NewN_UAVPlane/Assets/art/shandi/EFFECTS/Features/AtmosphericScattering/Code/AtmosphericScattering.cs

419 lines
17 KiB
C#

using UnityEngine;
[ExecuteInEditMode]
public class AtmosphericScattering : MonoBehaviour {
public enum OcclusionDownscale { x1 = 1, x2 = 2, x4 = 4 }
public enum OcclusionSamples { x64 = 0, x164 = 1, x244 = 2 }
public enum ScatterDebugMode { None, Scattering, Occlusion, OccludedScattering, Rayleigh, Mie, Height }
public enum DepthTexture { Enable, Disable, Ignore }
[Header("World Components")]
public Gradient worldRayleighColorRamp = null;
public float worldRayleighColorIntensity = 1f;
public float worldRayleighDensity = 10f;
public float worldRayleighExtinctionFactor = 1.1f;
public float worldRayleighIndirectScatter = 0.33f;
public Gradient worldMieColorRamp = null;
public float worldMieColorIntensity = 1f;
public float worldMieDensity = 15f;
public float worldMieExtinctionFactor = 0f;
public float worldMiePhaseAnisotropy = 0.9f;
public float worldNearScatterPush = 0f;
public float worldNormalDistance = 1000f;
[Header("Height Components")]
public Color heightRayleighColor = Color.white;
public float heightRayleighIntensity = 1f;
public float heightRayleighDensity = 10f;
public float heightMieDensity = 0f;
public float heightExtinctionFactor = 1.1f;
public float heightSeaLevel = 0f;
public float heightDistance = 50f;
public Vector3 heightPlaneShift = Vector3.zero;
public float heightNearScatterPush = 0f;
public float heightNormalDistance = 1000f;
[Header("Sky Dome")]
public Vector3 skyDomeScale = new Vector3(1f, 0.1f, 1f);
public Vector3 skyDomeRotation = Vector3.zero;
public Transform skyDomeTrackedYawRotation = null;
public bool skyDomeVerticalFlip = false;
public Cubemap skyDomeCube = null;
public float skyDomeExposure = 1f;
public Color skyDomeTint = Color.white;
[HideInInspector] public Vector3 skyDomeOffset = Vector3.zero;
[Header("Scatter Occlusion")]
public bool useOcclusion = false;
public float occlusionBias = 0f;
public float occlusionBiasIndirect = 0.6f;
public float occlusionBiasClouds = 0.3f;
public OcclusionDownscale occlusionDownscale = OcclusionDownscale.x2;
public OcclusionSamples occlusionSamples = OcclusionSamples.x64;
public bool occlusionDepthFixup = true;
public float occlusionDepthThreshold = 25f;
public bool occlusionFullSky = false;
public float occlusionBiasSkyRayleigh= 0.2f;
public float occlusionBiasSkyMie = 0.4f;
[Header("Other")]
public float worldScaleExponent = 1.0f;
public bool forcePerPixel = false;
public bool forcePostEffect = false;
[Tooltip("Soft clouds need depth values. Ignore means externally controlled.")]
public DepthTexture depthTexture = DepthTexture.Enable;
public ScatterDebugMode debugMode = ScatterDebugMode.None;
[HideInInspector] public Shader occlusionShader;
bool m_isAwake;
Camera m_currentCamera;
Material m_occlusionMaterial;
Camera.CameraCallback m_precullCallback;
public static AtmosphericScattering instance { get; private set; }
#if UNITY_EDITOR
//[UnityEditor.MenuItem("Tools/Fix Camera Callback Proxies")]
static void FixCallbacks() {
Mesh m = null;
foreach(var c in Resources.FindObjectsOfTypeAll<Camera>()) {
if(c.tag != "MainCamera")
continue;
if(!string.IsNullOrEmpty(UnityEditor.AssetDatabase.GetAssetPath(c.gameObject)))
continue;
var a = c.GetComponent<AtmosphericScattering>();
if(a) {
var mf = c.GetComponent<MeshFilter>();
if(mf)
Object.DestroyImmediate(mf.sharedMesh);
else
mf = c.gameObject.AddComponent<MeshFilter>();
if(m == null) {
m = new Mesh();
m.name = "Callback Proxy";
#if WAITING_FOR_ENGINE_REGRESSION_FIX
m.bounds = new Bounds(Vector3.zero, Vector3.one * 10000f);
m.SetTriangles((int[])null, 0);
#else
m.vertices = new[] { new Vector3(0f, -100f, 0f) };
m.SetIndices(new[] { 0 }, MeshTopology.Points, 0);
m.bounds = new Bounds(Vector3.zero, Vector3.one * 10000f);
#endif
}
mf.sharedMesh = m;
}
}
}
#endif
void Awake() {
var mf = GetComponent<MeshFilter>();
if(!mf || !mf.sharedMesh) {
if(!mf)
mf = gameObject.AddComponent<MeshFilter>();
mf.sharedMesh = new Mesh();
mf.sharedMesh.name = "Callbackproxy";
#if WAITING_FOR_ENGINE_REGRESSION_FIX
mf.sharedMesh.bounds = new Bounds(Vector3.zero, Vector3.one * 10000f);
mf.sharedMesh.SetTriangles((int[])null, 0);
#else
mf.sharedMesh.vertices = new[] { new Vector3(0f, -100f, 0f) };
mf.sharedMesh.SetIndices(new[] { 0 }, MeshTopology.Points, 0);
mf.sharedMesh.bounds = new Bounds(Vector3.zero, Vector3.one * 10000f);
#endif
}
if(!GetComponent<MeshRenderer>()) {
var mr = gameObject.AddComponent<MeshRenderer>();
mr.receiveShadows = false;
mr.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
mr.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
}
if(occlusionShader == null)
occlusionShader = Shader.Find("Hidden/AtmosphericScattering_Occlusion");
m_occlusionMaterial = new Material(occlusionShader);
m_occlusionMaterial.hideFlags = HideFlags.HideAndDontSave;
if(worldRayleighColorRamp == null) {
worldRayleighColorRamp = new Gradient();
worldRayleighColorRamp.SetKeys(
new[]{ new GradientColorKey(new Color(0.3f, 0.4f, 0.6f), 0f), new GradientColorKey(new Color(0.5f, 0.6f, 0.8f), 1f) },
new[]{ new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
);
}
if(worldMieColorRamp == null) {
worldMieColorRamp = new Gradient();
worldMieColorRamp.SetKeys(
new[]{ new GradientColorKey(new Color(0.95f, 0.75f, 0.5f), 0f), new GradientColorKey(new Color(1f, 0.9f, 8.0f), 1f) },
new[]{ new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
);
}
m_precullCallback = new Camera.CameraCallback(CBOnPreCull);
m_isAwake = true;
}
void OnEnable() {
Camera.onPreCull += m_precullCallback;
if(!m_isAwake)
return;
UpdateKeywords(true);
UpdateStaticUniforms();
UpdateDynamicUniforms();
m_currentCamera = null;
if(instance && instance != this)
Debug.LogErrorFormat("Unexpected: AtmosphericScattering.instance already set (to: {0}). Still overriding with: {1}.", instance.name, name);
instance = this;
}
void OnDisable() {
Camera.onPreCull -= m_precullCallback;
UpdateKeywords(false);
if(instance != this) {
if(instance)
Debug.LogErrorFormat("Unexpected: AtmosphericScattering.instance set to: {0}, not to: {1}. Leaving alone.", instance.name, name);
} else {
instance = null;
}
}
void UpdateKeywords(bool enable) {
Shader.DisableKeyword("ATMOSPHERICS");
Shader.DisableKeyword("ATMOSPHERICS_PER_PIXEL");
Shader.DisableKeyword("ATMOSPHERICS_OCCLUSION");
Shader.DisableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY");
Shader.DisableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP");
Shader.DisableKeyword("ATMOSPHERICS_SUNRAYS");
Shader.DisableKeyword("ATMOSPHERICS_DEBUG");
if(enable) {
if (!forcePerPixel)
Shader.EnableKeyword("ATMOSPHERICS");
else
Shader.EnableKeyword("ATMOSPHERICS_PER_PIXEL");
if(useOcclusion) {
Shader.EnableKeyword("ATMOSPHERICS_OCCLUSION");
if(occlusionDepthFixup && occlusionDownscale != OcclusionDownscale.x1)
Shader.EnableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP");
if(occlusionFullSky)
Shader.EnableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY");
}
if(debugMode != ScatterDebugMode.None)
Shader.EnableKeyword("ATMOSPHERICS_DEBUG");
}
}
public void OnValidate() {
if(!m_isAwake)
return;
occlusionBias = Mathf.Clamp01(occlusionBias);
occlusionBiasIndirect = Mathf.Clamp01(occlusionBiasIndirect);
occlusionBiasClouds = Mathf.Clamp01(occlusionBiasClouds);
occlusionBiasSkyRayleigh = Mathf.Clamp01(occlusionBiasSkyRayleigh);
occlusionBiasSkyMie = Mathf.Clamp01(occlusionBiasSkyMie);
worldScaleExponent = Mathf.Clamp(worldScaleExponent, 1f, 2f);
worldNormalDistance = Mathf.Clamp(worldNormalDistance, 1f, 10000f);
worldNearScatterPush = Mathf.Clamp(worldNearScatterPush, -200f, 300f);
worldRayleighDensity = Mathf.Clamp(worldRayleighDensity, 0, 1000f);
worldMieDensity = Mathf.Clamp(worldMieDensity, 0f, 1000f);
worldRayleighIndirectScatter = Mathf.Clamp(worldRayleighIndirectScatter, 0, 1f);
heightNormalDistance = Mathf.Clamp(heightNormalDistance, 1f, 10000f);
heightNearScatterPush = Mathf.Clamp(heightNearScatterPush, -200f, 300f);
heightRayleighDensity = Mathf.Clamp(heightRayleighDensity, 0, 1000f);
heightMieDensity = Mathf.Clamp(heightMieDensity, 0, 1000f);
worldMiePhaseAnisotropy = Mathf.Clamp01(worldMiePhaseAnisotropy);
skyDomeExposure = Mathf.Clamp(skyDomeExposure, 0f, 8f);
if(instance == this) {
OnDisable();
OnEnable();
}
#if UNITY_EDITOR
UnityEditor.SceneView.RepaintAll();
#endif
}
void CBOnPreCull(Camera cam) {}
void OnWillRenderObject() {
//void CBOnPreCull(Camera cam) {
var cam = Camera.current;
//Debug.LogFormat("PreCull: {0} / {1}", cam.name, Camera.current ? Camera.current.name : "<none>");
if(!m_isAwake)
return;
// Don't do recursive occlusion rendering (should probably disable
// occlusion on nested cameras)
if(m_currentCamera)
return;
var activeSun = AtmosphericScatteringSun.instance;
if(!activeSun) {
// When there's no primary light, mie scattering and occlusion will be disabled, so there's
// nothing for us to update.
UpdateDynamicUniforms();
return;
}
m_currentCamera = cam /*Camera.current*/;
if((SystemInfo.graphicsShaderLevel >= 40 || depthTexture == DepthTexture.Enable) && m_currentCamera.depthTextureMode == DepthTextureMode.None)
m_currentCamera.depthTextureMode = DepthTextureMode.Depth;
else if(depthTexture == DepthTexture.Disable && m_currentCamera.depthTextureMode != DepthTextureMode.None)
m_currentCamera.depthTextureMode = DepthTextureMode.None;
// TEMP TO ALLOW KEYFRAMED
UpdateStaticUniforms();
UpdateDynamicUniforms();
if(useOcclusion) {
var camRgt = m_currentCamera.transform.right;
var camUp = m_currentCamera.transform.up;
var camFwd = m_currentCamera.transform.forward;
var dy = Mathf.Tan(m_currentCamera.fieldOfView * 0.5f * Mathf.Deg2Rad);
var dx = dy * m_currentCamera.aspect;
var vpCenter = camFwd * m_currentCamera.farClipPlane;
var vpRight = camRgt * dx * m_currentCamera.farClipPlane;
var vpUp = camUp * dy * m_currentCamera.farClipPlane;
m_occlusionMaterial.SetVector("u_CameraPosition", m_currentCamera.transform.position);
m_occlusionMaterial.SetVector("u_ViewportCorner", vpCenter - vpRight - vpUp);
m_occlusionMaterial.SetVector("u_ViewportRight", vpRight * 2f);
m_occlusionMaterial.SetVector("u_ViewportUp", vpUp * 2f);
var farDist = m_currentCamera ? m_currentCamera.farClipPlane : 1000f;
var refDist = (Mathf.Min(farDist, QualitySettings.shadowDistance) - 1f) / farDist;
m_occlusionMaterial.SetFloat("u_OcclusionSkyRefDistance", refDist);
var srcRect = m_currentCamera.pixelRect;
var downscale = 1f / (float)(int)occlusionDownscale;
var occWidth = Mathf.RoundToInt(srcRect.width * downscale);
var occHeight = Mathf.RoundToInt(srcRect.height * downscale);
var occlusionId = Shader.PropertyToID("u_OcclusionTexture");
var occlusionCmdBeforeScreenSpace = activeSun.occlusionCmdBeforeScreenSpace;
occlusionCmdBeforeScreenSpace.Clear();
occlusionCmdBeforeScreenSpace.GetTemporaryRT(occlusionId, occWidth, occHeight, 0, FilterMode.Bilinear, RenderTextureFormat.R8, RenderTextureReadWrite.sRGB);
occlusionCmdBeforeScreenSpace.Blit(
null,
occlusionId,
m_occlusionMaterial,
(int)occlusionSamples
);
occlusionCmdBeforeScreenSpace.SetGlobalTexture(occlusionId, occlusionId);
}
}
void OnRenderObject() {
//Debug.LogFormat("PreCull: {0} / {1} / {2}", "_", Camera.current ? Camera.current.name : "<none>", m_currentCamera ? m_currentCamera.name : "<none>");
if(m_currentCamera == Camera.current)
m_currentCamera = null;
}
void UpdateStaticUniforms() {
Shader.SetGlobalVector("u_SkyDomeOffset", skyDomeOffset);
Shader.SetGlobalVector("u_SkyDomeScale", skyDomeScale);
Shader.SetGlobalTexture("u_SkyDomeCube", skyDomeCube);
Shader.SetGlobalFloat("u_SkyDomeExposure", skyDomeExposure);
Shader.SetGlobalColor("u_SkyDomeTint", skyDomeTint);
Shader.SetGlobalFloat("u_ShadowBias", useOcclusion ? occlusionBias : 1f);
Shader.SetGlobalFloat("u_ShadowBiasIndirect", useOcclusion ? occlusionBiasIndirect : 1f);
Shader.SetGlobalFloat("u_ShadowBiasClouds", useOcclusion ? occlusionBiasClouds : 1f);
Shader.SetGlobalVector("u_ShadowBiasSkyRayleighMie", useOcclusion ? new Vector4(occlusionBiasSkyRayleigh, occlusionBiasSkyMie, 0f, 0f) : Vector4.zero);
Shader.SetGlobalFloat("u_OcclusionDepthThreshold", occlusionDepthThreshold);
Shader.SetGlobalFloat("u_WorldScaleExponent", worldScaleExponent);
Shader.SetGlobalFloat("u_WorldNormalDistanceRcp", 1f/worldNormalDistance);
Shader.SetGlobalFloat("u_WorldNearScatterPush", -Mathf.Pow(Mathf.Abs(worldNearScatterPush), worldScaleExponent) * Mathf.Sign(worldNearScatterPush));
Shader.SetGlobalFloat("u_WorldRayleighDensity", -worldRayleighDensity / 100000f);
Shader.SetGlobalFloat("u_MiePhaseAnisotropy", worldMiePhaseAnisotropy);
Shader.SetGlobalVector("u_RayleighInScatterPct", new Vector4(1f - worldRayleighIndirectScatter, worldRayleighIndirectScatter, 0f, 0f));
Shader.SetGlobalFloat("u_HeightNormalDistanceRcp", 1f/heightNormalDistance);
Shader.SetGlobalFloat("u_HeightNearScatterPush", -Mathf.Pow(Mathf.Abs(heightNearScatterPush), worldScaleExponent) * Mathf.Sign(heightNearScatterPush));
Shader.SetGlobalFloat("u_HeightRayleighDensity", -heightRayleighDensity / 100000f);
Shader.SetGlobalFloat("u_HeightSeaLevel", heightSeaLevel);
Shader.SetGlobalFloat("u_HeightDistanceRcp", 1f/heightDistance);
Shader.SetGlobalVector("u_HeightPlaneShift", heightPlaneShift);
Shader.SetGlobalVector("u_HeightRayleighColor", (Vector4)heightRayleighColor * heightRayleighIntensity);
Shader.SetGlobalFloat("u_HeightExtinctionFactor", heightExtinctionFactor);
Shader.SetGlobalFloat("u_RayleighExtinctionFactor", worldRayleighExtinctionFactor);
Shader.SetGlobalFloat("u_MieExtinctionFactor", worldMieExtinctionFactor);
var rayleighColorM20 = worldRayleighColorRamp.Evaluate(0.00f);
var rayleighColorM10 = worldRayleighColorRamp.Evaluate(0.25f);
var rayleighColorO00 = worldRayleighColorRamp.Evaluate(0.50f);
var rayleighColorP10 = worldRayleighColorRamp.Evaluate(0.75f);
var rayleighColorP20 = worldRayleighColorRamp.Evaluate(1.00f);
var mieColorM20 = worldMieColorRamp.Evaluate(0.00f);
var mieColorO00 = worldMieColorRamp.Evaluate(0.50f);
var mieColorP20 = worldMieColorRamp.Evaluate(1.00f);
Shader.SetGlobalVector("u_RayleighColorM20", (Vector4)rayleighColorM20 * worldRayleighColorIntensity);
Shader.SetGlobalVector("u_RayleighColorM10", (Vector4)rayleighColorM10 * worldRayleighColorIntensity);
Shader.SetGlobalVector("u_RayleighColorO00", (Vector4)rayleighColorO00 * worldRayleighColorIntensity);
Shader.SetGlobalVector("u_RayleighColorP10", (Vector4)rayleighColorP10 * worldRayleighColorIntensity);
Shader.SetGlobalVector("u_RayleighColorP20", (Vector4)rayleighColorP20 * worldRayleighColorIntensity);
Shader.SetGlobalVector("u_MieColorM20", (Vector4)mieColorM20 * worldMieColorIntensity);
Shader.SetGlobalVector("u_MieColorO00", (Vector4)mieColorO00 * worldMieColorIntensity);
Shader.SetGlobalVector("u_MieColorP20", (Vector4)mieColorP20 * worldMieColorIntensity);
Shader.SetGlobalFloat("u_AtmosphericsDebugMode", (int)debugMode);
}
void UpdateDynamicUniforms() {
var activeSun = AtmosphericScatteringSun.instance;
bool hasSun = !!activeSun;
var trackedYaw = skyDomeTrackedYawRotation ? skyDomeTrackedYawRotation.eulerAngles.y : 0f;
Shader.SetGlobalMatrix("u_SkyDomeRotation",
Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(skyDomeRotation.x, 0f, 0f), Vector3.one)
* Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, skyDomeRotation.y - trackedYaw, 0f), Vector3.one)
* Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1f, skyDomeVerticalFlip ? -1f : 1f, 1f))
);
Shader.SetGlobalVector("u_SunDirection", hasSun ? -activeSun.transform.forward : Vector3.down);
Shader.SetGlobalFloat("u_WorldMieDensity", hasSun ? -worldMieDensity / 100000f : 0f);
Shader.SetGlobalFloat("u_HeightMieDensity", hasSun ? -heightMieDensity / 100000f : 0f);
var pixelRect = m_currentCamera ? m_currentCamera.pixelRect : new Rect(0f, 0f, Screen.width, Screen.height);
var scale = (float)(int)occlusionDownscale;
var depthTextureScaledTexelSize = new Vector4(scale / pixelRect.width, scale / pixelRect.height, -scale / pixelRect.width, -scale / pixelRect.height);
Shader.SetGlobalVector("u_DepthTextureScaledTexelSize", depthTextureScaledTexelSize);
}
}