CapersProject/Assets/StylizedWater2/Runtime/Rendering/PlanarReflectionRenderer.cs

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2024-08-06 07:37:03 +00:00
// Stylized Water 2
// Staggart Creations (http://staggart.xyz)
// Copyright protected under Unity Asset Store EULA
// Copying or referencing source code for the production of new asset store content is strictly prohibited.
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if URP
using UnityEngine.Rendering.Universal;
#endif
namespace StylizedWater2
{
[ExecuteInEditMode]
[AddComponentMenu("Stylized Water 2/Planar Reflection Renderer")]
[HelpURL("https://staggart.xyz/unity/stylized-water-2/sws-2-docs/?section=planar-reflections")]
public class PlanarReflectionRenderer : MonoBehaviour
{
#if URP
public static List<PlanarReflectionRenderer> Instances = new List<PlanarReflectionRenderer>();
public Dictionary<Camera, Camera> reflectionCameras = new Dictionary<Camera, Camera>();
//Rendering
[Tooltip("If enabled, the reflection plane will be based on this transform's up vector (green arrow).\n\nOtherwise the world's upwards direction is assumed")]
public bool rotatable = false;
[Tooltip("Set the layers that should be rendered into the reflection. The \"Water\" layer is always excluded")]
public LayerMask cullingMask = -1;
[Tooltip("The renderer used by the reflection camera. It's recommend to create a separate renderer, so any custom render features aren't executed for the reflection")]
public int rendererIndex = -1;
[Min(0f)]
public float offset = 0.05f;
[Tooltip("When disabled, the skybox reflection comes from a Reflection Probe. This has the benefit of being omni-directional rather than flat/planar. Enabled this to render the skybox into the planar reflection anyway." +
"\n\nNote that enabling this will override Screen Space Reflections completely!")]
public bool includeSkybox;
[Tooltip("Render Unity's default scene fog in the reflection. Note that this doesn't strictly work correctly on large triangles, as it is incompatible with oblique camera projections." +
"\n\n" +
"This does not include to post-processing fog effects!")]
public bool enableFog;
//Quality
public bool renderShadows;
[Tooltip("Objects beyond this range aren't rendered into the reflection. Note that this may causes popping for large/tall objects.")]
public float renderRange = 500f;
[Range(0.25f, 1f)]
[Tooltip("A multiplier for the rendering resolution, based on the current screen resolution. The render scale, as configured in the pipeline settings is multiplied over this.")]
public float renderScale = 0.75f;
[Range(0, 4)]
[Tooltip("Do not render LOD objects lower than this value. Example: With a value of 1, LOD0 for LOD Groups will not be used")]
public int maximumLODLevel = 0;
[SerializeField]
public List<WaterObject> waterObjects = new List<WaterObject>();
[Tooltip("If enabled, the center of the rendering bounds (that wraps around the water objects) moves with the Transform position" +
"\n\nYou must however ensure you are only moving on the XZ axis")]
public bool moveWithTransform;
[HideInInspector]
public Bounds bounds = new Bounds();
private float m_renderScale = 1f;
private float m_renderRange;
/// <summary>
/// Reflections will only render if this is true. Value can be set through the static SetQuality function
/// </summary>
public static bool AllowReflections { get; private set; } = true;
private static readonly int _PlanarReflectionsEnabledID = Shader.PropertyToID("_PlanarReflectionsEnabled");
private static readonly int _PlanarReflectionID = Shader.PropertyToID("_PlanarReflection");
#if UNITY_2023_1_OR_NEWER
private UniversalRenderPipeline.SingleCameraRequest requestData;
#endif
[NonSerialized]
public bool isRendering;
private Camera m_reflectionCamera;
private static UniversalAdditionalCameraData m_cameraData;
private void Reset()
{
this.gameObject.name = "Planar Reflection Renderer";
}
private void OnEnable()
{
InitializeValues();
Instances.Add(this);
EnableReflections();
}
private void OnDisable()
{
Instances.Remove(this);
DisableReflections();
}
public void InitializeValues()
{
m_renderScale = renderScale;
m_renderRange = renderRange;
}
/// <summary>
/// Assigns all Water Objects in the WaterObject.Instances list and enables reflection for them
/// </summary>
public void ApplyToAllWaterInstances()
{
waterObjects = new List<WaterObject>(WaterObject.Instances);
RecalculateBounds();
EnableMaterialReflectionSampling();
}
/// <summary>
/// Toggle reflections or set the render scale for all reflection renderers. This can be tied into performance scaling or graphics settings in menus
/// </summary>
/// <param name="enableReflections">Toggles rendering of reflections, and toggles it on all the assigned water objects</param>
/// <param name="renderScale">A multiplier for the current screen resolution. Note that the render scale configured in URP is also taken into account</param>
/// <param name="renderRange">Objects beyond this range aren't rendered into the reflection</param>
public static void SetQuality(bool enableReflections, float renderScale = -1f, float renderRange = -1f, int maxLodLevel = -1)
{
AllowReflections = enableReflections;
foreach (PlanarReflectionRenderer renderer in Instances)
{
if (renderScale > 0) renderer.renderScale = renderScale;
if (renderRange > 0) renderer.renderRange = renderRange;
if (maxLodLevel >= 0) renderer.maximumLODLevel = maxLodLevel;
renderer.InitializeValues();
if (enableReflections) renderer.EnableReflections();
if (!enableReflections) renderer.DisableReflections();
}
}
public void EnableReflections()
{
if (!AllowReflections || PipelineUtilities.VREnabled()) return;
RenderPipelineManager.beginCameraRendering += OnWillRenderCamera;
ToggleMaterialReflectionSampling(true);
}
public void DisableReflections()
{
RenderPipelineManager.beginCameraRendering -= OnWillRenderCamera;
ToggleMaterialReflectionSampling(false);
//Clear cameras
foreach (var kvp in reflectionCameras)
{
if (kvp.Value == null) continue;
if (kvp.Value)
{
RenderTexture.ReleaseTemporary(kvp.Value.targetTexture);
DestroyImmediate(kvp.Value.gameObject);
}
}
reflectionCameras.Clear();
}
private void OnDrawGizmosSelected()
{
Gizmos.color = bounds.size.y > 0.01f ? Color.yellow : Color.white;
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
public Bounds CalculateBounds()
{
Bounds m_bounds = new Bounds(Vector3.zero, Vector3.zero);
if (waterObjects == null) return m_bounds;
if (waterObjects.Count == 0) return m_bounds;
Vector3 minSum = Vector3.one * Mathf.Infinity;
Vector3 maxSum = Vector3.one * Mathf.NegativeInfinity;
for (int i = 0; i < waterObjects.Count; i++)
{
if (!waterObjects[i]) continue;
minSum = Vector3.Min(waterObjects[i].meshRenderer.bounds.min, minSum);
maxSum = Vector3.Max(waterObjects[i].meshRenderer.bounds.max, maxSum);
}
m_bounds.SetMinMax(minSum, maxSum);
//Flatten to center
m_bounds.size = new Vector3(m_bounds.size.x, 0f, m_bounds.size.z);
return m_bounds;
}
public void RecalculateBounds()
{
bounds = CalculateBounds();
}
public static bool InvalidContext(Camera camera)
{
#if UNITY_EDITOR
//Avoid the "Screen position outside of frustrum" error
if (camera.orthographic && Vector3.Dot(Vector3.up, camera.transform.up) > 0.9999f) return true;
#if UNITY_2021_2_OR_NEWER
//Causes an internal error in URP's rendering code in the CopyColorPass
if (camera.cameraType == CameraType.SceneView && UnityEditor.SceneView.lastActiveSceneView && UnityEditor.SceneView.lastActiveSceneView.isUsingSceneFiltering) return true;
#endif
#endif
//Skip for any special use camera's (except scene view camera)
//Note: Scene camera still rendering even if window not focused!
return (camera.cameraType != CameraType.SceneView && (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview || camera.hideFlags != HideFlags.None));
}
private void OnWillRenderCamera(ScriptableRenderContext context, Camera camera)
{
if (InvalidContext(camera))
{
isRendering = false;
return;
}
isRendering = WaterObjectsVisible(camera);
if (isRendering == false) return;
if (moveWithTransform) bounds.center = this.transform.position;
m_cameraData = camera.GetComponent<UniversalAdditionalCameraData>();
if (m_cameraData && m_cameraData.renderType == CameraRenderType.Overlay) return;
reflectionCameras.TryGetValue(camera, out m_reflectionCamera);
if (m_reflectionCamera == null) CreateReflectionCamera(camera);
//It's possible it is destroyed at this point when disabling reflections
if (!m_reflectionCamera) return;
UnityEngine.Profiling.Profiler.BeginSample("Planar Water Reflections", camera);
//Render scale changed
if (Math.Abs(renderScale - m_renderScale) > 0.001f)
{
RenderTexture.ReleaseTemporary(m_reflectionCamera.targetTexture);
CreateRenderTexture(m_reflectionCamera, camera);
m_renderScale = renderScale;
}
UpdateWaterProperties(m_reflectionCamera);
UpdateCameraProperties(camera, m_reflectionCamera);
UpdatePerspective(camera, m_reflectionCamera);
bool fogEnabled = RenderSettings.fog && !enableFog;
//Fog is based on clip-space z-distance and doesn't work with oblique projections
if (fogEnabled) SetFogState(false);
int maxLODLevel = QualitySettings.maximumLODLevel;
QualitySettings.maximumLODLevel = maximumLODLevel;
GL.invertCulling = true;
RenderReflection(context, m_reflectionCamera);
if (fogEnabled) SetFogState(true);
QualitySettings.maximumLODLevel = maxLODLevel;
GL.invertCulling = false;
UnityEngine.Profiling.Profiler.EndSample();
}
private void RenderReflection(ScriptableRenderContext context, Camera target)
{
/* Uncomment to render NR's vegetation in the reflection
// Register the reflection camera for Nature Renderer
var cameraId = VisualDesignCafe.Rendering.Instancing.RendererPool.RegisterCamera(target);
// Render the instanced objects (details and trees)
VisualDesignCafe.Rendering.Instancing.RendererPool.GetCamera(cameraId).Render();
*/
#pragma warning disable 0618
#if UNITY_2023_1_OR_NEWER
/*
requestData = new UniversalRenderPipeline.SingleCameraRequest();
requestData.destination = target.targetTexture;
requestData.slice = -1;
//Throws the 'Recursive rendering is not supported in SRP (are you calling Camera.Render from within a render pipeline?).' error.
if (RenderPipeline.SupportsRenderRequest(target, requestData))
{
RenderPipeline.SubmitRenderRequest(target, requestData);
}
*/
//Instead, Unity will whine about using an obsolete API.
UniversalRenderPipeline.RenderSingleCamera(context, target);
//So then what?
#else
UniversalRenderPipeline.RenderSingleCamera(context, target);
#endif
#pragma warning restore 0618
}
private void SetFogState(bool value)
{
#if UNITY_EDITOR
UnityEditor.Unsupported.SetRenderSettingsUseFogNoDirty(value);
#else
RenderSettings.fog = value;
#endif
}
private float GetRenderScale()
{
return Mathf.Clamp(renderScale * UniversalRenderPipeline.asset.renderScale, 0.25f, 1f);
}
/// <summary>
/// Should the renderer index be changed at runtime, this function must be called to update any reflection cameras
/// </summary>
/// <param name="index"></param>
public void SetRendererIndex(int index)
{
index = PipelineUtilities.ValidateRenderer(index);
foreach (var kvp in reflectionCameras)
{
if (kvp.Value == null) continue;
m_cameraData = kvp.Value.GetComponent<UniversalAdditionalCameraData>();
m_cameraData.SetRenderer(index);
}
}
public void ToggleShadows(bool state)
{
foreach (var kvp in reflectionCameras)
{
if (kvp.Value == null) continue;
m_cameraData = kvp.Value.GetComponent<UniversalAdditionalCameraData>();
m_cameraData.renderShadows = state;
}
}
/// <summary>
/// Add the WaterObject, and recalculates the rendering bounds.
/// </summary>
/// <param name="waterObject"></param>
public void AddWaterObject(WaterObject waterObject)
{
ToggleMaterialReflectionSampling(waterObject, true);
waterObjects.Add(waterObject);
RecalculateBounds();
}
/// <summary>
/// Remove the WaterObject, and recalculates the rendering bounds.
/// </summary>
/// <param name="waterObject"></param>
public void RemoveWaterObject(WaterObject waterObject)
{
ToggleMaterialReflectionSampling(waterObject, false);
waterObjects.Remove(waterObject);
RecalculateBounds();
}
/// <summary>
/// Enables planar reflections on the MeshRenderers of the assigned water objects
/// </summary>
public void EnableMaterialReflectionSampling()
{
ToggleMaterialReflectionSampling(AllowReflections);
}
/// <summary>
/// Toggles the sampling of the planar reflections texture in the water shader.
/// </summary>
/// <param name="state"></param>
public void ToggleMaterialReflectionSampling(bool state)
{
if (waterObjects == null) return;
for (int i = 0; i < waterObjects.Count; i++)
{
if (waterObjects[i] == null) continue;
ToggleMaterialReflectionSampling(waterObjects[i], state);
}
}
private void ToggleMaterialReflectionSampling(WaterObject waterObject, bool state)
{
waterObject.props.SetFloat(_PlanarReflectionsEnabledID, state ? 1f : 0f);
waterObject.ApplyInstancedProperties();
}
private void CreateReflectionCamera(Camera source)
{
//Object creation
GameObject go = new GameObject($"{source.name} Planar Reflection");
go.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
Camera newCamera = go.AddComponent<Camera>();
newCamera.hideFlags = HideFlags.DontSave;
//For the scene-view camera this also copies unwanted properties. Such as the camera type and background color!
newCamera.CopyFrom(source);
//Always exclude water layer
newCamera.cullingMask = ~(1 << 4) & cullingMask;
//Must always be set to Game, otherwise shadows render anyway
newCamera.cameraType = CameraType.Game;
newCamera.depth = source.depth-1f;
newCamera.rect = new Rect(0,0,1,1);
newCamera.enabled = false;
newCamera.clearFlags = includeSkybox ? CameraClearFlags.Skybox : CameraClearFlags.Depth;
//Required to maintain the alpha channel for the scene view
newCamera.backgroundColor = Color.clear;
newCamera.useOcclusionCulling = false;
//Component required for the UniversalRenderPipeline.RenderSingleCamera call
UniversalAdditionalCameraData data = newCamera.gameObject.AddComponent<UniversalAdditionalCameraData>();
data.requiresDepthTexture = false;
data.requiresColorTexture = false;
data.renderShadows = renderShadows;
rendererIndex = PipelineUtilities.ValidateRenderer(rendererIndex);
data.SetRenderer(rendererIndex);
CreateRenderTexture(newCamera, source);
reflectionCameras[source] = newCamera;
}
private void CreateRenderTexture(Camera targetCamera, Camera source)
{
//Note: Do not use RenderTextureFormat.Default or HDR, as these may be without an alpha channel on some platforms
RenderTextureFormat colorFormat = UniversalRenderPipeline.asset.supportsHDR && SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
float scale = GetRenderScale();
RenderTextureDescriptor rtDsc = new RenderTextureDescriptor(
(int)((float)source.scaledPixelWidth * scale),
(int)((float)source.scaledPixelHeight * scale),
colorFormat);
rtDsc.depthBufferBits = 16;
//rtDsc.msaaSamples = UniversalRenderPipeline.asset.msaaSampleCount; //Waste of resources, water distortion makes it virtually unnoticeable.
targetCamera.targetTexture = RenderTexture.GetTemporary(rtDsc);
targetCamera.targetTexture.filterMode = scale < 1f ? FilterMode.Bilinear : FilterMode.Point;
targetCamera.targetTexture.name = $"{source.name}_Reflection {rtDsc.width}x{rtDsc.height}";
}
private static readonly Plane[] frustrumPlanes = new Plane[6];
public bool WaterObjectsVisible(Camera targetCamera)
{
GeometryUtility.CalculateFrustumPlanes(targetCamera.projectionMatrix * targetCamera.worldToCameraMatrix, frustrumPlanes);
return GeometryUtility.TestPlanesAABB(frustrumPlanes, bounds);
}
//Assigns the render target of the current reflection camera
private void UpdateWaterProperties(Camera cam)
{
for (int i = 0; i < waterObjects.Count; i++)
{
if (waterObjects[i] == null) continue;
waterObjects[i].props.SetTexture(_PlanarReflectionID, cam.targetTexture);
waterObjects[i].ApplyInstancedProperties();
}
}
private static Vector4 reflectionPlane;
private static Matrix4x4 reflectionBase;
private static Vector3 oldCamPos;
private static Matrix4x4 worldToCamera;
private static Matrix4x4 viewMatrix;
private static Matrix4x4 projectionMatrix;
private static Vector4 clipPlane;
private static readonly float[] layerCullDistances = new float[32];
private void UpdateCameraProperties(Camera source, Camera reflectionCam)
{
reflectionCam.fieldOfView = source.fieldOfView;
reflectionCam.orthographic = source.orthographic;
reflectionCam.orthographicSize = source.orthographicSize;
reflectionCam.useOcclusionCulling = source.useOcclusionCulling;
}
private void UpdatePerspective(Camera source, Camera reflectionCam)
{
if (!source || !reflectionCam) return;
Vector3 normal = rotatable ? this.transform.up : Vector3.up;
Vector3 position = bounds.center + (normal * offset);
var d = -Vector3.Dot(normal, position);
reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
reflectionBase = Matrix4x4.identity;
reflectionBase *= Matrix4x4.Scale(new Vector3(1, -1, 1));
// View
CalculateReflectionMatrix(ref reflectionBase, reflectionPlane);
oldCamPos = source.transform.position - new Vector3(0, position.y * 2, 0);
reflectionCam.transform.forward = Vector3.Scale(source.transform.forward, new Vector3(1, -1, 1));
worldToCamera = source.worldToCameraMatrix;
viewMatrix = worldToCamera * reflectionBase;
//Reflect position
oldCamPos.y = -oldCamPos.y;
reflectionCam.transform.position = oldCamPos;
clipPlane = CameraSpacePlane(reflectionCam.worldToCameraMatrix, position - normal * 0.1f, normal, 1.0f);
projectionMatrix = source.CalculateObliqueMatrix(clipPlane);
//Settings
reflectionCam.cullingMask = ~(1 << 4) & cullingMask;;
m_reflectionCamera.clearFlags = includeSkybox ? CameraClearFlags.Skybox : CameraClearFlags.Depth;
#if !UNITY_2023_3_OR_NEWER
//Only re-apply on value change
if (m_renderRange != renderRange)
{
m_renderRange = renderRange;
for (int i = 0; i < layerCullDistances.Length; i++)
{
layerCullDistances[i] = renderRange;
}
}
reflectionCam.layerCullDistances = layerCullDistances;
reflectionCam.layerCullSpherical = true;
#endif
reflectionCam.projectionMatrix = projectionMatrix;
reflectionCam.worldToCameraMatrix = viewMatrix;
}
// Calculates reflection matrix around the given plane
private 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;
}
// Given position/normal of the plane, calculates plane in camera space.
private Vector4 CameraSpacePlane(Matrix4x4 worldToCameraMatrix, Vector3 pos, Vector3 normal, float sideSign)
{
var offsetPos = pos + normal * offset;
var cameraPosition = worldToCameraMatrix.MultiplyPoint(offsetPos);
var cameraNormal = worldToCameraMatrix.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cameraNormal.x, cameraNormal.y, cameraNormal.z,
-Vector3.Dot(cameraPosition, cameraNormal));
}
public RenderTexture TryGetReflectionTexture(Camera targetCamera)
{
if (targetCamera)
{
reflectionCameras.TryGetValue(targetCamera, out m_reflectionCamera);
if (m_reflectionCamera)
{
return m_reflectionCamera.targetTexture;
}
}
return null;
}
#endif
}
}