// Token: 0x06001EE8 RID: 7912 RVA: 0x001825C0 File Offset: 0x001807C0 public override void PopulateCommandBuffer(CommandBuffer cb) { ScreenSpaceReflectionModel.Settings settings = base.model.settings; Camera camera = this.context.camera; int num = (settings.reflection.reflectionQuality == ScreenSpaceReflectionModel.SSRResolution.High) ? 1 : 2; int num2 = this.context.width / num; int num3 = this.context.height / num; float num4 = (float)this.context.width; float num5 = (float)this.context.height; float num6 = num4 / 2f; float num7 = num5 / 2f; Material material = this.context.materialFactory.Get("Hidden/Post FX/Screen Space Reflection"); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._RayStepSize, settings.reflection.stepSize); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._AdditiveReflection, (settings.reflection.blendType == ScreenSpaceReflectionModel.SSRReflectionBlendType.Additive) ? 1 : 0); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._BilateralUpsampling, this.k_BilateralUpsample ? 1 : 0); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._TreatBackfaceHitAsMiss, this.k_TreatBackfaceHitAsMiss ? 1 : 0); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._AllowBackwardsRays, settings.reflection.reflectBackfaces ? 1 : 0); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._TraceBehindObjects, this.k_TraceBehindObjects ? 1 : 0); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._MaxSteps, settings.reflection.iterationCount); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._FullResolutionFiltering, 0); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._HalfResolution, (settings.reflection.reflectionQuality != ScreenSpaceReflectionModel.SSRResolution.High) ? 1 : 0); material.SetInt(ScreenSpaceReflectionComponent.Uniforms._HighlightSuppression, this.k_HighlightSuppression ? 1 : 0); float value = num4 / (-2f * Mathf.Tan(camera.fieldOfView / 180f * 3.14159274f * 0.5f)); material.SetFloat(ScreenSpaceReflectionComponent.Uniforms._PixelsPerMeterAtOneMeter, value); material.SetFloat(ScreenSpaceReflectionComponent.Uniforms._ScreenEdgeFading, settings.screenEdgeMask.intensity); material.SetFloat(ScreenSpaceReflectionComponent.Uniforms._ReflectionBlur, settings.reflection.reflectionBlur); material.SetFloat(ScreenSpaceReflectionComponent.Uniforms._MaxRayTraceDistance, settings.reflection.maxDistance); material.SetFloat(ScreenSpaceReflectionComponent.Uniforms._FadeDistance, settings.intensity.fadeDistance); material.SetFloat(ScreenSpaceReflectionComponent.Uniforms._LayerThickness, settings.reflection.widthModifier); material.SetFloat(ScreenSpaceReflectionComponent.Uniforms._SSRMultiplier, settings.intensity.reflectionMultiplier); material.SetFloat(ScreenSpaceReflectionComponent.Uniforms._FresnelFade, settings.intensity.fresnelFade); material.SetFloat(ScreenSpaceReflectionComponent.Uniforms._FresnelFadePower, settings.intensity.fresnelFadePower); Matrix4x4 projectionMatrix = camera.projectionMatrix; Vector4 value2 = new Vector4(-2f / (num4 * projectionMatrix[0]), -2f / (num5 * projectionMatrix[5]), (1f - projectionMatrix[2]) / projectionMatrix[0], (1f + projectionMatrix[6]) / projectionMatrix[5]); Vector3 v = float.IsPositiveInfinity(camera.farClipPlane) ? new Vector3(camera.nearClipPlane, -1f, 1f) : new Vector3(camera.nearClipPlane * camera.farClipPlane, camera.nearClipPlane - camera.farClipPlane, camera.farClipPlane); material.SetVector(ScreenSpaceReflectionComponent.Uniforms._ReflectionBufferSize, new Vector2((float)num2, (float)num3)); material.SetVector(ScreenSpaceReflectionComponent.Uniforms._ScreenSize, new Vector2(num4, num5)); material.SetVector(ScreenSpaceReflectionComponent.Uniforms._InvScreenSize, new Vector2(1f / num4, 1f / num5)); material.SetVector(ScreenSpaceReflectionComponent.Uniforms._ProjInfo, value2); material.SetVector(ScreenSpaceReflectionComponent.Uniforms._CameraClipInfo, v); Matrix4x4 lhs = default(Matrix4x4); lhs.SetRow(0, new Vector4(num6, 0f, 0f, num6)); lhs.SetRow(1, new Vector4(0f, num7, 0f, num7)); lhs.SetRow(2, new Vector4(0f, 0f, 1f, 0f)); lhs.SetRow(3, new Vector4(0f, 0f, 0f, 1f)); Matrix4x4 value3 = lhs * projectionMatrix; material.SetMatrix(ScreenSpaceReflectionComponent.Uniforms._ProjectToPixelMatrix, value3); material.SetMatrix(ScreenSpaceReflectionComponent.Uniforms._WorldToCameraMatrix, camera.worldToCameraMatrix); material.SetMatrix(ScreenSpaceReflectionComponent.Uniforms._CameraToWorldMatrix, camera.worldToCameraMatrix.inverse); RenderTextureFormat format = this.context.isHdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32; int normalAndRoughnessTexture = ScreenSpaceReflectionComponent.Uniforms._NormalAndRoughnessTexture; int hitPointTexture = ScreenSpaceReflectionComponent.Uniforms._HitPointTexture; int blurTexture = ScreenSpaceReflectionComponent.Uniforms._BlurTexture; int filteredReflections = ScreenSpaceReflectionComponent.Uniforms._FilteredReflections; int finalReflectionTexture = ScreenSpaceReflectionComponent.Uniforms._FinalReflectionTexture; int tempTexture = ScreenSpaceReflectionComponent.Uniforms._TempTexture; cb.GetTemporaryRT(normalAndRoughnessTexture, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); cb.GetTemporaryRT(hitPointTexture, num2, num3, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); for (int i = 0; i < 5; i++) { cb.GetTemporaryRT(this.m_ReflectionTextures[i], num2 >> i, num3 >> i, 0, FilterMode.Bilinear, format); } cb.GetTemporaryRT(filteredReflections, num2, num3, 0, this.k_BilateralUpsample ? FilterMode.Point : FilterMode.Bilinear, format); cb.GetTemporaryRT(finalReflectionTexture, num2, num3, 0, FilterMode.Point, format); cb.Blit(BuiltinRenderTextureType.CameraTarget, normalAndRoughnessTexture, material, 6); cb.Blit(BuiltinRenderTextureType.CameraTarget, hitPointTexture, material, 0); cb.Blit(BuiltinRenderTextureType.CameraTarget, filteredReflections, material, 5); cb.Blit(filteredReflections, this.m_ReflectionTextures[0], material, 8); for (int j = 1; j < 5; j++) { int nameID = this.m_ReflectionTextures[j - 1]; int num8 = j; cb.GetTemporaryRT(blurTexture, num2 >> num8, num3 >> num8, 0, FilterMode.Bilinear, format); cb.SetGlobalVector(ScreenSpaceReflectionComponent.Uniforms._Axis, new Vector4(1f, 0f, 0f, 0f)); cb.SetGlobalFloat(ScreenSpaceReflectionComponent.Uniforms._CurrentMipLevel, (float)j - 1f); cb.Blit(nameID, blurTexture, material, 2); cb.SetGlobalVector(ScreenSpaceReflectionComponent.Uniforms._Axis, new Vector4(0f, 1f, 0f, 0f)); nameID = this.m_ReflectionTextures[j]; cb.Blit(blurTexture, nameID, material, 2); cb.ReleaseTemporaryRT(blurTexture); } cb.Blit(this.m_ReflectionTextures[0], finalReflectionTexture, material, 3); cb.GetTemporaryRT(tempTexture, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Bilinear, format); cb.Blit(BuiltinRenderTextureType.CameraTarget, tempTexture, material, 1); cb.Blit(tempTexture, BuiltinRenderTextureType.CameraTarget); cb.ReleaseTemporaryRT(tempTexture); }
public override void PopulateCommandBuffer(CommandBuffer cb) { ScreenSpaceReflectionModel.Settings settings = base.model.settings; Camera camera = base.context.camera; int num = (settings.reflection.reflectionQuality != ScreenSpaceReflectionModel.SSRResolution.High) ? 2 : 1; int width = base.context.width / num; int height = base.context.height / num; float x = base.context.width; float y = base.context.height; float num6 = x / 2f; float num7 = y / 2f; Material mat = base.context.materialFactory.Get("Hidden/Post FX/Screen Space Reflection"); mat.SetInt(Uniforms._RayStepSize, settings.reflection.stepSize); mat.SetInt(Uniforms._AdditiveReflection, (settings.reflection.blendType != ScreenSpaceReflectionModel.SSRReflectionBlendType.Additive) ? 0 : 1); mat.SetInt(Uniforms._BilateralUpsampling, !this.k_BilateralUpsample ? 0 : 1); mat.SetInt(Uniforms._TreatBackfaceHitAsMiss, !this.k_TreatBackfaceHitAsMiss ? 0 : 1); mat.SetInt(Uniforms._AllowBackwardsRays, !settings.reflection.reflectBackfaces ? 0 : 1); mat.SetInt(Uniforms._TraceBehindObjects, !this.k_TraceBehindObjects ? 0 : 1); mat.SetInt(Uniforms._MaxSteps, settings.reflection.iterationCount); mat.SetInt(Uniforms._FullResolutionFiltering, 0); mat.SetInt(Uniforms._HalfResolution, (settings.reflection.reflectionQuality == ScreenSpaceReflectionModel.SSRResolution.High) ? 0 : 1); mat.SetInt(Uniforms._HighlightSuppression, !this.k_HighlightSuppression ? 0 : 1); float num8 = x / (-2f * Mathf.Tan(((camera.fieldOfView / 180f) * 3.141593f) * 0.5f)); mat.SetFloat(Uniforms._PixelsPerMeterAtOneMeter, num8); mat.SetFloat(Uniforms._ScreenEdgeFading, settings.screenEdgeMask.intensity); mat.SetFloat(Uniforms._ReflectionBlur, settings.reflection.reflectionBlur); mat.SetFloat(Uniforms._MaxRayTraceDistance, settings.reflection.maxDistance); mat.SetFloat(Uniforms._FadeDistance, settings.intensity.fadeDistance); mat.SetFloat(Uniforms._LayerThickness, settings.reflection.widthModifier); mat.SetFloat(Uniforms._SSRMultiplier, settings.intensity.reflectionMultiplier); mat.SetFloat(Uniforms._FresnelFade, settings.intensity.fresnelFade); mat.SetFloat(Uniforms._FresnelFadePower, settings.intensity.fresnelFadePower); Matrix4x4 projectionMatrix = camera.projectionMatrix; Vector4 vector = new Vector4(-2f / (x * projectionMatrix[0]), -2f / (y * projectionMatrix[5]), (1f - projectionMatrix[2]) / projectionMatrix[0], (1f + projectionMatrix[6]) / projectionMatrix[5]); Vector3 vector2 = !float.IsPositiveInfinity(camera.farClipPlane) ? new Vector3(camera.nearClipPlane * camera.farClipPlane, camera.nearClipPlane - camera.farClipPlane, camera.farClipPlane) : new Vector3(camera.nearClipPlane, -1f, 1f); mat.SetVector(Uniforms._ReflectionBufferSize, new Vector2((float)width, (float)height)); mat.SetVector(Uniforms._ScreenSize, new Vector2(x, y)); mat.SetVector(Uniforms._InvScreenSize, new Vector2(1f / x, 1f / y)); mat.SetVector(Uniforms._ProjInfo, vector); mat.SetVector(Uniforms._CameraClipInfo, vector2); Matrix4x4 matrixx2 = new Matrix4x4(); matrixx2.SetRow(0, new Vector4(num6, 0f, 0f, num6)); matrixx2.SetRow(1, new Vector4(0f, num7, 0f, num7)); matrixx2.SetRow(2, new Vector4(0f, 0f, 1f, 0f)); matrixx2.SetRow(3, new Vector4(0f, 0f, 0f, 1f)); Matrix4x4 matrixx3 = matrixx2 * projectionMatrix; mat.SetMatrix(Uniforms._ProjectToPixelMatrix, matrixx3); mat.SetMatrix(Uniforms._WorldToCameraMatrix, camera.worldToCameraMatrix); mat.SetMatrix(Uniforms._CameraToWorldMatrix, camera.worldToCameraMatrix.inverse); RenderTextureFormat format = !base.context.isHdr ? RenderTextureFormat.ARGB32 : RenderTextureFormat.ARGBHalf; int nameID = Uniforms._NormalAndRoughnessTexture; int num10 = Uniforms._HitPointTexture; int num11 = Uniforms._BlurTexture; int num12 = Uniforms._FilteredReflections; int num13 = Uniforms._FinalReflectionTexture; int num14 = Uniforms._TempTexture; cb.GetTemporaryRT(nameID, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); cb.GetTemporaryRT(num10, width, height, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); for (int i = 0; i < 5; i++) { cb.GetTemporaryRT(this.m_ReflectionTextures[i], width >> (i & 0x1f), height >> (i & 0x1f), 0, FilterMode.Bilinear, format); } cb.GetTemporaryRT(num12, width, height, 0, !this.k_BilateralUpsample ? FilterMode.Bilinear : FilterMode.Point, format); cb.GetTemporaryRT(num13, width, height, 0, FilterMode.Point, format); cb.Blit(2, nameID, mat, 6); cb.Blit(2, num10, mat, 0); cb.Blit(2, num12, mat, 5); cb.Blit(num12, this.m_ReflectionTextures[0], mat, 8); for (int j = 1; j < 5; j++) { int source = this.m_ReflectionTextures[j - 1]; int num18 = j; cb.GetTemporaryRT(num11, width >> (num18 & 0x1f), height >> (num18 & 0x1f), 0, FilterMode.Bilinear, format); cb.SetGlobalVector(Uniforms._Axis, new Vector4(1f, 0f, 0f, 0f)); cb.SetGlobalFloat(Uniforms._CurrentMipLevel, j - 1f); cb.Blit(source, num11, mat, 2); cb.SetGlobalVector(Uniforms._Axis, new Vector4(0f, 1f, 0f, 0f)); source = this.m_ReflectionTextures[j]; cb.Blit(num11, source, mat, 2); cb.ReleaseTemporaryRT(num11); } cb.Blit(this.m_ReflectionTextures[0], num13, mat, 3); cb.GetTemporaryRT(num14, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Bilinear, format); cb.Blit(2, num14, mat, 1); cb.Blit(num14, 2); cb.ReleaseTemporaryRT(num14); }