299 lines
11 KiB
C#
299 lines
11 KiB
C#
using UnityEngine;
|
|
using System;
|
|
using UnityEngine.Rendering.Universal;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Experimental.Rendering;
|
|
|
|
namespace URPWater
|
|
{
|
|
[ExecuteAlways]
|
|
public class URPWaterReflection : MonoBehaviour
|
|
{
|
|
[Serializable]
|
|
public enum Quality
|
|
{
|
|
VeryHigh,
|
|
High,
|
|
Medium,
|
|
Low
|
|
}
|
|
|
|
[SerializeField]
|
|
private Quality _Quality = Quality.High;
|
|
[SerializeField]
|
|
private float _ClipPlaneOffset = 0.07f;
|
|
[SerializeField]
|
|
private float _PlaneOffset = 0f;
|
|
[SerializeField]
|
|
private LayerMask _LayerMask = -1;
|
|
[SerializeField]
|
|
private bool _Shadows = false;
|
|
|
|
public GameObject target;
|
|
|
|
private static Camera _ReflectionCamera;
|
|
private RenderTexture _ReflectionTexture;
|
|
private readonly int _ReflectionTextureId = Shader.PropertyToID("_ReflectionTexture");
|
|
|
|
public static event Action<ScriptableRenderContext, Camera> BeginReflections;
|
|
|
|
|
|
private void OnEnable()
|
|
{
|
|
RenderPipelineManager.beginCameraRendering += ComputeReflections;
|
|
}
|
|
|
|
// Cleanup all the objects we possibly have created
|
|
private void OnDisable()
|
|
{
|
|
Cleanup();
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
Cleanup();
|
|
}
|
|
|
|
private void ComputeReflections(ScriptableRenderContext context, Camera camera)
|
|
{
|
|
|
|
// we dont want to render planar reflections in reflections or previews
|
|
if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
|
|
return;
|
|
|
|
// For overlay Camera
|
|
var cameraData = camera.GetUniversalAdditionalCameraData();
|
|
|
|
if (cameraData.renderType != CameraRenderType.Base)
|
|
return;
|
|
|
|
if(cameraData.transform.eulerAngles == Vector3.zero)
|
|
{
|
|
return;
|
|
}
|
|
|
|
UpdateReflectionCamera(camera); // create reflected camera
|
|
PlanarReflectionTexture(camera); // create and assign RenderTexture
|
|
|
|
var data = new ReflectionSettingData(); // save quality settings and lower them for the planar reflections
|
|
data.Set(); // set quality settings
|
|
|
|
BeginReflections?.Invoke(context, _ReflectionCamera); // callback Action for PlanarReflection
|
|
#pragma warning disable CS0618
|
|
UniversalRenderPipeline.RenderSingleCamera(context, _ReflectionCamera); // render planar reflections
|
|
#pragma warning restore CS0618
|
|
data.Restore(); // restore the quality settings
|
|
Shader.SetGlobalTexture(_ReflectionTextureId, _ReflectionTexture); // Assign texture to water shader
|
|
}
|
|
|
|
private void UpdateCamera(Camera src, Camera dest)
|
|
{
|
|
if (dest == null) return;
|
|
|
|
dest.CopyFrom(src);
|
|
dest.useOcclusionCulling = false;
|
|
if (dest.gameObject.TryGetComponent(out UniversalAdditionalCameraData camData))
|
|
{
|
|
camData.renderShadows = _Shadows; // turn off shadows for the reflection camera
|
|
}
|
|
}
|
|
|
|
private void UpdateReflectionCamera(Camera realCamera)
|
|
{
|
|
if (_ReflectionCamera == null)
|
|
_ReflectionCamera = CreateReflectionCamera();
|
|
|
|
// find out the reflection plane: position and normal in world space
|
|
Vector3 pos = transform.position;
|
|
Vector3 normal = Vector3.up;
|
|
if (target != null)
|
|
{
|
|
pos = target.transform.position + Vector3.up * _PlaneOffset;
|
|
normal = target.transform.up;
|
|
}
|
|
|
|
UpdateCamera(realCamera, _ReflectionCamera);
|
|
|
|
// Render reflection
|
|
// Reflect camera around reflection plane
|
|
var d = -Vector3.Dot(normal, pos) - _ClipPlaneOffset;
|
|
var reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
|
|
|
|
var reflection = Matrix4x4.identity;
|
|
reflection *= Matrix4x4.Scale(new Vector3(1, -1, 1));
|
|
|
|
ReflectionMatrix(ref reflection, reflectionPlane);
|
|
var oldPosition = realCamera.transform.position - new Vector3(0, pos.y * 2, 0);
|
|
var newPosition = ReflectPosition(oldPosition);
|
|
_ReflectionCamera.transform.forward = Vector3.Scale(realCamera.transform.forward, new Vector3(1, -1, 1));
|
|
_ReflectionCamera.worldToCameraMatrix = realCamera.worldToCameraMatrix * reflection;
|
|
|
|
// Setup oblique projection matrix so that near plane is our reflection
|
|
// plane. This way we clip everything below/above it for free.
|
|
var clipPlane = CameraSpacePlane(_ReflectionCamera, pos - Vector3.up * 0.1f, normal, 1.0f);
|
|
var projection = realCamera.CalculateObliqueMatrix(clipPlane);
|
|
_ReflectionCamera.projectionMatrix = projection;
|
|
_ReflectionCamera.cullingMask = _LayerMask & ~(1 << LayerMask.NameToLayer("Water"));// never render water layer
|
|
_ReflectionCamera.transform.position = newPosition;
|
|
}
|
|
|
|
private void Cleanup()
|
|
{
|
|
RenderPipelineManager.beginCameraRendering -= ComputeReflections;
|
|
|
|
if (_ReflectionCamera)
|
|
{
|
|
_ReflectionCamera.targetTexture = null;
|
|
SafeDestroy(_ReflectionCamera.gameObject);
|
|
}
|
|
if (_ReflectionTexture)
|
|
{
|
|
RenderTexture.ReleaseTemporary(_ReflectionTexture);
|
|
}
|
|
}
|
|
|
|
private static void SafeDestroy(UnityEngine.Object obj)
|
|
{
|
|
if (Application.isEditor)
|
|
{
|
|
DestroyImmediate(obj);
|
|
}
|
|
else
|
|
{
|
|
Destroy(obj);
|
|
}
|
|
}
|
|
|
|
private void PlanarReflectionTexture(Camera cam)
|
|
{
|
|
if (_ReflectionTexture == null)
|
|
{
|
|
var res = ReflectionResolution(cam, UniversalRenderPipeline.asset.renderScale);
|
|
const bool useHdr10 = true;
|
|
const RenderTextureFormat hdrFormat = useHdr10 ? RenderTextureFormat.RGB111110Float : RenderTextureFormat.DefaultHDR;
|
|
_ReflectionTexture = RenderTexture.GetTemporary((int)res.x, (int)res.y, 16,
|
|
GraphicsFormatUtility.GetGraphicsFormat(hdrFormat, true));
|
|
_ReflectionTexture.useMipMap = true;
|
|
_ReflectionTexture.autoGenerateMips = true;
|
|
}
|
|
|
|
_ReflectionCamera.targetTexture = _ReflectionTexture;
|
|
}
|
|
|
|
private Vector2 ReflectionResolution(Camera cam, float scale)
|
|
{
|
|
var x = (int)(cam.pixelWidth * scale * GetScaleValue());
|
|
var y = (int)(cam.pixelHeight * scale * GetScaleValue());
|
|
return new Vector2(x, y);
|
|
}
|
|
|
|
private float GetScaleValue()
|
|
{
|
|
switch (_Quality)
|
|
{
|
|
case Quality.VeryHigh:
|
|
return 1f;
|
|
case Quality.High:
|
|
return 0.5f;
|
|
case Quality.Medium:
|
|
return 0.33f;
|
|
case Quality.Low:
|
|
return 0.25f;
|
|
default:
|
|
return 0.5f;
|
|
}
|
|
}
|
|
|
|
private Camera CreateReflectionCamera()
|
|
{
|
|
var go = new GameObject("Reflection Camera", typeof(Camera));
|
|
var cameraData = go.AddComponent(typeof(UniversalAdditionalCameraData)) as UniversalAdditionalCameraData;
|
|
|
|
cameraData.requiresColorOption = CameraOverrideOption.Off;
|
|
cameraData.requiresDepthOption = CameraOverrideOption.Off;
|
|
cameraData.SetRenderer(0);
|
|
|
|
var t = transform;
|
|
var reflectionCamera = go.GetComponent<Camera>();
|
|
reflectionCamera.transform.SetPositionAndRotation(t.position, t.rotation);
|
|
reflectionCamera.depth = -10;
|
|
reflectionCamera.enabled = false;
|
|
reflectionCamera.nearClipPlane = 1.0f;
|
|
|
|
go.hideFlags = HideFlags.HideAndDontSave;
|
|
|
|
return reflectionCamera;
|
|
}
|
|
|
|
// Calculates reflection matrix around the given plane
|
|
private static void ReflectionMatrix(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(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
|
|
{
|
|
var offsetPos = pos + normal * _ClipPlaneOffset;
|
|
var m = cam.worldToCameraMatrix;
|
|
var cameraPosition = m.MultiplyPoint(offsetPos);
|
|
var cameraNormal = m.MultiplyVector(normal).normalized * sideSign;
|
|
return new Vector4(cameraNormal.x, cameraNormal.y, cameraNormal.z, -Vector3.Dot(cameraPosition, cameraNormal));
|
|
}
|
|
|
|
private static Vector3 ReflectPosition(Vector3 pos)
|
|
{
|
|
var newPos = new Vector3(pos.x, -pos.y, pos.z);
|
|
return newPos;
|
|
}
|
|
|
|
class ReflectionSettingData
|
|
{
|
|
private readonly bool _Fog;
|
|
private readonly int _MaxLod;
|
|
private readonly float _LodBias;
|
|
|
|
public ReflectionSettingData()
|
|
{
|
|
_Fog = RenderSettings.fog;
|
|
_MaxLod = QualitySettings.maximumLODLevel;
|
|
_LodBias = QualitySettings.lodBias;
|
|
}
|
|
|
|
public void Set()
|
|
{
|
|
GL.invertCulling = true;
|
|
RenderSettings.fog = false; // disable fog for now as it's incorrect with projection
|
|
QualitySettings.maximumLODLevel = 1;
|
|
QualitySettings.lodBias = _LodBias * 0.5f;
|
|
}
|
|
|
|
public void Restore()
|
|
{
|
|
GL.invertCulling = false;
|
|
RenderSettings.fog = _Fog;
|
|
QualitySettings.maximumLODLevel = _MaxLod;
|
|
QualitySettings.lodBias = _LodBias;
|
|
}
|
|
}
|
|
|
|
}
|
|
} |