OldBlueWater/BlueWater/Assets/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCCRendererFeature.cs
2023-09-24 13:38:25 +09:00

330 lines
14 KiB
C#
Executable File

//#define URP_10_0_0_OR_NEWER
//#define UNITY_2021_2_OR_NEWER
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace ScreenSpaceCavityCurvature.Universal
{
public class SSCCRendererFeature : ScriptableRendererFeature
{
private class SSCCRenderPass : ScriptableRenderPass
{
void CheckParameters()
{
#if !URP_10_0_0_OR_NEWER
if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera_URP_VER_TOO_LOW)
{
sscc.normalsSource.value = SSCC.PerPixelNormals.ReconstructedFromDepth;
Debug.LogWarning("URP version too low for Camera based normals, only available in URP 10+ (Unity 2020+).");
}
if (sscc.output.value == SSCC.OutputEffectTo._SSCCTexture)
{
sscc.output.value = SSCC.OutputEffectTo.Screen;
Debug.LogWarning("URP version too low for texture output mode, only available in URP 10+ (Unity 2020+).");
}
#endif
}
SSCC.OutputEffectTo Output => sscc.debugMode.value != SSCC.DebugMode.Disabled ? SSCC.OutputEffectTo.Screen : sscc.output.value;
public SSCC sscc;
static class Pass
{
public const int Copy = 0;
public const int Composite = 1;
}
static class ShaderProperties
{
public static int mainTex = Shader.PropertyToID("_MainTex");
public static int tempTex = Shader.PropertyToID("_TempTex");
public static int uvTransform = Shader.PropertyToID("_UVTransform");
public static int inputTexelSize = Shader.PropertyToID("_Input_TexelSize");
public static int uvToView = Shader.PropertyToID("_UVToView");
public static int worldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix");
public static int effectIntensity = Shader.PropertyToID("_EffectIntensity");
public static int distanceFade = Shader.PropertyToID("_DistanceFade");
public static int curvaturePixelRadius = Shader.PropertyToID("_CurvaturePixelRadius");
public static int curvatureRidge = Shader.PropertyToID("_CurvatureBrights");
public static int curvatureValley = Shader.PropertyToID("_CurvatureDarks");
public static int cavityWorldRadius = Shader.PropertyToID("_CavityWorldRadius");
public static int cavityRidge = Shader.PropertyToID("_CavityBrights");
public static int cavityValley = Shader.PropertyToID("_CavityDarks");
public static int globalSSCCTexture = Shader.PropertyToID("_SSCCTexture");
}
Material material { get; set; }
RenderTargetIdentifier source { get; set; }
CameraData cameraData { get; set; }
RenderTextureDescriptor sourceDesc { get; set; }
public void Setup(Shader shader, ScriptableRenderer renderer, RenderingData renderingData)
{
if (material == null) material = CoreUtils.CreateEngineMaterial(shader);
#if !URP_10_0_0_OR_NEWER
source = renderer.cameraColorTarget;
cameraData = renderingData.cameraData;
FetchVolumeComponent();
renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques;
#endif
}
#if URP_10_0_0_OR_NEWER
#if UNITY_2022_1_OR_NEWER
static RTHandle noneRTHandle = RTHandles.Alloc(BuiltinRenderTextureType.None);
#endif
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
#if UNITY_2022_1_OR_NEWER
source = renderingData.cameraData.renderer.cameraColorTargetHandle; //implicit conversion hopefully will exist for forseable future
#else
source = renderingData.cameraData.renderer.cameraColorTarget;
#endif
cameraData = renderingData.cameraData;
FetchVolumeComponent();
var passInput = ScriptableRenderPassInput.Depth;
if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera)
passInput |= ScriptableRenderPassInput.Normal;
ConfigureInput(passInput);
#if UNITY_2021_2_OR_NEWER
ConfigureColorStoreAction(RenderBufferStoreAction.DontCare);
#endif
renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques;
if (Output == SSCC.OutputEffectTo._SSCCTexture)
#if UNITY_2022_1_OR_NEWER
ConfigureTarget(noneRTHandle);
#else
ConfigureTarget(BuiltinRenderTextureType.None);
#endif
}
#endif
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
if (material == null) return;
FetchVolumeComponent();
if (!sscc.IsActive()) return;
cameraTextureDescriptor.msaaSamples = 1;
cameraTextureDescriptor.depthBufferBits = 0;
sourceDesc = cameraTextureDescriptor;
CheckParameters();
UpdateMaterialProperties();
UpdateShaderKeywords();
if (Output == SSCC.OutputEffectTo._SSCCTexture)
#if UNITY_2022_1_OR_NEWER
ConfigureTarget(noneRTHandle);
#else
ConfigureTarget(BuiltinRenderTextureType.None);
#endif
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (material == null)
{
Debug.LogError("SSCC material has not been correctly initialized...");
return;
}
if (!sscc.IsActive()) return;
var cmd = CommandBufferPool.Get("SSCC");
if (Output == SSCC.OutputEffectTo._SSCCTexture)
{
cmd.ReleaseTemporaryRT(ShaderProperties.globalSSCCTexture);
cmd.GetTemporaryRT(ShaderProperties.globalSSCCTexture, sourceDesc.width, sourceDesc.height, 0, FilterMode.Bilinear, GraphicsFormat.R16G16B16A16_SFloat/*.R32G32B32A32_SFloat*/);
cmd.SetGlobalTexture(ShaderProperties.globalSSCCTexture, new RenderTargetIdentifier(ShaderProperties.globalSSCCTexture, 0, CubemapFace.Unknown, -1));
}
else
{
cmd.GetTemporaryRT(ShaderProperties.tempTex, sourceDesc, FilterMode.Point);
BlitFullscreenMesh(cmd, source, ShaderProperties.tempTex, material, Pass.Copy);
}
if (Output == SSCC.OutputEffectTo.Screen)
BlitFullscreenMesh(cmd, ShaderProperties.tempTex, source, material, Pass.Composite);
else
BlitFullscreenMesh(cmd, ShaderProperties.globalSSCCTexture, material, Pass.Composite);
if (Output == SSCC.OutputEffectTo.Screen)
cmd.ReleaseTemporaryRT(ShaderProperties.tempTex);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public void Cleanup()
{
CoreUtils.Destroy(material);
}
private void FetchVolumeComponent()
{
if (sscc == null)
sscc = VolumeManager.instance.stack.GetComponent<SSCC>();
}
void UpdateMaterialProperties()
{
var sourceWidth = cameraData.cameraTargetDescriptor.width;
var sourceHeight = cameraData.cameraTargetDescriptor.height;
float tanHalfFovY = Mathf.Tan(0.5f * cameraData.camera.fieldOfView * Mathf.Deg2Rad);
float invFocalLenX = 1.0f / (1.0f / tanHalfFovY * (sourceHeight / (float)sourceWidth));
float invFocalLenY = 1.0f / (1.0f / tanHalfFovY);
material.SetVector(ShaderProperties.inputTexelSize, new Vector4(1f / sourceWidth, 1f / sourceHeight, sourceWidth, sourceHeight));
material.SetVector(ShaderProperties.uvToView, new Vector4(2.0f * invFocalLenX, -2.0f * invFocalLenY, -1.0f * invFocalLenX, 1.0f * invFocalLenY));
material.SetMatrix(ShaderProperties.worldToCameraMatrix, cameraData.camera.worldToCameraMatrix);
material.SetFloat(ShaderProperties.effectIntensity, sscc.effectIntensity.value);
material.SetFloat(ShaderProperties.distanceFade, sscc.distanceFade.value);
material.SetFloat(ShaderProperties.curvaturePixelRadius, new float[] { 0f, 0.5f, 1f, 1.5f, 2.5f }[sscc.curvaturePixelRadius.value]);
material.SetFloat(ShaderProperties.curvatureRidge, sscc.curvatureBrights.value == 0f ? 999f : (5f - sscc.curvatureBrights.value));
material.SetFloat(ShaderProperties.curvatureValley, sscc.curvatureDarks.value == 0f ? 999f : (5f - sscc.curvatureDarks.value));
material.SetFloat(ShaderProperties.cavityWorldRadius, sscc.cavityRadius.value);
material.SetFloat(ShaderProperties.cavityRidge, sscc.cavityBrights.value * 2f);
material.SetFloat(ShaderProperties.cavityValley, sscc.cavityDarks.value * 2f);
}
void UpdateShaderKeywords()
{
material.shaderKeywords = new string[]
{
cameraData.camera.orthographic ? "ORTHOGRAPHIC_PROJECTION" : "__",
sscc.debugMode.value == SSCC.DebugMode.EffectOnly ? "DEBUG_EFFECT" : sscc.debugMode.value == SSCC.DebugMode.ViewNormals ? "DEBUG_NORMALS" : "__",
sscc.normalsSource.value == SSCC.PerPixelNormals.ReconstructedFromDepth ? "NORMALS_RECONSTRUCT" : "__",
sscc.cavitySamples.value == SSCC.CavitySamples.Low6 ? "CAVITY_SAMPLES_6" : sscc.cavitySamples.value == SSCC.CavitySamples.Medium8 ? "CAVITY_SAMPLES_8" : sscc.cavitySamples.value == SSCC.CavitySamples.High12 ? "CAVITY_SAMPLES_12" : "",
sscc.saturateCavity.value ? "SATURATE_CAVITY" : "__",
Output == SSCC.OutputEffectTo._SSCCTexture ? "OUTPUT_TO_TEXTURE" : "__"
};
}
//-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
static Mesh s_FullscreenMesh = null;
static Mesh fullscreenMesh
{
get
{
if (s_FullscreenMesh != null)
return s_FullscreenMesh;
float topV = 1.0f;
float bottomV = 0.0f;
s_FullscreenMesh = new Mesh { name = "Fullscreen Quad" };
s_FullscreenMesh.SetVertices(new List<Vector3>
{
new Vector3(-1.0f, -1.0f, 0.0f),
new Vector3(-1.0f, 1.0f, 0.0f),
new Vector3(1.0f, -1.0f, 0.0f),
new Vector3(1.0f, 1.0f, 0.0f)
});
s_FullscreenMesh.SetUVs(0, new List<Vector2>
{
new Vector2(0.0f, bottomV),
new Vector2(0.0f, topV),
new Vector2(1.0f, bottomV),
new Vector2(1.0f, topV)
});
s_FullscreenMesh.SetIndices(new[] { 0, 1, 2, 2, 1, 3 }, MeshTopology.Triangles, 0, false);
s_FullscreenMesh.UploadMeshData(true);
return s_FullscreenMesh;
}
}
public void BlitFullscreenMesh(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(/*RenderingUtils.*/fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
public void BlitFullscreenMesh(CommandBuffer cmd, RenderTargetIdentifier destination, Material material, int passIndex = 0)
{
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(/*RenderingUtils.*/fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
}
[SerializeField]
[Space(15)]
[Header("You can now add SSCC to your Post Process Volume.")]
Shader shader;
private SSCCRenderPass renderPass;
public override void Create()
{
if (!isActive)
{
renderPass?.Cleanup();
renderPass = null;
return;
}
name = "SSCC";
renderPass = new SSCCRenderPass();
}
void OnDisable()
{
renderPass?.Cleanup();
}
#if URP_10_0_0_OR_NEWER
protected override void Dispose(bool disposing)
{
renderPass?.Cleanup();
renderPass = null;
}
#endif
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
shader = Shader.Find("Hidden/Universal Render Pipeline/SSCC");
if (shader == null)
{
Debug.LogWarning("SSCC shader was not found. Please ensure it compiles correctly");
return;
}
if (renderingData.cameraData.postProcessEnabled)
{
renderPass.Setup(shader, renderer, renderingData);
renderer.EnqueuePass(renderPass);
}
}
}
}