4TAP";
- case VarianceClipping._8Tap:
- return "VARIANCE_CLIPPING_8TAP";
- case VarianceClipping.Disabled:
- default:
- return "__";
- }
- }
- public static string GetColorBleedingKeyword(ColorBleedingSettings settings)
- {
- return settings.enabled ? "COLOR_BLEEDING" : "__";
- }
- public static string GetLightingLogEncodedKeyword(bool hdr)
- {
- return hdr ? "__" : "LIGHTING_LOG_ENCODED";
- }
- }
- private static class MersenneTwister
- {
- // Mersenne-Twister random numbers in [0,1).
- public static float[] Numbers = new float[] {
- //0.463937f,0.340042f,0.223035f,0.468465f,0.322224f,0.979269f,0.031798f,0.973392f,0.778313f,0.456168f,0.258593f,0.330083f,0.387332f,0.380117f,0.179842f,0.910755f,
- //0.511623f,0.092933f,0.180794f,0.620153f,0.101348f,0.556342f,0.642479f,0.442008f,0.215115f,0.475218f,0.157357f,0.568868f,0.501241f,0.629229f,0.699218f,0.707733f
- 0.556725f,0.005520f,0.708315f,0.583199f,0.236644f,0.992380f,0.981091f,0.119804f,0.510866f,0.560499f,0.961497f,0.557862f,0.539955f,0.332871f,0.417807f,0.920779f,
- 0.730747f,0.076690f,0.008562f,0.660104f,0.428921f,0.511342f,0.587871f,0.906406f,0.437980f,0.620309f,0.062196f,0.119485f,0.235646f,0.795892f,0.044437f,0.617311f
- };
- }
- private static readonly Vector2[] s_jitter = new Vector2[4 * 4];
- private static readonly float[] s_temporalRotations = { 60.0f, 300.0f, 180.0f, 240.0f, 120.0f, 0.0f };
- private static readonly float[] s_temporalOffsets = { 0.0f, 0.5f, 0.25f, 0.75f };
- private Material material { get; set; }
- private Camera hbaoCamera { get; set; }
- private CommandBuffer cmdBuffer { get; set; }
- private int width { get; set; }
- private int height { get; set; }
- private bool stereoActive { get; set; }
- private int numberOfEyes { get; set; }
- private int xrActiveEye { get; set; }
- private XRSettings.StereoRenderingMode stereoRenderingMode { get; set; }
- private int screenWidth { get; set; }
- private int screenHeight { get; set; }
- private int aoWidth { get; set; }
- private int aoHeight { get; set; }
- private int reinterleavedAoWidth { get; set; }
- private int reinterleavedAoHeight { get; set; }
- private int deinterleavedAoWidth { get; set; }
- private int deinterleavedAoHeight { get; set; }
- private int frameCount { get; set; }
- private bool motionVectorsSupported { get; set; }
- private RenderTexture aoHistoryBuffer { get; set; }
- private RenderTexture colorBleedingHistoryBuffer { get; set; }
- private Texture2D noiseTex { get; set; }
- private Mesh fullscreenTriangle
- {
- get
- {
- if (m_FullscreenTriangle != null)
- return m_FullscreenTriangle;
- m_FullscreenTriangle = new Mesh { name = "Fullscreen Triangle" };
- // Because we have to support older platforms (GLES2/3, DX9 etc) we can't do all of
- // this directly in the vertex shader using vertex ids :(
- m_FullscreenTriangle.SetVertices(new List<Vector3>
- {
- new Vector3(-1f, -1f, 0f),
- new Vector3(-1f, 3f, 0f),
- new Vector3( 3f, -1f, 0f)
- });
- m_FullscreenTriangle.SetIndices(new[] { 0, 1, 2 }, MeshTopology.Triangles, 0, false);
- m_FullscreenTriangle.UploadMeshData(false);
- return m_FullscreenTriangle;
- }
- }
- private CameraEvent cameraEvent
- {
- get
- {
- // Forces BeforeImageEffectsOpaque as soon as normal display mode isn't used,
- // the component still display its integration stage but we force it here to ensure
- // all debug modes display correctly.
- if (generalSettings.debugMode != DebugMode.Disabled)
- return CameraEvent.BeforeImageEffectsOpaque;
- switch (generalSettings.pipelineStage)
- {
- case PipelineStage.BeforeReflections:
- return CameraEvent.BeforeReflections;
- case PipelineStage.AfterLighting:
- return CameraEvent.AfterLighting;
- case PipelineStage.BeforeImageEffectsOpaque:
- default:
- return CameraEvent.BeforeImageEffectsOpaque;
- }
- }
- }
- private bool isCommandBufferDirty
- {
- get
- {
- if (m_IsCommandBufferDirty || m_PreviousPipelineStage != generalSettings.pipelineStage || m_PreviousResolution != generalSettings.resolution ||
- m_PreviousDebugMode != generalSettings.debugMode || m_PreviousAllowHDR != hbaoCamera.allowHDR || m_PreviousWidth != width || m_PreviousHeight != height ||
- m_PreviousDeinterleaving != generalSettings.deinterleaving || m_PreviousBlurAmount != blurSettings.type ||
- m_PreviousColorBleedingEnabled != colorBleedingSettings.enabled || m_PreviousTemporalFilterEnabled != temporalFilterSettings.enabled ||
- m_PreviousRenderingPath != hbaoCamera.actualRenderingPath)
- {
- m_PreviousPipelineStage = generalSettings.pipelineStage;
- m_PreviousResolution = generalSettings.resolution;
- m_PreviousDebugMode = generalSettings.debugMode;
- m_PreviousAllowHDR = hbaoCamera.allowHDR;
- m_PreviousWidth = width;
- m_PreviousHeight = height;
- m_PreviousDeinterleaving = generalSettings.deinterleaving;
- m_PreviousBlurAmount = blurSettings.type;
- m_PreviousColorBleedingEnabled = colorBleedingSettings.enabled;
- m_PreviousTemporalFilterEnabled = temporalFilterSettings.enabled;
- m_PreviousRenderingPath = hbaoCamera.actualRenderingPath;
- return true;
- }
- return false;
- }
- set
- {
- m_IsCommandBufferDirty = value;
- }
- }
- private static RenderTextureFormat defaultHDRRenderTextureFormat
- {
- get
- {
- #if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SWITCH || UNITY_EDITOR
- RenderTextureFormat format = RenderTextureFormat.RGB111110Float;
- #if UNITY_EDITOR
- var target = EditorUserBuildSettings.activeBuildTarget;
- if (target != BuildTarget.Android && target != BuildTarget.iOS && target != BuildTarget.tvOS && target != BuildTarget.Switch)
- return RenderTextureFormat.DefaultHDR;
- #endif // UNITY_EDITOR
- if (SystemInfo.SupportsRenderTextureFormat(format))
- return format;
- #endif // UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SWITCH || UNITY_EDITOR
- return RenderTextureFormat.DefaultHDR;
- }
- }
- private RenderTextureFormat sourceFormat { get { return hbaoCamera.allowHDR ? defaultHDRRenderTextureFormat : RenderTextureFormat.Default; } }
- //private static RenderTextureFormat colorFormat { get { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB64) ? RenderTextureFormat.ARGB64 : RenderTextureFormat.ARGB32; } }
- private static RenderTextureFormat colorFormat { get { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; } }
- private static RenderTextureFormat depthFormat { get { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RFloat) ? RenderTextureFormat.RFloat : RenderTextureFormat.RHalf; } }
- private static RenderTextureFormat normalsFormat { get { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010) ? RenderTextureFormat.ARGB2101010 : RenderTextureFormat.Default; } }
- private static bool isLinearColorSpace { get { return QualitySettings.activeColorSpace == ColorSpace.Linear; } }
- private bool renderingInSceneView { get { return hbaoCamera.cameraType == CameraType.SceneView; } }
- private RenderTextureDescriptor m_sourceDescriptor;
- private string[] m_ShaderKeywords;
- private bool m_IsCommandBufferDirty;
- private Mesh m_FullscreenTriangle;
- private PipelineStage? m_PreviousPipelineStage;
- private Resolution? m_PreviousResolution;
- private Deinterleaving? m_PreviousDeinterleaving;
- private DebugMode? m_PreviousDebugMode;
- private NoiseType? m_PreviousNoiseType;
- private BlurType? m_PreviousBlurAmount;
- private int m_PreviousWidth;
- private int m_PreviousHeight;
- private bool m_PreviousAllowHDR;
- private bool m_PreviousColorBleedingEnabled;
- private bool m_PreviousTemporalFilterEnabled;
- private RenderingPath m_PreviousRenderingPath;
- void OnEnable()
- {
- if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
- {
- Debug.LogWarning("HBAO shader is not supported on this platform.");
- this.enabled = false;
- return;
- }
- if (hbaoShader == null) hbaoShader = Shader.Find("Hidden/HBAO");
- if (hbaoShader == null)
- {
- Debug.LogError("HBAO shader was not found...");
- return;
- }
- if (!hbaoShader.isSupported)
- {
- Debug.LogWarning("HBAO shader is not supported on this platform.");
- this.enabled = false;
- return;
- }
- Initialize();
- }
- void OnDisable()
- {
- ClearCommandBuffer(cmdBuffer);
- ReleaseHistoryBuffers();
- if (material != null)
- DestroyImmediate(material);
- if (noiseTex != null)
- DestroyImmediate(noiseTex);
- if (fullscreenTriangle != null)
- DestroyImmediate(fullscreenTriangle);
- }
- void OnPreRender()
- {
- if (hbaoShader == null || hbaoCamera == null) return;
- FetchRenderParameters();
- CheckParameters();
- UpdateMaterialProperties();
- UpdateShaderKeywords();
- if (isCommandBufferDirty)
- {
- ClearCommandBuffer(cmdBuffer);
- BuildCommandBuffer(cmdBuffer, cameraEvent);
- hbaoCamera.AddCommandBuffer(cameraEvent, cmdBuffer);
- isCommandBufferDirty = false;
- }
- }
- void OnPostRender()
- {
- frameCount++;
- }
- void OnValidate()
- {
- if (hbaoShader == null || hbaoCamera == null) return;
- CheckParameters();
- }
- private void Initialize()
- {
- m_sourceDescriptor = new RenderTextureDescriptor(0, 0);
- hbaoCamera = GetComponent<Camera>();
- hbaoCamera.forceIntoRenderTexture = true;
- material = new Material(hbaoShader);
- material.hideFlags = HideFlags.HideAndDontSave;
- // For platforms not supporting motion vectors texture
- // https://docs.unity3d.com/ScriptReference/DepthTextureMode.MotionVectors.html
- motionVectorsSupported = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGHalf);
- cmdBuffer = new CommandBuffer { name = "HBAO" };
- isCommandBufferDirty = true;
- }
- private void FetchRenderParameters()
- {
- #if !UNITY_SWITCH && ENABLE_VR
- if (hbaoCamera.stereoEnabled)
- {
- var xrDesc = XRSettings.eyeTextureDesc;
- stereoRenderingMode = XRSettings.StereoRenderingMode.SinglePass;
- numberOfEyes = 1;
- if (XRSettings.stereoRenderingMode == XRSettings.StereoRenderingMode.MultiPass)
- stereoRenderingMode = XRSettings.StereoRenderingMode.MultiPass;
- #if UNITY_STANDALONE || UNITY_EDITOR || UNITY_PS4
- if (xrDesc.dimension == TextureDimension.Tex2DArray)
- stereoRenderingMode = XRSettings.StereoRenderingMode.SinglePassInstanced;
- #endif
- if (stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePassInstanced)
- numberOfEyes = 2;
- if (stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePass)
- {
- numberOfEyes = 2;
- //xrDesc.width /= 2;
- xrDesc.vrUsage = VRTextureUsage.None;
- }
- width = xrDesc.width;
- height = xrDesc.height;
- m_sourceDescriptor = xrDesc;
- if (hbaoCamera.stereoActiveEye == Camera.MonoOrStereoscopicEye.Right)
- xrActiveEye = (int)Camera.StereoscopicEye.Right;
- screenWidth = XRSettings.eyeTextureWidth;
- screenHeight = XRSettings.eyeTextureHeight;
- if (stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePass)
- screenWidth /= 2;
- stereoActive = true;
- }
- else
- #endif
- {
- width = hbaoCamera.pixelWidth;
- height = hbaoCamera.pixelHeight;
- m_sourceDescriptor.width = width;
- m_sourceDescriptor.height = height;
- screenWidth = width;
- screenHeight = height;
- stereoActive = false;
- numberOfEyes = 1;
- }
- var downsamplingFactor = generalSettings.resolution == Resolution.Full ? 1 : generalSettings.deinterleaving == Deinterleaving.Disabled ? 2 : 1;
- if (downsamplingFactor > 1)
- {
- aoWidth = (width + width % 2) / downsamplingFactor;
- aoHeight = (height + height % 2) / downsamplingFactor;
- }
- else
- {
- aoWidth = width;
- aoHeight = height;
- }
- reinterleavedAoWidth = width + (width % 4 == 0 ? 0 : 4 - (width % 4));
- reinterleavedAoHeight = height + (height % 4 == 0 ? 0 : 4 - (height % 4));
- deinterleavedAoWidth = reinterleavedAoWidth / 4;
- deinterleavedAoHeight = reinterleavedAoHeight / 4;
- }
- private void AllocateHistoryBuffers()
- {
- ReleaseHistoryBuffers();
- aoHistoryBuffer = GetScreenSpaceRT(widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
- if (colorBleedingSettings.enabled)
- colorBleedingHistoryBuffer = GetScreenSpaceRT(widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
- // Clear history buffers to default
- var lastActive = RenderTexture.active;
- RenderTexture.active = aoHistoryBuffer;
- GL.Clear(false, true, Color.white);
- if (colorBleedingSettings.enabled)
- {
- RenderTexture.active = colorBleedingHistoryBuffer;
- GL.Clear(false, true, new Color(0, 0, 0, 1));
- }
- RenderTexture.active = lastActive;
- frameCount = 0;
- }
- private void ReleaseHistoryBuffers()
- {
- if (aoHistoryBuffer != null)
- aoHistoryBuffer.Release();
- if (colorBleedingHistoryBuffer != null)
- colorBleedingHistoryBuffer.Release();
- }
- private void ClearCommandBuffer(CommandBuffer cmd)
- {
- if (cmd != null)
- {
- if (hbaoCamera != null)
- {
- hbaoCamera.RemoveCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, cmd);
- hbaoCamera.RemoveCommandBuffer(CameraEvent.AfterLighting, cmd);
- hbaoCamera.RemoveCommandBuffer(CameraEvent.BeforeReflections, cmd);
- }
- cmd.Clear();
- }
- }
- private void BuildCommandBuffer(CommandBuffer cmd, CameraEvent cameraEvent)
- {
- // AO
- if (generalSettings.deinterleaving == Deinterleaving.Disabled)
- {
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.hbaoTex, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
- AO(cmd);
- }
- else
- {
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.hbaoTex, widthOverride: reinterleavedAoWidth, heightOverride: reinterleavedAoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
- DeinterleavedAO(cmd);
- }
- // Blur
- Blur(cmd);
- // Temporal Filter
- TemporalFilter(cmd);
- // Composite
- Composite(cmd, cameraEvent);
- ReleaseTemporaryRT(cmd, ShaderProperties.hbaoTex);
- //Debug.Log("CommandBuffer has been rebuilt");
- }
- private void AO(CommandBuffer cmd)
- {
- BlitFullscreenTriangleWithClear(cmd, BuiltinRenderTextureType.CameraTarget, ShaderProperties.hbaoTex, material, new Color(0, 0, 0, 1), Pass.AO);
- }
- private void DeinterleavedAO(CommandBuffer cmd)
- {
- // Deinterleave depth & normals (4x4)
- for (int i = 0; i < 4; i++)
- {
- var rtsDepth = new RenderTargetIdentifier[] {
- ShaderProperties.depthSliceTex[(i << 2) + 0],
- ShaderProperties.depthSliceTex[(i << 2) + 1],
- ShaderProperties.depthSliceTex[(i << 2) + 2],
- ShaderProperties.depthSliceTex[(i << 2) + 3]
- };
- var rtsNormals = new RenderTargetIdentifier[] {
- ShaderProperties.normalsSliceTex[(i << 2) + 0],
- ShaderProperties.normalsSliceTex[(i << 2) + 1],
- ShaderProperties.normalsSliceTex[(i << 2) + 2],
- ShaderProperties.normalsSliceTex[(i << 2) + 3]
- };
- int offsetX = (i & 1) << 1; int offsetY = (i >> 1) << 1;
- cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[0], new Vector2(offsetX + 0, offsetY + 0));
- cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[1], new Vector2(offsetX + 1, offsetY + 0));
- cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[2], new Vector2(offsetX + 0, offsetY + 1));
- cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[3], new Vector2(offsetX + 1, offsetY + 1));
- for (int j = 0; j < 4; j++)
- {
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.depthSliceTex[j + 4 * i], widthOverride: deinterleavedAoWidth, heightOverride: deinterleavedAoHeight, colorFormat: depthFormat, readWrite: RenderTextureReadWrite.Linear, filter: FilterMode.Point);
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.normalsSliceTex[j + 4 * i], widthOverride: deinterleavedAoWidth, heightOverride: deinterleavedAoHeight, colorFormat: normalsFormat, readWrite: RenderTextureReadWrite.Linear, filter: FilterMode.Point);
- }
- BlitFullscreenTriangle(cmd, BuiltinRenderTextureType.CameraTarget, rtsDepth, material, Pass.Deinterleave_Depth); // outputs 4 render textures
- BlitFullscreenTriangle(cmd, BuiltinRenderTextureType.CameraTarget, rtsNormals, material, Pass.Deinterleave_Normals); // outputs 4 render textures
- }
- // AO on each layer
- for (int i = 0; i < 4 * 4; i++)
- {
- cmd.SetGlobalTexture(ShaderProperties.depthTex, ShaderProperties.depthSliceTex[i]);
- cmd.SetGlobalTexture(ShaderProperties.normalsTex, ShaderProperties.normalsSliceTex[i]);
- cmd.SetGlobalVector(ShaderProperties.jitter, s_jitter[i]);
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.aoSliceTex[i], widthOverride: deinterleavedAoWidth, heightOverride: deinterleavedAoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear, filter: FilterMode.Point);
- BlitFullscreenTriangleWithClear(cmd, BuiltinRenderTextureType.CameraTarget, ShaderProperties.aoSliceTex[i], material, new Color(0, 0, 0, 1), Pass.AO_Deinterleaved); // ao
- ReleaseTemporaryRT(cmd, ShaderProperties.depthSliceTex[i]);
- ReleaseTemporaryRT(cmd, ShaderProperties.normalsSliceTex[i]);
- }
- // Atlas Deinterleaved AO, 4x4
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, widthOverride: reinterleavedAoWidth, heightOverride: reinterleavedAoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
- for (int i = 0; i < 4 * 4; i++)
- {
- cmd.SetGlobalVector(ShaderProperties.atlasOffset, new Vector2(((i & 1) + (((i & 7) >> 2) << 1)) * deinterleavedAoWidth, (((i & 3) >> 1) + ((i >> 3) << 1)) * deinterleavedAoHeight));
- BlitFullscreenTriangle(cmd, ShaderProperties.aoSliceTex[i], ShaderProperties.tempTex, material, Pass.Atlas_AO_Deinterleaved); // atlassing
- ReleaseTemporaryRT(cmd, ShaderProperties.aoSliceTex[i]);
- }
- // Reinterleave AO
- ApplyFlip(cmd);
- BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, ShaderProperties.hbaoTex, material, Pass.Reinterleave_AO); // reinterleave
- ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
- }
- private void Blur(CommandBuffer cmd)
- {
- if (blurSettings.type != BlurType.None)
- {
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
- cmd.SetGlobalVector(ShaderProperties.blurDeltaUV, new Vector2(1f / width, 0));
- BlitFullscreenTriangle(cmd, ShaderProperties.hbaoTex, ShaderProperties.tempTex, material, Pass.Blur); // blur X
- cmd.SetGlobalVector(ShaderProperties.blurDeltaUV, new Vector2(0, 1f / height));
- BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, ShaderProperties.hbaoTex, material, Pass.Blur); // blur Y
- ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
- }
- }
- private void TemporalFilter(CommandBuffer cmd)
- {
- if (temporalFilterSettings.enabled && !renderingInSceneView)
- {
- AllocateHistoryBuffers();
- if (colorBleedingSettings.enabled)
- {
- // For Color Bleeding we have 2 history buffers to fill so there are 2 render targets.
- // AO is still contained in Color Bleeding history buffer (alpha channel) so that we
- // can use it as a render texture for the composite pass.
- var rts = new RenderTargetIdentifier[] {
- aoHistoryBuffer,
- colorBleedingHistoryBuffer
- };
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex2, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
- BlitFullscreenTriangle(cmd, aoHistoryBuffer, ShaderProperties.tempTex2, material, Pass.Copy);
- BlitFullscreenTriangle(cmd, colorBleedingHistoryBuffer, ShaderProperties.tempTex, material, Pass.Copy);
- BlitFullscreenTriangle(cmd, ShaderProperties.tempTex2, rts, material, Pass.Temporal_Filter);
- ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
- ReleaseTemporaryRT(cmd, ShaderProperties.tempTex2);
- cmd.SetGlobalTexture(ShaderProperties.hbaoTex, colorBleedingHistoryBuffer);
- }
- else
- {
- // AO history buffer contains ao in aplha channel so we can just use history as
- // a render texture for the composite pass.
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, widthOverride: aoWidth, heightOverride: aoHeight, colorFormat: colorFormat, readWrite: RenderTextureReadWrite.Linear);
- BlitFullscreenTriangle(cmd, aoHistoryBuffer, ShaderProperties.tempTex, material, Pass.Copy);
- BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, aoHistoryBuffer, material, Pass.Temporal_Filter);
- ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
- cmd.SetGlobalTexture(ShaderProperties.hbaoTex, aoHistoryBuffer);
- }
- }
- }
- private void Composite(CommandBuffer cmd, CameraEvent cameraEvent)
- {
- if (generalSettings.debugMode == DebugMode.Disabled)
- {
- if (cameraEvent == CameraEvent.BeforeReflections)
- CompositeBeforeReflections(cmd);
- else if (cameraEvent == CameraEvent.AfterLighting)
- CompositeAfterLighting(cmd);
- else // if (BeforeImageEffectsOpaque)
- CompositeBeforeImageEffectsOpaque(cmd);
- }
- else // debug mode
- CompositeBeforeImageEffectsOpaque(cmd, generalSettings.debugMode == DebugMode.ViewNormals ? Pass.Debug_ViewNormals : Pass.Composite);
- }
- // Cases of BeforeReflections & AfterLighting
- // If using HDR there’s no separate rendertarget being created for Emission+lighting buffer (RT3);
- // instead the rendertarget that the Camera renders into (that is, the one that is passed to the image effects) is used as RT3.
- // If non-HDR GBuffer3 texture is available. HDR uses ARGBHalf, non-HDR uses ARGB2101010
- // Emission + lighting buffer(RT3) is logarithmically encoded to provide greater dynamic range than is usually possible with
- // an ARGB32 texture, when the Camera is not using HDR.
- // https://docs.unity3d.com/Manual/RenderTech-DeferredShading.html
- private void CompositeBeforeReflections(CommandBuffer cmd)
- {
- var hdr = hbaoCamera.allowHDR;
- var rts = new RenderTargetIdentifier[] {
- BuiltinRenderTextureType.GBuffer0, // Albedo, Occ
- hdr ? BuiltinRenderTextureType.CameraTarget : BuiltinRenderTextureType.GBuffer3 // Ambient
- };
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, colorFormat: RenderTextureFormat.ARGB32);
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex2, colorFormat: hdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB2101010);
- BlitFullscreenTriangle(cmd, rts[0], ShaderProperties.tempTex, material, Pass.Copy);
- BlitFullscreenTriangle(cmd, rts[1], ShaderProperties.tempTex2, material, Pass.Copy);
- BlitFullscreenTriangle(cmd, ShaderProperties.tempTex2, rts, material, Pass.Composite_BeforeReflections);
- ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
- ReleaseTemporaryRT(cmd, ShaderProperties.tempTex2);
- }
- private void CompositeAfterLighting(CommandBuffer cmd)
- {
- var hdr = hbaoCamera.allowHDR;
- var rt3 = hdr ? BuiltinRenderTextureType.CameraTarget : BuiltinRenderTextureType.GBuffer3;
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, colorFormat: hdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB2101010);
- BlitFullscreenTriangle(cmd, rt3, ShaderProperties.tempTex, material, Pass.Copy);
- BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, rt3, material, Pass.Composite_AfterLighting);
- ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
- }
- private void CompositeBeforeImageEffectsOpaque(CommandBuffer cmd, int finalPassId = Pass.Composite)
- {
- // This pass can be used to display all debug mode as well
- GetScreenSpaceTemporaryRT(cmd, ShaderProperties.tempTex, colorFormat: sourceFormat);
- if (stereoActive && hbaoCamera.actualRenderingPath != RenderingPath.DeferredShading)
- cmd.Blit(BuiltinRenderTextureType.CameraTarget, ShaderProperties.tempTex);
- else
- BlitFullscreenTriangle(cmd, BuiltinRenderTextureType.CameraTarget, ShaderProperties.tempTex, material, Pass.Copy);
- ApplyFlip(cmd, SystemInfo.graphicsUVStartsAtTop);
- BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, BuiltinRenderTextureType.CameraTarget, material, finalPassId);
- ReleaseTemporaryRT(cmd, ShaderProperties.tempTex);
- }
- private void UpdateMaterialProperties()
- {
- //float tanHalfFovY = Mathf.Tan(0.5f * hbaoCamera.fieldOfView * Mathf.Deg2Rad);
- //float invFocalLenX = 1.0f / (1.0f / tanHalfFovY * (screenHeight / (float)screenWidth));
- //float invFocalLenY = 1.0f / (1.0f / tanHalfFovY);
- float invFocalLenX = 1.0f / hbaoCamera.projectionMatrix.m00;
- float invFocalLenY = 1.0f / hbaoCamera.projectionMatrix.m11;
- float maxRadInPixels = Mathf.Max(16, aoSettings.maxRadiusPixels * Mathf.Sqrt((screenWidth * numberOfEyes * screenHeight) / (1080.0f * 1920.0f)));
- maxRadInPixels /= (generalSettings.deinterleaving == Deinterleaving.x4 ? 4 : 1);
- var targetScale = generalSettings.deinterleaving == Deinterleaving.x4 ?
- new Vector4(reinterleavedAoWidth / (float)width, reinterleavedAoHeight / (float)height, 1.0f / (reinterleavedAoWidth / (float)width), 1.0f / (reinterleavedAoHeight / (float)height)) :
- generalSettings.resolution == Resolution.Half /*&& aoSettings.perPixelNormals == PerPixelNormals.Reconstruct*/ ?
- new Vector4((width + 0.5f) / width, (height + 0.5f) / height, 1f, 1f) :
- Vector4.one;
- material.SetTexture(ShaderProperties.noiseTex, noiseTex);
- material.SetVector(ShaderProperties.inputTexelSize, new Vector4(1f / width, 1f / height, width, height));
- material.SetVector(ShaderProperties.aoTexelSize, new Vector4(1f / aoWidth, 1f / aoHeight, aoWidth, aoHeight));
- material.SetVector(ShaderProperties.deinterleavedAOTexelSize, new Vector4(1.0f / deinterleavedAoWidth, 1.0f / deinterleavedAoHeight, deinterleavedAoWidth, deinterleavedAoHeight));
- material.SetVector(ShaderProperties.reinterleavedAOTexelSize, new Vector4(1f / reinterleavedAoWidth, 1f / reinterleavedAoHeight, reinterleavedAoWidth, reinterleavedAoHeight));
- material.SetVector(ShaderProperties.targetScale, targetScale);
- material.SetVector(ShaderProperties.uvToView, new Vector4(2.0f * invFocalLenX, -2.0f * invFocalLenY, -1.0f * invFocalLenX, 1.0f * invFocalLenY));
- material.SetMatrix(ShaderProperties.worldToCameraMatrix, hbaoCamera.worldToCameraMatrix);
- //material.SetFloat(ShaderProperties.radius, aoSettings.radius * 0.5f * ((screenHeight / (generalSettings.deinterleaving == Deinterleaving.x4 ? 4 : 1)) / (tanHalfFovY * 2.0f)));
- material.SetFloat(ShaderProperties.radius, aoSettings.radius * 0.5f * ((screenHeight / (generalSettings.deinterleaving == Deinterleaving.x4 ? 4 : 1)) / (invFocalLenY * 2.0f)));
- material.SetFloat(ShaderProperties.maxRadiusPixels, maxRadInPixels);
- material.SetFloat(ShaderProperties.negInvRadius2, -1.0f / (aoSettings.radius * aoSettings.radius));
- material.SetFloat(ShaderProperties.angleBias, aoSettings.bias);
- material.SetFloat(ShaderProperties.aoMultiplier, 2.0f * (1.0f / (1.0f - aoSettings.bias)));
- material.SetFloat(ShaderProperties.intensity, isLinearColorSpace ? aoSettings.intensity : aoSettings.intensity * 0.454545454545455f);
- material.SetColor(ShaderProperties.baseColor, aoSettings.baseColor);
- material.SetFloat(ShaderProperties.multiBounceInfluence, aoSettings.multiBounceInfluence);
- material.SetFloat(ShaderProperties.offscreenSamplesContrib, aoSettings.offscreenSamplesContribution);
- material.SetFloat(ShaderProperties.maxDistance, aoSettings.maxDistance);
- material.SetFloat(ShaderProperties.distanceFalloff, aoSettings.distanceFalloff);
- material.SetFloat(ShaderProperties.blurSharpness, blurSettings.sharpness);
- material.SetFloat(ShaderProperties.colorBleedSaturation, colorBleedingSettings.saturation);
- material.SetFloat(ShaderProperties.albedoMultiplier, colorBleedingSettings.albedoMultiplier);
- material.SetFloat(ShaderProperties.colorBleedBrightnessMask, colorBleedingSettings.brightnessMask);
- material.SetVector(ShaderProperties.colorBleedBrightnessMaskRange, AdjustBrightnessMaskToGammaSpace(new Vector2(Mathf.Pow(colorBleedingSettings.brightnessMaskRange.x, 3), Mathf.Pow(colorBleedingSettings.brightnessMaskRange.y, 3))));
- material.SetVector(ShaderProperties.temporalParams, temporalFilterSettings.enabled && !renderingInSceneView ? new Vector2(s_temporalRotations[frameCount % 6] / 360.0f, s_temporalOffsets[frameCount % 4]) : Vector2.zero);
- }
- private void UpdateShaderKeywords()
- {
- if (m_ShaderKeywords == null || m_ShaderKeywords.Length != 12) m_ShaderKeywords = new string[12];
- m_ShaderKeywords[0] = ShaderProperties.GetOrthographicOrDeferredKeyword(hbaoCamera.orthographic, generalSettings);
- m_ShaderKeywords[1] = ShaderProperties.GetQualityKeyword(generalSettings);
- m_ShaderKeywords[2] = ShaderProperties.GetNoiseKeyword(generalSettings);
- m_ShaderKeywords[3] = ShaderProperties.GetDeinterleavingKeyword(generalSettings);
- m_ShaderKeywords[4] = ShaderProperties.GetDebugKeyword(generalSettings);
- m_ShaderKeywords[5] = ShaderProperties.GetMultibounceKeyword(aoSettings);
- m_ShaderKeywords[6] = ShaderProperties.GetOffscreenSamplesContributionKeyword(aoSettings);
- m_ShaderKeywords[7] = ShaderProperties.GetPerPixelNormalsKeyword(aoSettings);
- m_ShaderKeywords[8] = ShaderProperties.GetBlurRadiusKeyword(blurSettings);
- m_ShaderKeywords[9] = ShaderProperties.GetVarianceClippingKeyword(temporalFilterSettings);
- m_ShaderKeywords[10] = ShaderProperties.GetColorBleedingKeyword(colorBleedingSettings);
- m_ShaderKeywords[11] = ShaderProperties.GetLightingLogEncodedKeyword(hbaoCamera.allowHDR);
- material.shaderKeywords = m_ShaderKeywords;
- }
- private void CheckParameters()
- {
- // Camera textures
- hbaoCamera.depthTextureMode |= DepthTextureMode.Depth;
- if (aoSettings.perPixelNormals == PerPixelNormals.Camera)
- hbaoCamera.depthTextureMode |= DepthTextureMode.DepthNormals;
- if (temporalFilterSettings.enabled)
- hbaoCamera.depthTextureMode |= DepthTextureMode.MotionVectors;
- // Settings to force
- if (hbaoCamera.actualRenderingPath != RenderingPath.DeferredShading && aoSettings.perPixelNormals == PerPixelNormals.GBuffer)
- SetAoPerPixelNormals(PerPixelNormals.Camera);
- if (generalSettings.deinterleaving != Deinterleaving.Disabled && SystemInfo.supportedRenderTargetCount < 4)
- SetDeinterleaving(Deinterleaving.Disabled);
- if (generalSettings.pipelineStage != PipelineStage.BeforeImageEffectsOpaque && hbaoCamera.actualRenderingPath != RenderingPath.DeferredShading)
- SetPipelineStage(PipelineStage.BeforeImageEffectsOpaque);
- if (generalSettings.pipelineStage != PipelineStage.BeforeImageEffectsOpaque && aoSettings.perPixelNormals == PerPixelNormals.Camera)
- SetAoPerPixelNormals(PerPixelNormals.GBuffer);
- if (stereoActive && hbaoCamera.actualRenderingPath != RenderingPath.DeferredShading && aoSettings.perPixelNormals != PerPixelNormals.Reconstruct)
- SetAoPerPixelNormals(PerPixelNormals.Reconstruct);
- if (temporalFilterSettings.enabled && !motionVectorsSupported)
- EnableTemporalFilter(false);
- if (colorBleedingSettings.enabled && temporalFilterSettings.enabled && SystemInfo.supportedRenderTargetCount < 2)
- EnableTemporalFilter(false);
- // Noise texture
- if (noiseTex == null || m_PreviousNoiseType != generalSettings.noiseType)
- {
- if (noiseTex != null) DestroyImmediate(noiseTex);
- CreateNoiseTexture();
- m_PreviousNoiseType = generalSettings.noiseType;
- }
- }
- private RenderTextureDescriptor GetDefaultDescriptor(int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default)
- {
- var modifiedDesc = new RenderTextureDescriptor(m_sourceDescriptor.width, m_sourceDescriptor.height,
- m_sourceDescriptor.colorFormat, depthBufferBits);
- modifiedDesc.dimension = m_sourceDescriptor.dimension;
- modifiedDesc.volumeDepth = m_sourceDescriptor.volumeDepth;
- modifiedDesc.vrUsage = m_sourceDescriptor.vrUsage;
- modifiedDesc.msaaSamples = m_sourceDescriptor.msaaSamples;
- modifiedDesc.memoryless = m_sourceDescriptor.memoryless;
- modifiedDesc.useMipMap = m_sourceDescriptor.useMipMap;
- modifiedDesc.autoGenerateMips = m_sourceDescriptor.autoGenerateMips;
- modifiedDesc.enableRandomWrite = m_sourceDescriptor.enableRandomWrite;
- modifiedDesc.shadowSamplingMode = m_sourceDescriptor.shadowSamplingMode;
- if (hbaoCamera.allowDynamicResolution)
- modifiedDesc.useDynamicScale = true;
- if (colorFormat != RenderTextureFormat.Default)
- modifiedDesc.colorFormat = colorFormat;
- if (readWrite == RenderTextureReadWrite.sRGB)
- modifiedDesc.sRGB = true;
- else if (readWrite == RenderTextureReadWrite.Linear)
- modifiedDesc.sRGB = false;
- else if (readWrite == RenderTextureReadWrite.Default)
- modifiedDesc.sRGB = isLinearColorSpace;
- return modifiedDesc;
- }
- private RenderTexture GetScreenSpaceRT(int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default,
- FilterMode filter = FilterMode.Bilinear, int widthOverride = 0, int heightOverride = 0)
- {
- var desc = GetDefaultDescriptor(depthBufferBits, colorFormat, readWrite);
- if (widthOverride > 0)
- desc.width = widthOverride;
- if (heightOverride > 0)
- desc.height = heightOverride;
- //intermediates in VR are unchanged
- if (stereoActive && desc.dimension == TextureDimension.Tex2DArray)
- desc.dimension = TextureDimension.Tex2D;
- var rt = new RenderTexture(desc);
- rt.filterMode = filter;
- return rt;
- }
- private void GetScreenSpaceTemporaryRT(CommandBuffer cmd, int nameID,
- int depthBufferBits = 0, RenderTextureFormat colorFormat = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default,
- FilterMode filter = FilterMode.Bilinear, int widthOverride = 0, int heightOverride = 0)
- {
- var desc = GetDefaultDescriptor(depthBufferBits, colorFormat, readWrite);
- if (widthOverride > 0)
- desc.width = widthOverride;
- if (heightOverride > 0)
- desc.height = heightOverride;
- //intermediates in VR are unchanged
- if (stereoActive && desc.dimension == TextureDimension.Tex2DArray)
- desc.dimension = TextureDimension.Tex2D;
- cmd.GetTemporaryRT(nameID, desc, filter);
- }
- private void ReleaseTemporaryRT(CommandBuffer cmd, int nameID)
- {
- cmd.ReleaseTemporaryRT(nameID);
- }
- private void BlitFullscreenTriangle(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int pass = 0)
- {
- cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
- cmd.SetRenderTarget(destination);
- cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, pass);
- }
- private void BlitFullscreenTriangle(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier[] destinations, Material material, int pass = 0)
- {
- cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
- cmd.SetRenderTarget(destinations, destinations[0]);
- cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, pass);
- }
- private void BlitFullscreenTriangleWithClear(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, Color clearColor, int pass = 0)
- {
- cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
- cmd.SetRenderTarget(destination);
- cmd.ClearRenderTarget(false, true, clearColor);
- cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, pass);
- }
- private static void ApplyFlip(CommandBuffer cmd, bool flip = true)
- {
- if (flip)
- cmd.SetGlobalVector(ShaderProperties.uvTransform, new Vector4(1f, -1f, 0f, 1f));
- else
- cmd.SetGlobalVector(ShaderProperties.uvTransform, new Vector4(1f, 1f, 0f, 0f));
- }
- private static Vector2 AdjustBrightnessMaskToGammaSpace(Vector2 v)
- {
- return isLinearColorSpace ? v : ToGammaSpace(v);
- }
- private static float ToGammaSpace(float v)
- {
- return Mathf.Pow(v, 0.454545454545455f);
- }
- private static Vector2 ToGammaSpace(Vector2 v)
- {
- return new Vector2(ToGammaSpace(v.x), ToGammaSpace(v.y));
- }
- private void CreateNoiseTexture()
- {
- noiseTex = new Texture2D(4, 4, SystemInfo.SupportsTextureFormat(TextureFormat.RGHalf) ? TextureFormat.RGHalf : TextureFormat.RGB24, false, true);
- noiseTex.filterMode = FilterMode.Point;
- noiseTex.wrapMode = TextureWrapMode.Repeat;
- int z = 0;
- for (int x = 0; x < 4; ++x)
- {
- for (int y = 0; y < 4; ++y)
- {
- float r1 = generalSettings.noiseType != NoiseType.Dither ? 0.25f * (0.0625f * ((x + y & 3) << 2) + (x & 3)) : MersenneTwister.Numbers[z++];
- float r2 = generalSettings.noiseType != NoiseType.Dither ? 0.25f * ((y - x) & 3) : MersenneTwister.Numbers[z++];
- Color color = new Color(r1, r2, 0);
- noiseTex.SetPixel(x, y, color);
- }
- }
- noiseTex.Apply();
- for (int i = 0, j = 0; i < s_jitter.Length; ++i)
- {
- float r1 = MersenneTwister.Numbers[j++];
- float r2 = MersenneTwister.Numbers[j++];
- s_jitter[i] = new Vector2(r1, r2);
- }
- }
- }
- }
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