Beispiel #1
0
        private void CreateCameras(Camera currentCamera, out Camera ProfileCamera, out Camera LightingCamera)
        {
            ProfileCamera = null;
            if (ProfilePerObject)
            {
                ProfileCameraGO = GameObject.Find("SSS profile Camera");
                if (!ProfileCameraGO)
                {
                    ProfileCameraGO = new GameObject("SSS profile Camera", typeof(Camera));
                    ProfileCameraGO.transform.parent           = transform;
                    ProfileCameraGO.transform.localPosition    = Vector3.zero;
                    ProfileCameraGO.transform.localEulerAngles = Vector3.zero;
                    ProfileCamera = ProfileCameraGO.GetComponent <Camera>();
                    ProfileCamera.backgroundColor = Color.black;
                    ProfileCamera.enabled         = false;
                    ProfileCamera.depth           = -254;
                    ProfileCamera.allowMSAA       = false;
                }

                ProfileCamera = ProfileCameraGO.GetComponent <Camera>();
            }

            // Camera for lighting
            LightingCamera   = null;
            LightingCameraGO = GameObject.Find("SSS Lighting Pass Camera");
            if (!LightingCameraGO)
            {
                LightingCameraGO = new GameObject("SSS Lighting Pass Camera", typeof(Camera));
                LightingCameraGO.transform.parent           = transform;
                LightingCameraGO.transform.localPosition    = Vector3.zero;
                LightingCameraGO.transform.localEulerAngles = Vector3.zero;
                LightingCamera             = LightingCameraGO.GetComponent <Camera>();
                LightingCamera.enabled     = false;
                LightingCamera.depth       = -846;
                sss_convolution            = LightingCameraGO.AddComponent <SSS_convolution>();
                sss_convolution.BlurShader = Shader.Find("Hidden/SeparableSSS");
                if (null == sss_convolution.BlurShader && null != _separableSSS)
                {
                    sss_convolution.BlurShader = _separableSSS;
                }
            }

            LightingCamera                 = LightingCameraGO.GetComponent <Camera>();
            LightingCamera.allowMSAA       = currentCamera.allowMSAA;
            LightingCamera.backgroundColor = currentCamera.backgroundColor;
            LightingCamera.clearFlags      = currentCamera.clearFlags;
            LightingCamera.cullingMask     = currentCamera.cullingMask;
        }
Beispiel #2
0
        private void OnPreRender()
        {
            if (Enabled && !ReferenceEquals(cam, null))
            {
                Shader.DisableKeyword("SCENE_VIEW");
                if (ReferenceEquals(null, LightingPassShader))
                {
                    LightingPassShader = Shader.Find("Hidden/LightingPass");
                    if (ReferenceEquals(null, LightingPassShader) && !ReferenceEquals(null, _lightingPass))
                    {
                        LightingPassShader = _lightingPass;
                    }
                }

                if (ReferenceEquals(null, ProfileShader))
                {
                    ProfileShader = Shader.Find("Hidden/SSS_Profile");
                    if (ReferenceEquals(null, ProfileShader) && !ReferenceEquals(null, _profile))
                    {
                        ProfileShader = _profile;
                    }
                }

                m_TextureSize.x = cam.pixelWidth / Downsampling;
                m_TextureSize.y = cam.pixelHeight / Downsampling;
                CreateCameras(cam, out ProfileCamera, out LightingCamera);

                #region Render Profile

                if (ProfilePerObject)
                {
                    UpdateCameraModes(cam, ProfileCamera);
                    //ProfileCamera.allowHDR = false;
                    ////humm, removes a lot of artifacts when far away

                    InitialpixelLights = QualitySettings.pixelLightCount;
                    InitialShadows     = QualitySettings.shadows;
                    QualitySettings.pixelLightCount = 0;
                    QualitySettings.shadows         = ShadowQuality.Disable;
                    Shader.EnableKeyword("SSS_PROFILES");
                    ProfileCamera.cullingMask     = SSS_Layer;
                    ProfileCamera.backgroundColor = Color.black;
                    ProfileCamera.clearFlags      = CameraClearFlags.SolidColor;

                    /*
                     * if (cam.stereoEnabled)
                     * {    //Left eye
                     *  if (cam.stereoTargetEye == StereoTargetEyeMask.Both || cam.stereoTargetEye == StereoTargetEyeMask.Left)
                     *  {
                     *      ProfileCamera.stereoTargetEye = StereoTargetEyeMask.Left;
                     *
                     *      //ProfileCamera.transform.localPosition = InputTracking.GetLocalPosition(XRNode.LeftEye);
                     *      //ProfileCamera.transform.localRotation = InputTracking.GetLocalRotation(XRNode.LeftEye);
                     *      ProfileCamera.projectionMatrix = cam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
                     *      ProfileCamera.worldToCameraMatrix = cam.GetStereoViewMatrix(Camera.StereoscopicEye.Left);
                     *      GetProfileRT(ref SSS_ProfileTex, (int)m_TextureSize.x, (int)m_TextureSize.y, "SSS_ProfileTex");
                     *      Util.RenderToTarget(ProfileCamera, SSS_ProfileTex, ProfileShader);
                     *      Shader.SetGlobalTexture("SSS_ProfileTex", SSS_ProfileTex);
                     *  }
                     *  //Right eye
                     *  if (cam.stereoTargetEye == StereoTargetEyeMask.Both || cam.stereoTargetEye == StereoTargetEyeMask.Left)
                     *  {
                     *      ProfileCamera.stereoTargetEye = StereoTargetEyeMask.Right;
                     *      //ProfileCamera.transform.localPosition = InputTracking.GetLocalPosition(XRNode.RightEye);
                     *      //ProfileCamera.transform.localRotation = InputTracking.GetLocalRotation(XRNode.RightEye);
                     *      ProfileCamera.projectionMatrix = cam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
                     *      ProfileCamera.projectionMatrix = cam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
                     *      ProfileCamera.worldToCameraMatrix = cam.GetStereoViewMatrix(Camera.StereoscopicEye.Right);
                     *      GetProfileRT(ref SSS_ProfileTexR, (int)m_TextureSize.x, (int)m_TextureSize.y, "SSS_ProfileTexR");
                     *      Rendering.RenderToTarget(ProfileCamera, SSS_ProfileTexR, ProfileShader);
                     *      Shader.SetGlobalTexture("SSS_ProfileTexR", SSS_ProfileTexR);
                     *  }
                     *
                     * }
                     * else
                     * {
                     */
                    //Mono
                    //ProfileCamera.projectionMatrix = cam.projectionMatrix;//avoid frustum jitter from taa
                    GetProfileRT(ref SSS_ProfileTex, (int)m_TextureSize.x, (int)m_TextureSize.y, "SSS_ProfileTex");
                    Util.RenderToTarget(ProfileCamera, SSS_ProfileTex, ProfileShader);
                    Shader.SetGlobalTexture("SSS_ProfileTex", SSS_ProfileTex);
                    //}

                    QualitySettings.pixelLightCount = InitialpixelLights;
                    QualitySettings.shadows         = InitialShadows;
                }
                else
                {
                    Shader.DisableKeyword("SSS_PROFILES");

                    SafeDestroy(SSS_ProfileTex);
                    //SafeDestroy(SSS_ProfileTexR);
                }

                #endregion

                #region Render Lighting

                UpdateCameraModes(cam, LightingCamera);
                LightingCamera.allowHDR = cam.allowHDR;
                // if (SurfaceScattering)
                {
                    if (ReferenceEquals(null, sss_convolution))
                    {
                        sss_convolution = LightingCameraGO.GetComponent <SSS_convolution>();
                    }

                    if (sss_convolution && sss_convolution._BlurMaterial)
                    {
                        sss_convolution._BlurMaterial.SetFloat("DepthTest", Mathf.Max(.00001f, DepthTest / 20));
                        maxDistance = Mathf.Max(0, maxDistance);
                        sss_convolution._BlurMaterial.SetFloat("maxDistance", maxDistance);
                        sss_convolution._BlurMaterial.SetFloat("NormalTest", Mathf.Max(.001f, NormalTest));
                        sss_convolution._BlurMaterial.SetFloat("EdgeOffset", EdgeOffset);
                        sss_convolution._BlurMaterial.SetInt("_SSS_NUM_SAMPLES", ShaderIterations + 1);
                        sss_convolution._BlurMaterial.SetColor("sssColor", sssColor);

                        if (Dither)
                        {
                            sss_convolution._BlurMaterial.EnableKeyword("RANDOMIZED_ROTATION");
                            sss_convolution._BlurMaterial.SetFloat("DitherScale", DitherScale);
                            //sss_convolution._BlurMaterial.SetFloat("DitherSpeed", DitherSpeed * 10);
                            sss_convolution._BlurMaterial.SetFloat("DitherIntensity", DitherIntensity);

                            if (NoiseTexture)
                            {
                                sss_convolution._BlurMaterial.SetTexture("NoiseTexture", NoiseTexture);
                            }
                            else
                            {
                                Debug.Log("Noise texture not available");
                            }
                        }
                        else
                        {
                            sss_convolution._BlurMaterial.DisableKeyword("RANDOMIZED_ROTATION");
                        }

                        if (UseProfileTest && ProfilePerObject)
                        {
                            sss_convolution._BlurMaterial.EnableKeyword("PROFILE_TEST");
                        }
                        else
                        {
                            sss_convolution._BlurMaterial.DisableKeyword("PROFILE_TEST");
                        }

                        if (DEBUG_DISTANCE)
                        {
                            sss_convolution._BlurMaterial.EnableKeyword("DEBUG_DISTANCE");
                        }
                        else
                        {
                            sss_convolution._BlurMaterial.DisableKeyword("DEBUG_DISTANCE");
                        }

                        if (FixPixelLeaks)
                        {
                            sss_convolution._BlurMaterial.EnableKeyword("OFFSET_EDGE_TEST");
                        }
                        else
                        {
                            sss_convolution._BlurMaterial.DisableKeyword("OFFSET_EDGE_TEST");
                        }

                        if (DitherEdgeTest)
                        {
                            sss_convolution._BlurMaterial.EnableKeyword("DITHER_EDGE_TEST");
                        }
                        else
                        {
                            sss_convolution._BlurMaterial.DisableKeyword("DITHER_EDGE_TEST");
                        }
                    }

                    sss_convolution.iterations = ScatteringIterations;
                    sss_convolution.BlurRadius = ScatteringRadius;

                    LightingCamera.depthTextureMode = DepthTextureMode.DepthNormals;
                    //LightingCamera.transform.position = cam.transform.position;
                    //LightingCamera.transform.rotation = cam.transform.rotation;
                    //LightingCamera.projectionMatrix = cam.projectionMatrix;//avoid frustum jitter from taa
                    GetRT(ref LightingTex, (int)m_TextureSize.x, (int)m_TextureSize.y, "LightingTexture");
                    GetRT(ref LightingTexBlurred, (int)m_TextureSize.x, (int)m_TextureSize.y, "SSSLightingTextureBlurred");
                    sss_convolution.blurred  = LightingTexBlurred;
                    sss_convolution.rtFormat = LightingTex.format;
                    if (!ReferenceEquals(null, LightingPassShader))
                    {
                        Util.RenderToTarget(LightingCamera, LightingTex, LightingPassShader);
                        Shader.SetGlobalTexture("LightingTexBlurred", LightingTexBlurred);
                        Shader.SetGlobalTexture("LightingTex", LightingTex);
                    }
                }

                #endregion
            }
            else
            {
                //LightingCamera.depthTextureMode = DepthTextureMode.None;
            }
        }