NewN_UAVPlane/Assets/art/haidao/PostProcessing/Runtime/Components/ScreenSpaceReflectionCompon...

240 lines
14 KiB
C#

//using UnityEngine.Rendering;
//namespace UnityEngine.PostProcessing
//{
// using SSRResolution = ScreenSpaceReflectionModel.SSRResolution;
// using SSRReflectionBlendType = ScreenSpaceReflectionModel.SSRReflectionBlendType;
// public sealed class ScreenSpaceReflectionComponent : PostProcessingComponentCommandBuffer<ScreenSpaceReflectionModel>
// {
// static class Uniforms
// {
// internal static readonly int _RayStepSize = Shader.PropertyToID("_RayStepSize");
// internal static readonly int _AdditiveReflection = Shader.PropertyToID("_AdditiveReflection");
// internal static readonly int _BilateralUpsampling = Shader.PropertyToID("_BilateralUpsampling");
// internal static readonly int _TreatBackfaceHitAsMiss = Shader.PropertyToID("_TreatBackfaceHitAsMiss");
// internal static readonly int _AllowBackwardsRays = Shader.PropertyToID("_AllowBackwardsRays");
// internal static readonly int _TraceBehindObjects = Shader.PropertyToID("_TraceBehindObjects");
// internal static readonly int _MaxSteps = Shader.PropertyToID("_MaxSteps");
// internal static readonly int _FullResolutionFiltering = Shader.PropertyToID("_FullResolutionFiltering");
// internal static readonly int _HalfResolution = Shader.PropertyToID("_HalfResolution");
// internal static readonly int _HighlightSuppression = Shader.PropertyToID("_HighlightSuppression");
// internal static readonly int _PixelsPerMeterAtOneMeter = Shader.PropertyToID("_PixelsPerMeterAtOneMeter");
// internal static readonly int _ScreenEdgeFading = Shader.PropertyToID("_ScreenEdgeFading");
// internal static readonly int _ReflectionBlur = Shader.PropertyToID("_ReflectionBlur");
// internal static readonly int _MaxRayTraceDistance = Shader.PropertyToID("_MaxRayTraceDistance");
// internal static readonly int _FadeDistance = Shader.PropertyToID("_FadeDistance");
// internal static readonly int _LayerThickness = Shader.PropertyToID("_LayerThickness");
// internal static readonly int _SSRMultiplier = Shader.PropertyToID("_SSRMultiplier");
// internal static readonly int _FresnelFade = Shader.PropertyToID("_FresnelFade");
// internal static readonly int _FresnelFadePower = Shader.PropertyToID("_FresnelFadePower");
// internal static readonly int _ReflectionBufferSize = Shader.PropertyToID("_ReflectionBufferSize");
// internal static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize");
// internal static readonly int _InvScreenSize = Shader.PropertyToID("_InvScreenSize");
// internal static readonly int _ProjInfo = Shader.PropertyToID("_ProjInfo");
// internal static readonly int _CameraClipInfo = Shader.PropertyToID("_CameraClipInfo");
// internal static readonly int _ProjectToPixelMatrix = Shader.PropertyToID("_ProjectToPixelMatrix");
// internal static readonly int _WorldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix");
// internal static readonly int _CameraToWorldMatrix = Shader.PropertyToID("_CameraToWorldMatrix");
// internal static readonly int _Axis = Shader.PropertyToID("_Axis");
// internal static readonly int _CurrentMipLevel = Shader.PropertyToID("_CurrentMipLevel");
// internal static readonly int _NormalAndRoughnessTexture = Shader.PropertyToID("_NormalAndRoughnessTexture");
// internal static readonly int _HitPointTexture = Shader.PropertyToID("_HitPointTexture");
// internal static readonly int _BlurTexture = Shader.PropertyToID("_BlurTexture");
// internal static readonly int _FilteredReflections = Shader.PropertyToID("_FilteredReflections");
// internal static readonly int _FinalReflectionTexture = Shader.PropertyToID("_FinalReflectionTexture");
// internal static readonly int _TempTexture = Shader.PropertyToID("_TempTexture");
// }
// // Unexposed variables
// bool k_HighlightSuppression = false;
// bool k_TraceBehindObjects = true;
// bool k_TreatBackfaceHitAsMiss = false;
// bool k_BilateralUpsample = true;
// enum PassIndex
// {
// RayTraceStep = 0,
// CompositeFinal = 1,
// Blur = 2,
// CompositeSSR = 3,
// MinMipGeneration = 4,
// HitPointToReflections = 5,
// BilateralKeyPack = 6,
// BlitDepthAsCSZ = 7,
// PoissonBlur = 8,
// }
// readonly int[] m_ReflectionTextures = new int[5];
// // Not really needed as SSR only works in deferred right now
// public override DepthTextureMode GetCameraFlags()
// {
// return DepthTextureMode.Depth;
// }
// public override bool active
// {
// get
// {
// return model.enabled
// && context.isGBufferAvailable
// && !context.interrupted;
// }
// }
// public override void OnEnable()
// {
// m_ReflectionTextures[0] = Shader.PropertyToID("_ReflectionTexture0");
// m_ReflectionTextures[1] = Shader.PropertyToID("_ReflectionTexture1");
// m_ReflectionTextures[2] = Shader.PropertyToID("_ReflectionTexture2");
// m_ReflectionTextures[3] = Shader.PropertyToID("_ReflectionTexture3");
// m_ReflectionTextures[4] = Shader.PropertyToID("_ReflectionTexture4");
// }
// public override string GetName()
// {
// return "Screen Space Reflection";
// }
// public override CameraEvent GetCameraEvent()
// {
// return CameraEvent.AfterFinalPass;
// }
// public override void PopulateCommandBuffer(CommandBuffer cb)
// {
// var settings = model.settings;
// var camera = context.camera;
// // Material setup
// int downsampleAmount = (settings.reflection.reflectionQuality == SSRResolution.High) ? 1 : 2;
// var rtW = context.width / downsampleAmount;
// var rtH = context.height / downsampleAmount;
// float sWidth = context.width;
// float sHeight = context.height;
// float sx = sWidth / 2f;
// float sy = sHeight / 2f;
// var material = context.materialFactory.Get("Hidden/Post FX/Screen Space Reflection");
// material.SetInt(Uniforms._RayStepSize, settings.reflection.stepSize);
// material.SetInt(Uniforms._AdditiveReflection, settings.reflection.blendType == SSRReflectionBlendType.Additive ? 1 : 0);
// material.SetInt(Uniforms._BilateralUpsampling, k_BilateralUpsample ? 1 : 0);
// material.SetInt(Uniforms._TreatBackfaceHitAsMiss, k_TreatBackfaceHitAsMiss ? 1 : 0);
// material.SetInt(Uniforms._AllowBackwardsRays, settings.reflection.reflectBackfaces ? 1 : 0);
// material.SetInt(Uniforms._TraceBehindObjects, k_TraceBehindObjects ? 1 : 0);
// material.SetInt(Uniforms._MaxSteps, settings.reflection.iterationCount);
// material.SetInt(Uniforms._FullResolutionFiltering, 0);
// material.SetInt(Uniforms._HalfResolution, (settings.reflection.reflectionQuality != SSRResolution.High) ? 1 : 0);
// material.SetInt(Uniforms._HighlightSuppression, k_HighlightSuppression ? 1 : 0);
// // The height in pixels of a 1m object if viewed from 1m away.
// float pixelsPerMeterAtOneMeter = sWidth / (-2f * Mathf.Tan(camera.fieldOfView / 180f * Mathf.PI * 0.5f));
// material.SetFloat(Uniforms._PixelsPerMeterAtOneMeter, pixelsPerMeterAtOneMeter);
// material.SetFloat(Uniforms._ScreenEdgeFading, settings.screenEdgeMask.intensity);
// material.SetFloat(Uniforms._ReflectionBlur, settings.reflection.reflectionBlur);
// material.SetFloat(Uniforms._MaxRayTraceDistance, settings.reflection.maxDistance);
// material.SetFloat(Uniforms._FadeDistance, settings.intensity.fadeDistance);
// material.SetFloat(Uniforms._LayerThickness, settings.reflection.widthModifier);
// material.SetFloat(Uniforms._SSRMultiplier, settings.intensity.reflectionMultiplier);
// material.SetFloat(Uniforms._FresnelFade, settings.intensity.fresnelFade);
// material.SetFloat(Uniforms._FresnelFadePower, settings.intensity.fresnelFadePower);
// var P = camera.projectionMatrix;
// var projInfo = new Vector4(
// -2f / (sWidth * P[0]),
// -2f / (sHeight * P[5]),
// (1f - P[2]) / P[0],
// (1f + P[6]) / P[5]
// );
// var cameraClipInfo = float.IsPositiveInfinity(camera.farClipPlane) ?
// new Vector3(camera.nearClipPlane, -1f, 1f) :
// new Vector3(camera.nearClipPlane * camera.farClipPlane, camera.nearClipPlane - camera.farClipPlane, camera.farClipPlane);
// material.SetVector(Uniforms._ReflectionBufferSize, new Vector2(rtW, rtH));
// material.SetVector(Uniforms._ScreenSize, new Vector2(sWidth, sHeight));
// material.SetVector(Uniforms._InvScreenSize, new Vector2(1f / sWidth, 1f / sHeight));
// material.SetVector(Uniforms._ProjInfo, projInfo); // used for unprojection
// material.SetVector(Uniforms._CameraClipInfo, cameraClipInfo);
// var warpToScreenSpaceMatrix = new Matrix4x4();
// warpToScreenSpaceMatrix.SetRow(0, new Vector4(sx, 0f, 0f, sx));
// warpToScreenSpaceMatrix.SetRow(1, new Vector4(0f, sy, 0f, sy));
// warpToScreenSpaceMatrix.SetRow(2, new Vector4(0f, 0f, 1f, 0f));
// warpToScreenSpaceMatrix.SetRow(3, new Vector4(0f, 0f, 0f, 1f));
// var projectToPixelMatrix = warpToScreenSpaceMatrix * P;
// material.SetMatrix(Uniforms._ProjectToPixelMatrix, projectToPixelMatrix);
// material.SetMatrix(Uniforms._WorldToCameraMatrix, camera.worldToCameraMatrix);
// material.SetMatrix(Uniforms._CameraToWorldMatrix, camera.worldToCameraMatrix.inverse);
// // Command buffer setup
// var intermediateFormat = context.isHdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
// const int maxMip = 5;
// var kNormalAndRoughnessTexture = Uniforms._NormalAndRoughnessTexture;
// var kHitPointTexture = Uniforms._HitPointTexture;
// var kBlurTexture = Uniforms._BlurTexture;
// var kFilteredReflections = Uniforms._FilteredReflections;
// var kFinalReflectionTexture = Uniforms._FinalReflectionTexture;
// var kTempTexture = Uniforms._TempTexture;
// // RGB: Normals, A: Roughness.
// // Has the nice benefit of allowing us to control the filtering mode as well.
// cb.GetTemporaryRT(kNormalAndRoughnessTexture, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
// cb.GetTemporaryRT(kHitPointTexture, rtW, rtH, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
// for (int i = 0; i < maxMip; ++i)
// {
// // We explicitly interpolate during bilateral upsampling.
// cb.GetTemporaryRT(m_ReflectionTextures[i], rtW >> i, rtH >> i, 0, FilterMode.Bilinear, intermediateFormat);
// }
// cb.GetTemporaryRT(kFilteredReflections, rtW, rtH, 0, k_BilateralUpsample ? FilterMode.Point : FilterMode.Bilinear, intermediateFormat);
// cb.GetTemporaryRT(kFinalReflectionTexture, rtW, rtH, 0, FilterMode.Point, intermediateFormat);
// cb.Blit(BuiltinRenderTextureType.CameraTarget, kNormalAndRoughnessTexture, material, (int)PassIndex.BilateralKeyPack);
// cb.Blit(BuiltinRenderTextureType.CameraTarget, kHitPointTexture, material, (int)PassIndex.RayTraceStep);
// cb.Blit(BuiltinRenderTextureType.CameraTarget, kFilteredReflections, material, (int)PassIndex.HitPointToReflections);
// cb.Blit(kFilteredReflections, m_ReflectionTextures[0], material, (int)PassIndex.PoissonBlur);
// for (int i = 1; i < maxMip; ++i)
// {
// int inputTex = m_ReflectionTextures[i - 1];
// int lowMip = i;
// cb.GetTemporaryRT(kBlurTexture, rtW >> lowMip, rtH >> lowMip, 0, FilterMode.Bilinear, intermediateFormat);
// cb.SetGlobalVector(Uniforms._Axis, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
// cb.SetGlobalFloat(Uniforms._CurrentMipLevel, i - 1.0f);
// cb.Blit(inputTex, kBlurTexture, material, (int)PassIndex.Blur);
// cb.SetGlobalVector(Uniforms._Axis, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
// inputTex = m_ReflectionTextures[i];
// cb.Blit(kBlurTexture, inputTex, material, (int)PassIndex.Blur);
// cb.ReleaseTemporaryRT(kBlurTexture);
// }
// cb.Blit(m_ReflectionTextures[0], kFinalReflectionTexture, material, (int)PassIndex.CompositeSSR);
// cb.GetTemporaryRT(kTempTexture, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Bilinear, intermediateFormat);
// cb.Blit(BuiltinRenderTextureType.CameraTarget, kTempTexture, material, (int)PassIndex.CompositeFinal);
// cb.Blit(kTempTexture, BuiltinRenderTextureType.CameraTarget);
// cb.ReleaseTemporaryRT(kTempTexture);
// }
// }
//}