201 lines
6.6 KiB
C#

using UnityEngine;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/SSAO")]
public class SSAOEffect : MonoBehaviour
{
public enum SSAOSamples
{
Low = 0,
Medium = 1,
High = 2,
}
public float m_Radius = 0.4f;
public SSAOSamples m_SampleCount = SSAOSamples.Medium;
public float m_OcclusionIntensity = 1.5f;
public int m_Blur = 2;
public int m_Downsampling = 2;
public float m_OcclusionAttenuation = 1.0f;
public float m_MinZ = 0.01f;
public Shader m_SSAOShader;
private Material m_SSAOMaterial;
public Texture2D m_RandomTexture;
private bool m_Supported;
private bool m_IsOpenGL;
private static Material CreateMaterial(Shader shader)
{
if (!shader)
return null;
Material m = new Material(shader);
m.hideFlags = HideFlags.HideAndDontSave;
return m;
}
private static void DestroyMaterial(Material mat)
{
if (mat)
{
DestroyImmediate(mat);
mat = null;
}
}
void OnDisable()
{
DestroyMaterial(m_SSAOMaterial);
}
void Start()
{
if (!SystemInfo.supportsImageEffects || !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
{
m_Supported = false;
enabled = false;
return;
}
CreateMaterials();
if (!m_SSAOMaterial || m_SSAOMaterial.passCount != 5)
{
m_Supported = false;
enabled = false;
return;
}
//CreateRandomTable (26, 0.2f);
camera.depthTextureMode = DepthTextureMode.DepthNormals;
m_Supported = true;
m_IsOpenGL = SystemInfo.graphicsDeviceVersion.StartsWith("OpenGL");
}
private void CreateMaterials()
{
if (!m_SSAOMaterial && m_SSAOShader.isSupported)
{
m_SSAOMaterial = CreateMaterial(m_SSAOShader);
m_SSAOMaterial.SetTexture("_RandomTexture", m_RandomTexture);
}
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (!m_Supported || !m_SSAOShader.isSupported)
{
enabled = false;
return;
}
CreateMaterials();
m_Downsampling = Mathf.Clamp(m_Downsampling, 1, 6);
m_Radius = Mathf.Clamp(m_Radius, 0.05f, 1.0f);
m_MinZ = Mathf.Clamp(m_MinZ, 0.00001f, 0.5f);
m_OcclusionIntensity = Mathf.Clamp(m_OcclusionIntensity, 0.5f, 4.0f);
m_OcclusionAttenuation = Mathf.Clamp(m_OcclusionAttenuation, 0.2f, 2.0f);
m_Blur = Mathf.Clamp(m_Blur, 0, 4);
// Render SSAO term into a smaller texture
RenderTexture rtAO = RenderTexture.GetTemporary(source.width / m_Downsampling, source.height / m_Downsampling, 0);
float fovY = camera.fieldOfView;
float far = camera.farClipPlane;
float y = Mathf.Tan(fovY * Mathf.Deg2Rad * 0.5f) * far;
float x = y * camera.aspect;
m_SSAOMaterial.SetVector("_FarCorner", new Vector3(x, y, far));
int noiseWidth, noiseHeight;
if (m_RandomTexture)
{
noiseWidth = m_RandomTexture.width;
noiseHeight = m_RandomTexture.height;
}
else
{
noiseWidth = 1; noiseHeight = 1;
}
m_SSAOMaterial.SetVector("_NoiseScale", new Vector3((float)rtAO.width / noiseWidth, (float)rtAO.height / noiseHeight, 0.0f));
m_SSAOMaterial.SetVector("_Params", new Vector4(
m_Radius,
m_MinZ,
1.0f / m_OcclusionAttenuation,
m_OcclusionIntensity));
bool doBlur = m_Blur > 0;
Graphics.Blit(doBlur ? null : source, rtAO, m_SSAOMaterial, (int)m_SampleCount);
if (doBlur)
{
// Blur SSAO horizontally
RenderTexture rtBlurX = RenderTexture.GetTemporary(source.width, source.height, 0);
m_SSAOMaterial.SetVector("_TexelOffsetScale",
m_IsOpenGL ?
new Vector4(m_Blur, 0, 1.0f / m_Downsampling, 0) :
new Vector4((float)m_Blur / source.width, 0, 0, 0));
m_SSAOMaterial.SetTexture("_SSAO", rtAO);
Graphics.Blit(null, rtBlurX, m_SSAOMaterial, 3);
RenderTexture.ReleaseTemporary(rtAO); // original rtAO not needed anymore
// Blur SSAO vertically
RenderTexture rtBlurY = RenderTexture.GetTemporary(source.width, source.height, 0);
m_SSAOMaterial.SetVector("_TexelOffsetScale",
m_IsOpenGL ?
new Vector4(0, m_Blur, 1, 0) :
new Vector4(0, (float)m_Blur / source.height, 0, 0));
m_SSAOMaterial.SetTexture("_SSAO", rtBlurX);
Graphics.Blit(source, rtBlurY, m_SSAOMaterial, 3);
RenderTexture.ReleaseTemporary(rtBlurX); // blurX RT not needed anymore
rtAO = rtBlurY; // AO is the blurred one now
}
// Modulate scene rendering with SSAO
m_SSAOMaterial.SetTexture("_SSAO", rtAO);
Graphics.Blit(source, destination, m_SSAOMaterial, 4);
RenderTexture.ReleaseTemporary(rtAO);
}
/*
private void CreateRandomTable (int count, float minLength)
{
Random.seed = 1337;
Vector3[] samples = new Vector3[count];
// initial samples
for (int i = 0; i < count; ++i)
samples[i] = Random.onUnitSphere;
// energy minimization: push samples away from others
int iterations = 100;
while (iterations-- > 0) {
for (int i = 0; i < count; ++i) {
Vector3 vec = samples[i];
Vector3 res = Vector3.zero;
// minimize with other samples
for (int j = 0; j < count; ++j) {
Vector3 force = vec - samples[j];
float fac = Vector3.Dot (force, force);
if (fac > 0.00001f)
res += force * (1.0f / fac);
}
samples[i] = (samples[i] + res * 0.5f).normalized;
}
}
// now scale samples between minLength and 1.0
for (int i = 0; i < count; ++i) {
samples[i] = samples[i] * Random.Range (minLength, 1.0f);
}
string table = string.Format ("#define SAMPLE_COUNT {0}\n", count);
table += "const float3 RAND_SAMPLES[SAMPLE_COUNT] = {\n";
for (int i = 0; i < count; ++i) {
Vector3 v = samples[i];
table += string.Format("\tfloat3({0},{1},{2}),\n", v.x, v.y, v.z);
}
table += "};\n";
Debug.Log (table);
}
*/
}