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SweetJJuya 2024-09-02 14:06:21 +09:00
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94 changed files with 66642 additions and 14 deletions

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using System;
using UnityEngine;
using UnityEngine.Rendering;
[ExecuteAlways]
public class BendingManager : MonoBehaviour
{
#region Constants
private const string BENDING_FEATURE = "ENABLE_BENDING";
private const string PLANET_FEATURE = "ENABLE_BENDING_PLANET";
private static readonly int BENDING_AMOUNT =
Shader.PropertyToID("_BendingAmount");
#endregion
#region Inspector
[SerializeField]
private bool enablePlanet = default;
[SerializeField]
[Range(0.0f, 0.1f)]
private float bendingAmount = 0.001f;
#endregion
#region Fields
private float _prevAmount;
#endregion
#region MonoBehaviour
private void Awake ()
{
if ( Application.isPlaying )
Shader.EnableKeyword(BENDING_FEATURE);
else
Shader.DisableKeyword(BENDING_FEATURE);
if ( enablePlanet )
Shader.EnableKeyword(PLANET_FEATURE);
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Shader.DisableKeyword(PLANET_FEATURE);
UpdateBendingAmount();
}
private void OnEnable ()
{
if ( !Application.isPlaying )
return;
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
}
private void Update ()
{
if ( Math.Abs(_prevAmount - bendingAmount) > Mathf.Epsilon )
UpdateBendingAmount();
}
private void OnDisable ()
{
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering -= OnEndCameraRendering;
}
#endregion
#region Methods
private void UpdateBendingAmount ()
{
_prevAmount = bendingAmount;
Shader.SetGlobalFloat(BENDING_AMOUNT, bendingAmount);
}
private static void OnBeginCameraRendering (ScriptableRenderContext ctx,
Camera cam)
{
cam.cullingMatrix = Matrix4x4.Ortho(-99, 99, -99, 99, 0.001f, 99) *
cam.worldToCameraMatrix;
}
private static void OnEndCameraRendering (ScriptableRenderContext ctx,
Camera cam)
{
cam.ResetCullingMatrix();
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using UnityEngine;
public class MeasureMeshDistance : MonoBehaviour
{
public Transform target; // 타겟 오브젝트
public Transform referencePoint; // 비교할 지점(예: 바닥 또는 다른 오브젝트의 위치)
private MeshFilter meshFilter;
private Mesh mesh;
void Start()
{
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{
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return;
}
meshFilter = target.GetComponent<MeshFilter>();
if (meshFilter == null)
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mesh = meshFilter.mesh;
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void Update()
{
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float minDistance = float.MaxValue;
Vector3 closestPoint = Vector3.zero;
// 메시의 모든 버텍스들을 순회하며 가장 가까운 거리를 계산
foreach (Vector3 vertex in mesh.vertices)
{
Vector3 worldVertex = target.TransformPoint(vertex); // 로컬 공간을 월드 공간으로 변환
float distance = Vector3.Distance(worldVertex, referencePoint.position);
if (distance < minDistance)
{
minDistance = distance;
closestPoint = worldVertex;
}
}
Debug.Log("Closest Distance to Reference Point: " + minDistance);
Debug.DrawLine(referencePoint.position, closestPoint, Color.red); // Scene 뷰에서 확인을 위한 시각적 표시
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using UnityEngine;
using UnityEditor;
using System;
public class ToonWaterInspector : ShaderGUI
{
private const string SHALLOW_WATER_COLOR_ID = "Color_1139F668";
private const string DEEP_WATER_COLOR_ID = "Color_198818EE";
private const string SPECULAR_COLOR_ID = "Color_77A2EDE9";
private const string FOAM_COLOR_ID = "Color_626750DD";
private const string SPECULAR_ID = "Vector1_301E02E2";
private const string WATER_DEPTH_ID = "Vector1_45F25267";
private const string REFRACTION_STRENGTH_ID = "Vector1_31894ABB";
private const string USE_REFRACTION_IN_DEPTH_BASED_WATER_COLOR = "Boolean_2918AA79";
private const string WAVE_DIRECTION_ID = "Vector2_D26C9C89";
private const string WAVE_SIZE_ID = "Vector2_1E1B6943";
private const string WAVE_SPEED_ID = "_Wave_Speed";
private const string WAVE_HEIGHT_ID = "_Wave_Height";
private const string NORMALS_STRENGTH_ID = "Vector1_9C73072A";
private const string SPECULAR_CUTOFF_ID = "Vector1_20DB7652";
private const string FOAM_AMOUNT_ID = "Vector1_854A7D8C";
private const string FOAM_CUTOFF_ID = "Vector1_E71BB35E";
private const string FOAM_DIRECTION_ID = "Vector2_D06E76BC";
private const string FOAM_SCALE_ID = "Vector2_F678228C";
private const string FRESNEL_POWER_ID = "Vector1_A524D234";
private const string SPECULAR_EDGES_SMOOTHNESS_FACTOR_ID = "Vector1_B9CC1720";
private const string REFLECTION_VISIBILITY_ID = "Vector1_3632ABA2";
private const string REFLECTION_DISTORTION_STRENGHT = "Vector1_738B39CF";
private static bool colorsFoldout = true;
private static bool lightningFoldout = false;
private static bool fresnelFoldout = false;
private static bool refractionFoldout = false;
private static bool foamFoldout = false;
private static bool wavesFoldout = false;
private static bool reflectionFoldout = false;
public override void OnGUI(MaterialEditor editor, MaterialProperty[] properties)
{
GUILayout.BeginHorizontal();
GUILayout.Label(Resources.Load<Texture>("TOON_WATER_LOGO"), GUILayout.Width(308), GUILayout.Height(244));
GUILayout.EndHorizontal();
//WATER COLORS
colorsFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(colorsFoldout, "Water Colors");
if(colorsFoldout)
{
MaterialProperty waterDepth = FindProperty(WATER_DEPTH_ID, properties);
editor.FloatProperty(waterDepth, "Water Depth");
MaterialProperty shallowColor = FindProperty(SHALLOW_WATER_COLOR_ID, properties);
editor.ColorProperty(shallowColor, "Shallow Water Color");
MaterialProperty deepColor = FindProperty(DEEP_WATER_COLOR_ID, properties);
editor.ColorProperty(deepColor, "Deep Water Color");
}
EditorGUILayout.EndFoldoutHeaderGroup();
//LIGHTNING
lightningFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(lightningFoldout, "Light settings");
if(lightningFoldout)
{
MaterialProperty specularPower = FindProperty(SPECULAR_ID, properties);
editor.RangeProperty(specularPower, "Specular Power");
MaterialProperty specularCutoff = FindProperty(SPECULAR_CUTOFF_ID, properties);
editor.RangeProperty(specularCutoff, "Specular Cutoff");
MaterialProperty specularEdgesSmoothnessFactor = FindProperty(SPECULAR_EDGES_SMOOTHNESS_FACTOR_ID, properties);
editor.RangeProperty(specularEdgesSmoothnessFactor, "Specular Edges Smoothness Factor");
MaterialProperty specularColor = FindProperty(SPECULAR_COLOR_ID, properties);
editor.ColorProperty(specularColor, "Specular Color");
MaterialProperty normalsStrenght = FindProperty(NORMALS_STRENGTH_ID, properties);
editor.FloatProperty(normalsStrenght, "Normals Strength");
}
EditorGUILayout.EndFoldoutHeaderGroup();
//FRESNEL
fresnelFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(fresnelFoldout, "Fresnel");
if(fresnelFoldout)
{
MaterialProperty fresnelPower = FindProperty(FRESNEL_POWER_ID, properties);
editor.RangeProperty(fresnelPower, "Fresnel Power");
if(fresnelPower.floatValue <= 0)
EditorGUILayout.HelpBox("When Fresnel Power is set to 0 effect is disabled and Planar Reflections will not be visible!", MessageType.Info);
}
EditorGUILayout.EndFoldoutHeaderGroup();
//REFRACTION
refractionFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(refractionFoldout, "Refraction");
if(refractionFoldout)
{
MaterialProperty refractionStrenght = FindProperty(REFRACTION_STRENGTH_ID, properties);
editor.RangeProperty(refractionStrenght, "Refraction Strength");
MaterialProperty useRefraction = FindProperty(USE_REFRACTION_IN_DEPTH_BASED_WATER_COLOR, properties);
useRefraction.floatValue = EditorGUILayout.Toggle("Use Refraction In Depth Based Water Color", useRefraction.floatValue > 0) ? 1 : 0;
}
EditorGUILayout.EndFoldoutHeaderGroup();
//REFLECTION
reflectionFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(reflectionFoldout, "Planar Reflections");
if(reflectionFoldout)
{
MaterialProperty reflectionVisiblity = FindProperty(REFLECTION_VISIBILITY_ID, properties);
editor.RangeProperty(reflectionVisiblity, "Reflection Visibility");
MaterialProperty reflectionDistortion = FindProperty(REFLECTION_DISTORTION_STRENGHT, properties);
editor.RangeProperty(reflectionDistortion, "Reflection Distortion Strenght");
}
EditorGUILayout.EndFoldoutHeaderGroup();
//FOAM
foamFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(foamFoldout, "Foam");
if(foamFoldout)
{
MaterialProperty foamColor = FindProperty(FOAM_COLOR_ID, properties);
editor.ColorProperty(foamColor, "Foam Color");
MaterialProperty foamAmount = FindProperty(FOAM_AMOUNT_ID, properties);
editor.FloatProperty(foamAmount, "Foam Amount");
MaterialProperty foamCutoff = FindProperty(FOAM_CUTOFF_ID, properties);
editor.FloatProperty(foamCutoff, "Foam Cutoff");
MaterialProperty foamDirection = FindProperty(FOAM_DIRECTION_ID, properties);
editor.VectorProperty(foamDirection, "Foam Direction");
MaterialProperty foamScale = FindProperty(FOAM_SCALE_ID, properties);
editor.VectorProperty(foamScale, "Foam Scale");
}
EditorGUILayout.EndFoldoutHeaderGroup();
//WAVES
wavesFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(wavesFoldout, "Waves");
if(wavesFoldout)
{
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editor.VectorProperty(waveDir, "Wave Direction");
MaterialProperty waveSize = FindProperty(WAVE_SIZE_ID, properties);
editor.VectorProperty(waveSize, "Wave Size");
MaterialProperty waveHeight = FindProperty(WAVE_HEIGHT_ID, properties);
editor.RangeProperty(waveHeight, "Wave Height");
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void ClipValues_half(out half2 Out)
{
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UNITY_NEAR_CLIP_VALUE,
UNITY_RAW_FAR_CLIP_VALUE
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void DirLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half Attenuation)
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Direction = half3(0.5, 0.5, 0);
Color = 1;
Attenuation = 1;
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half4 clipPos = TransformWorldToHClip(WorldPos);
half4 shadowCoord = ComputeScreenPos(clipPos);
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half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
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void OtherLights_half(half4 SpecColor, half SpecularPower, half SpecularCutoff, half SpecularTolerance, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Specular)
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half3 specularColor = 0;
#ifndef SHADERGRAPH_PREVIEW
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
int pixelLightCount = GetAdditionalLightsCount();
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
half3 dirView = normalize(light.direction + WorldView);
half NdotV = saturate(dot(WorldNormal, dirView));
NdotV = pow(NdotV, SpecularPower * 3);
NdotV = smoothstep(SpecularCutoff - SpecularTolerance, SpecularCutoff + SpecularTolerance, NdotV);
specularColor += NdotV * (SpecColor.rgb * attenuatedLightColor);
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Hello, thank you for purchasing my asset!
If you have questions or problems please let me know at piotrtplaystore@gmail.com
If you like my asset don't forget to write a review it helps me and my future customers a lot :)!
Setup for mobile & normal version of the shader:
I) Make sure you have URP version at least 7.2.1 (it will work on older version but shadow problem can occur when using cascades) to do so:
1. Go to Package Manager
2. Search for Universal RP on the list
3. If your version if under 7.2.1:
- Click on Universal RP
- Click the arrow on the left side to show more options
- Click on the newer version number that just showed
- Click 'Update to <version_you_selected>' on the right side under description of package
II) Now we have to make sure that depth texture and opaque texture option (only if you use refraction) is enabled:
1. Go to your URP settings files (usually they should be in the folder called Settings folder in the Project inspector)
2. In every settings file (UniversalRP-HighQuality, UniversalRP-LowQuality, UniversalRP-MediumQuality)
make sure the option called Depth Texture and option called Opaque Texture is checked (you can leave the second setting disabled if don't want refractions)
3. When you enabled the Opaque Texture option you can see you can choose Opaque Downsampling option 4x Bilinear is the fastest but will result in pixelated refractions,
None is the slowest but will make refractions look the best. Setting this option is up to you and your performance preferences.
IIIA) If you want to use Planar Reflections:
1. Select your scene camera
2. Add script called "Planar Reflections Renderer" to the camera
3. Remember this effect is resources intense (this option renders again everything above water surface) play around with settings in Planar Reflections Renderer to get better performance
4. To make the reflection of the water visible Fresnel Power parameter must be above 0!
IIIB) If you don't want to use Planar Reflections:
1. MAKE SURE THE PARAMETER Reflection Visibility IN WATER MATERIAL YOU'RE USING IS SET TO 0 TO AVOID ARTIFACTS!
IV) Create material or apply premade by me Toon Water Material to surface that should be water in your scene!
V) Done I hope you will like my asset. Remember to write me an email if you have any problems.
When using ORTHOGRAPHIC CAMERA and mobile version of the shader be sure to check the option called Using Orthographic Camera in your material!!!!
When using the mobile version:
The Mobile version of the shader is designed to give you the ability to control what features of the shader are enabled/disabled here are available options:
-Stylized Specular Enabled - decide if you want to use stylized specular or unity build in, leaving this option disabled will give you a performance boost
-Refraction Enabled - performance heavy option if enabled, if this option is enabled you have to have opaque texture option enabled!!
-Using Orthographic Camera - to squeeze out every performance bit I could you have to switch from perspective to orthographic mode manually
-Use Normal Texture - performance heavy option if enabled, should surface of water be flat or have waves?
What mobile version lacks compared to normal:
-Support for stylized specular for point lights
-Procedurally generated foam & normals, mobile version uses textures
-Automatic switch from orthographic to perspective, in the mobile version you have to click the checkbox manually in material inspector
-Fresnel effect
-Planar reflections
Useful pieces of information:
- When Fresnel Power is set to 0 it means Fresnel effect and Planar Reflections are disabled
- To control the transparency of the water use alpha values of Shallow and Deep watercolor
- Specular Edges Smoothness Factor - is used to smooth out the edges of toon specular highlight however setting this value too big will make your highlight look not sharp
- Use Refraction In Depth Based Water Color - decide whether depth gradient should also wave or be static
How to setup postprocessing volume for simple underwater effects:
If you don't want to set up the volume from scratch please look up how it's done in the demo scene (you can find it here Pool 1 or Pool 2 -> Underwater Effect Post-process Volume), you can copy it and paste it into your scene and only adjust box volume dimensions and position.
I) Right mouse click on objects tree Volume -> Box Volume
II) Click on the newly created object and adjust its settings:
-Mode - Local
-Blend Distance - I would suggest 0.1 but you can try other values
-Weight - 1
-Priority - 2 or higher
-Profile - create your own profile or made premade one called "Underwater Effect Post-process Profile
III) Adjust position and size using scale tool of your Box volume created in point I) to be just under your water plane.
IV) Experiment with post-processing Profile effects to get the effect you're looking for.

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using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
[ExecuteAlways]
public class PlanarReflectionsRenderer : MonoBehaviour
{
/// <summary>
/// Global Vars
/// </summary>
[Tooltip("Select the resolution of reflection texture relative to screen resolution. Full means the best reflection quality but the worst performance. You should keep this setting set to Quarter or Third to get the best performance.")]
public ResolutionScales ResolutionScale = ResolutionScales.Half;
[Tooltip("Skip every n frame to gain performance. For example this setting set to EverySecondFrame will make refelction render with half the fps of your game. However setting to anything over NoSkipFrame creates effect where objects are a bit off their position when changing camera position/rotation.")]
public SkipFrames SkipEveryNFrame = SkipFrames.NoSkipFrame;
[Tooltip("Always make sure water layer is deselected (and your water plane is assigned to water layer)! Which layers of objects should we relfect? Usefull to skip in rendering f.e. small obejcts and make rendering reflections faster.")]
public LayerMask LayersToReflect = -1;
[Tooltip("Render objects in reflection texture with shadows? Usually you want to turn it off because it's hard to notice that there is lack of shadows in reflections.")]
public bool RenderWithShadows = false;
[Tooltip("Select to use occlusion culling when rendering objects to reflection texture. If you see some artifacts disable this option.")]
public bool RenderWithOcclusionCulling = true;
[Tooltip("Water plane")]
public GameObject WaterPlane;
[Tooltip("Offset reflection rendering to fix artifacts at geometry borders")]
public float ClipPlaneOffset = 0.03f;
[Tooltip("Which renderer should this script use to render reflections texture? If you are not using any custom post processing/rendering with render features you probably want to leave it set to 0.")]
public int CameraRendererIndex = 0;
[Serializable]
public enum ResolutionScales
{
Full,
Half,
Third,
Quarter
}
[Serializable]
public enum SkipFrames
{
NoSkipFrame,
EverySecondFrame,
EveryThirdFrame,
EveryFourthFrame
}
//local vars
private Camera reflectionCamera;
private RenderTexture reflectionTexture;
private int reflectionTextureId = Shader.PropertyToID("_WaterReflectionTexture");
//quality settings
private bool fogBeforeReflections;
private int maxLodBeforeReflections;
private float lodBiasBeforeReflections;
private int currentFrame = 0;
private void OnEnable()
{
RenderPipelineManager.beginCameraRendering += RenderReflections;
}
private void Cleanup()
{
RenderPipelineManager.beginCameraRendering -= RenderReflections;
if(reflectionCamera)
{
reflectionCamera.targetTexture = null;
if(Application.isEditor)
{
DestroyImmediate(reflectionCamera.gameObject);
} else
{
Destroy(reflectionCamera.gameObject);
}
}
if(reflectionTexture)
{
RenderTexture.ReleaseTemporary(reflectionTexture);
}
}
private void OnDisable()
{
Cleanup();
}
private void OnDestroy()
{
Cleanup();
}
private void UpdateCamera(Camera src, Camera dest)
{
if(dest == null)
return;
//copy normal camera settings
dest.CopyFrom(src);
//update occlusion culling and shadows rendering setting
dest.useOcclusionCulling = RenderWithOcclusionCulling;
UniversalAdditionalCameraData data = dest.gameObject.GetComponent<UniversalAdditionalCameraData>();
if(data != null)
{
data.renderShadows = RenderWithShadows;
}
}
private void UpdateReflectionCamera(Camera realCamera)
{
//check if we allready created reflection camera
if(reflectionCamera == null)
{
reflectionCamera = CreateReflectionCamera();
}
//get water plane informations
Vector3 planePosition = new Vector3(0, 0, 0);
Vector3 planeNormal = new Vector3(0, 1, 0);
if(WaterPlane != null)
{
planeNormal = WaterPlane.transform.up;
planePosition = WaterPlane.transform.position;
}
else
{
Debug.LogWarning("(Toon Water URP) Please attach water plane game object!");
}
UpdateCamera(realCamera, reflectionCamera);
float w = -Vector3.Dot(planeNormal, planePosition) - ClipPlaneOffset;
Vector4 reflectionPlane = new Vector4(planeNormal.x, planeNormal.y, planeNormal.z, w);
Matrix4x4 reflection = Matrix4x4.identity;
reflection *= Matrix4x4.Scale(new Vector3(1, -1, 1));
CalculateReflectionMatrix(ref reflection, reflectionPlane);
Vector3 oldPosition = realCamera.transform.position - new Vector3(0, planePosition.y * 2, 0);
Vector3 newPosition = new Vector3(oldPosition.x, -oldPosition.y, oldPosition.z);
reflectionCamera.transform.forward = Vector3.Scale(realCamera.transform.forward, new Vector3(1, -1, 1));
reflectionCamera.worldToCameraMatrix = realCamera.worldToCameraMatrix * reflection;
//calculate clip plane and projection matrix for reflection camera
Vector4 clipPlane = WorldToCameraSpacePlane(reflectionCamera, planePosition - Vector3.up * 0.1f, planeNormal, 1.0f);
Matrix4x4 projection = realCamera.CalculateObliqueMatrix(clipPlane);
reflectionCamera.projectionMatrix = projection;
reflectionCamera.cullingMask = LayersToReflect;
reflectionCamera.transform.position = newPosition;
}
private Camera CreateReflectionCamera()
{
GameObject go = new GameObject("Planar Reflections Camera", typeof(Camera));
UniversalAdditionalCameraData cameraData = go.AddComponent<UniversalAdditionalCameraData>();
cameraData.requiresColorOption = CameraOverrideOption.Off;
cameraData.requiresDepthOption = CameraOverrideOption.Off;
cameraData.SetRenderer(CameraRendererIndex);
Camera reflectionCamera = go.GetComponent<Camera>();
reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
reflectionCamera.depth = -5;
reflectionCamera.enabled = false;
go.hideFlags = HideFlags.HideAndDontSave;
return reflectionCamera;
}
private Vector4 WorldToCameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
{
Vector3 offsetPos = pos + normal * ClipPlaneOffset;
Matrix4x4 m = cam.worldToCameraMatrix;
Vector3 cameraPosition = m.MultiplyPoint(offsetPos);
Vector3 cameraNormal = m.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cameraNormal.x, cameraNormal.y, cameraNormal.z, -Vector3.Dot(cameraPosition, cameraNormal));
}
private void CreatePlanarReflectionTexture(Camera cam)
{
//check if user changed render texture resolution if so destroy the texture and immediately create new one wih proper properties
Vector2 textureRes = new Vector2((int) (cam.pixelWidth * UniversalRenderPipeline.asset.renderScale * GetScaleValue()), (int) (cam.pixelHeight * UniversalRenderPipeline.asset.renderScale * GetScaleValue()));
if(reflectionTexture != null && (reflectionTexture.width != textureRes.x || reflectionTexture.height != textureRes.y))
{
RenderTexture.ReleaseTemporary(reflectionTexture);
reflectionTexture = null;
}
if(reflectionTexture == null)
{
RenderTextureFormat format = RenderTextureFormat.DefaultHDR;
reflectionTexture = RenderTexture.GetTemporary((int) textureRes.x, (int) textureRes.y, 16, format);
}
reflectionCamera.targetTexture = reflectionTexture;
}
private void RenderReflections(ScriptableRenderContext context, Camera camera)
{
if(camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
return;
currentFrame++;
if(currentFrame % GetSkipFrameValue() != 0)
return;
UpdateReflectionCamera(camera);
CreatePlanarReflectionTexture(camera);
//remember current quality settings
fogBeforeReflections = RenderSettings.fog;
maxLodBeforeReflections = QualitySettings.maximumLODLevel;
lodBiasBeforeReflections = QualitySettings.lodBias;
//change quality settings to lower
GL.invertCulling = true;
RenderSettings.fog = false;
QualitySettings.maximumLODLevel = 1;
QualitySettings.lodBias = lodBiasBeforeReflections * 0.5f;
//render
UniversalRenderPipeline.RenderSingleCamera(context, reflectionCamera);
//restore quality settings
GL.invertCulling = false;
RenderSettings.fog = fogBeforeReflections;
QualitySettings.maximumLODLevel = maxLodBeforeReflections;
QualitySettings.lodBias = lodBiasBeforeReflections;
//make reflection texture global and accessible in every shader
Shader.SetGlobalTexture(reflectionTextureId, reflectionTexture);
}
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 float GetScaleValue()
{
switch(ResolutionScale)
{
case ResolutionScales.Full:
return 1f;
case ResolutionScales.Half:
return 0.5f;
case ResolutionScales.Third:
return 0.33f;
case ResolutionScales.Quarter:
return 0.25f;
default:
return 0.5f;
}
}
private int GetSkipFrameValue()
{
switch(SkipEveryNFrame)
{
case SkipFrames.NoSkipFrame:
return 1;
case SkipFrames.EverySecondFrame:
return 2;
case SkipFrames.EveryThirdFrame:
return 3;
case SkipFrames.EveryFourthFrame:
return 4;
default:
return 1;
}
}
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