using System;
#if UNITY_EDITOR
using ShaderKeywordFilter = UnityEditor.ShaderKeywordFilter;
#endif
namespace UnityEngine.Rendering.Universal
{
[Serializable]
internal class ScreenSpaceAmbientOcclusionSettings
{
// Parameters
[SerializeField] internal AOMethodOptions AOMethod = AOMethodOptions.BlueNoise;
[SerializeField] internal bool Downsample = false;
[SerializeField] internal bool AfterOpaque = false;
[SerializeField] internal DepthSource Source = DepthSource.DepthNormals;
[SerializeField] internal NormalQuality NormalSamples = NormalQuality.Medium;
[SerializeField] internal float Intensity = 3.0f;
[SerializeField] internal float DirectLightingStrength = 0.25f;
[SerializeField] internal float Radius = 0.035f;
[SerializeField] internal AOSampleOption Samples = AOSampleOption.Medium;
[SerializeField] internal BlurQualityOptions BlurQuality = BlurQualityOptions.High;
[SerializeField] internal float Falloff = 100f;
// Legacy. Kept to migrate users over to use AOSampleOption instead.
[SerializeField] internal int SampleCount = -1;
// Enums
internal enum DepthSource
{
Depth = 0,
DepthNormals = 1
}
internal enum NormalQuality
{
Low,
Medium,
High
}
internal enum AOSampleOption
{
High, // 12 Samples
Medium, // 8 Samples
Low, // 4 Samples
}
internal enum AOMethodOptions
{
BlueNoise,
InterleavedGradient,
}
internal enum BlurQualityOptions
{
High, // Bilateral
Medium, // Gaussian
Low, // Kawase
}
}
[DisallowMultipleRendererFeature("Screen Space Ambient Occlusion")]
[Tooltip("The Ambient Occlusion effect darkens creases, holes, intersections and surfaces that are close to each other.")]
[URPHelpURL("post-processing-ssao")]
internal class ScreenSpaceAmbientOcclusion : ScriptableRendererFeature
{
// Serialized Fields
[SerializeField] private ScreenSpaceAmbientOcclusionSettings m_Settings = new ScreenSpaceAmbientOcclusionSettings();
[Reload("Textures/BlueNoise256/LDR_LLL1_{0}.png", 0, 7)]
public Texture2D[] m_BlueNoise256Textures;
[SerializeField]
[HideInInspector]
[Reload("Shaders/Utils/ScreenSpaceAmbientOcclusion.shader")]
private Shader m_Shader;
// Private Fields
private Material m_Material;
private ScreenSpaceAmbientOcclusionPass m_SSAOPass = null;
// Internal / Constants
internal ref ScreenSpaceAmbientOcclusionSettings settings => ref m_Settings;
internal const string k_AOInterleavedGradientKeyword = "_INTERLEAVED_GRADIENT";
internal const string k_AOBlueNoiseKeyword = "_BLUE_NOISE";
internal const string k_OrthographicCameraKeyword = "_ORTHOGRAPHIC";
internal const string k_SourceDepthLowKeyword = "_SOURCE_DEPTH_LOW";
internal const string k_SourceDepthMediumKeyword = "_SOURCE_DEPTH_MEDIUM";
internal const string k_SourceDepthHighKeyword = "_SOURCE_DEPTH_HIGH";
internal const string k_SourceDepthNormalsKeyword = "_SOURCE_DEPTH_NORMALS";
internal const string k_SampleCountLowKeyword = "_SAMPLE_COUNT_LOW";
internal const string k_SampleCountMediumKeyword = "_SAMPLE_COUNT_MEDIUM";
internal const string k_SampleCountHighKeyword = "_SAMPLE_COUNT_HIGH";
///
public override void Create()
{
#if UNITY_EDITOR
ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
#endif
// Create the pass...
if (m_SSAOPass == null)
m_SSAOPass = new ScreenSpaceAmbientOcclusionPass();
// Check for previous version of SSAO
if (m_Settings.SampleCount > 0)
{
m_Settings.AOMethod = ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.InterleavedGradient;
if (m_Settings.SampleCount > 11)
m_Settings.Samples = ScreenSpaceAmbientOcclusionSettings.AOSampleOption.High;
else if (m_Settings.SampleCount > 8)
m_Settings.Samples = ScreenSpaceAmbientOcclusionSettings.AOSampleOption.Medium;
else
m_Settings.Samples = ScreenSpaceAmbientOcclusionSettings.AOSampleOption.Low;
m_Settings.SampleCount = -1;
}
}
///
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (!GetMaterials())
{
Debug.LogErrorFormat("{0}.AddRenderPasses(): Missing material. {1} render pass will not be added.", GetType().Name, name);
return;
}
bool shouldAdd = m_SSAOPass.Setup(ref m_Settings, ref renderer, ref m_Material, ref m_BlueNoise256Textures);
if (shouldAdd)
renderer.EnqueuePass(m_SSAOPass);
}
///
protected override void Dispose(bool disposing)
{
m_SSAOPass?.Dispose();
m_SSAOPass = null;
CoreUtils.Destroy(m_Material);
}
private bool GetMaterials()
{
if (m_Material == null && m_Shader != null)
m_Material = CoreUtils.CreateEngineMaterial(m_Shader);
return m_Material != null;
}
// The SSAO Pass
private class ScreenSpaceAmbientOcclusionPass : ScriptableRenderPass
{
// Properties
private bool isRendererDeferred => m_Renderer != null && m_Renderer is UniversalRenderer && ((UniversalRenderer)m_Renderer).renderingModeRequested == RenderingMode.Deferred;
// Internal Variables
internal string profilerTag;
// Private Variables
private bool m_SupportsR8RenderTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8);
private int m_BlueNoiseTextureIndex = 0;
private float m_BlurRandomOffsetX = 0f;
private float m_BlurRandomOffsetY = 0f;
private Material m_Material;
private Texture2D[] m_BlueNoiseTextures;
private Vector4[] m_CameraTopLeftCorner = new Vector4[2];
private Vector4[] m_CameraXExtent = new Vector4[2];
private Vector4[] m_CameraYExtent = new Vector4[2];
private Vector4[] m_CameraZExtent = new Vector4[2];
private RTHandle[] m_SSAOTextures = new RTHandle[4];
private BlurTypes m_BlurType = BlurTypes.Bilateral;
private Matrix4x4[] m_CameraViewProjections = new Matrix4x4[2];
private ProfilingSampler m_ProfilingSampler = ProfilingSampler.Get(URPProfileId.SSAO);
private ScriptableRenderer m_Renderer = null;
private RenderTextureDescriptor m_AOPassDescriptor;
private ScreenSpaceAmbientOcclusionSettings m_CurrentSettings;
// Constants
private const int k_FinalTexID = 3;
private const string k_SSAOTextureName = "_ScreenSpaceOcclusionTexture";
private const string k_SSAOAmbientOcclusionParamName = "_AmbientOcclusionParam";
// Statics
private static readonly int s_SSAOParamsID = Shader.PropertyToID("_SSAOParams");
private static readonly int s_SSAOBlueNoiseParamsID = Shader.PropertyToID("_SSAOBlueNoiseParams");
private static readonly int s_LastKawasePass = Shader.PropertyToID("_LastKawasePass");
private static readonly int s_BlueNoiseTextureID = Shader.PropertyToID("_BlueNoiseTexture");
private static readonly int s_CameraViewXExtentID = Shader.PropertyToID("_CameraViewXExtent");
private static readonly int s_CameraViewYExtentID = Shader.PropertyToID("_CameraViewYExtent");
private static readonly int s_CameraViewZExtentID = Shader.PropertyToID("_CameraViewZExtent");
private static readonly int s_ProjectionParams2ID = Shader.PropertyToID("_ProjectionParams2");
private static readonly int s_KawaseBlurIterationID = Shader.PropertyToID("_KawaseBlurIteration");
private static readonly int s_CameraViewProjectionsID = Shader.PropertyToID("_CameraViewProjections");
private static readonly int s_CameraViewTopLeftCornerID = Shader.PropertyToID("_CameraViewTopLeftCorner");
private static readonly int[] m_BilateralTexturesIndices = { 0, 1, 2, k_FinalTexID };
private static readonly ShaderPasses[] m_BilateralPasses = { ShaderPasses.BilateralBlurHorizontal, ShaderPasses.BilateralBlurVertical, ShaderPasses.BilateralBlurFinal };
private static readonly ShaderPasses[] m_BilateralAfterOpaquePasses = { ShaderPasses.BilateralBlurHorizontal, ShaderPasses.BilateralBlurVertical, ShaderPasses.BilateralAfterOpaque };
private static readonly int[] m_GaussianTexturesIndices = { 0, 1, k_FinalTexID, k_FinalTexID };
private static readonly ShaderPasses[] m_GaussianPasses = { ShaderPasses.GaussianBlurHorizontal, ShaderPasses.GaussianBlurVertical };
private static readonly ShaderPasses[] m_GaussianAfterOpaquePasses = { ShaderPasses.GaussianBlurHorizontal, ShaderPasses.GaussianAfterOpaque };
private static readonly int[] m_KawaseTexturesIndices = { 0, k_FinalTexID };
private static readonly ShaderPasses[] m_KawasePasses = { ShaderPasses.KawaseBlur };
private static readonly ShaderPasses[] m_KawaseAfterOpaquePasses = { ShaderPasses.KawaseAfterOpaque };
// Enums
private enum BlurTypes
{
Bilateral,
Gaussian,
Kawase,
}
private enum ShaderPasses
{
AmbientOcclusion = 0,
BilateralBlurHorizontal = 1,
BilateralBlurVertical = 2,
BilateralBlurFinal = 3,
BilateralAfterOpaque = 4,
GaussianBlurHorizontal = 5,
GaussianBlurVertical = 6,
GaussianAfterOpaque = 7,
KawaseBlur = 8,
KawaseAfterOpaque = 9,
}
internal ScreenSpaceAmbientOcclusionPass()
{
m_CurrentSettings = new ScreenSpaceAmbientOcclusionSettings();
}
internal bool Setup(ref ScreenSpaceAmbientOcclusionSettings featureSettings, ref ScriptableRenderer renderer, ref Material material, ref Texture2D[] blueNoiseTextures)
{
m_BlueNoiseTextures = blueNoiseTextures;
m_Material = material;
m_Renderer = renderer;
m_CurrentSettings = featureSettings;
// RenderPass Event + Source Settings (Depth / Depth&Normals
if (isRendererDeferred)
{
renderPassEvent = m_CurrentSettings.AfterOpaque ? RenderPassEvent.AfterRenderingOpaques : RenderPassEvent.AfterRenderingGbuffer;
m_CurrentSettings.Source = ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals;
}
else
{
// Rendering after PrePasses is usually correct except when depth priming is in play:
// then we rely on a depth resolve taking place after the PrePasses in order to have it ready for SSAO.
// Hence we set the event to RenderPassEvent.AfterRenderingPrePasses + 1 at the earliest.
renderPassEvent = m_CurrentSettings.AfterOpaque ? RenderPassEvent.AfterRenderingOpaques : RenderPassEvent.AfterRenderingPrePasses + 1;
}
// Ask for a Depth or Depth + Normals textures
switch (m_CurrentSettings.Source)
{
case ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth:
ConfigureInput(ScriptableRenderPassInput.Depth);
break;
case ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals:
ConfigureInput(ScriptableRenderPassInput.Normal);// need depthNormal prepass for forward-only geometry
break;
default:
throw new ArgumentOutOfRangeException();
}
// Blur settings
switch (m_CurrentSettings.BlurQuality)
{
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.High:
m_BlurType = BlurTypes.Bilateral;
break;
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Medium:
m_BlurType = BlurTypes.Gaussian;
break;
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Low:
m_BlurType = BlurTypes.Kawase;
break;
default:
throw new ArgumentOutOfRangeException();
}
return m_Material != null
&& m_CurrentSettings.Intensity > 0.0f
&& m_CurrentSettings.Radius > 0.0f
&& m_CurrentSettings.Falloff > 0.0f;
}
///
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
RenderTextureDescriptor cameraTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
int downsampleDivider = m_CurrentSettings.Downsample ? 2 : 1;
#if ENABLE_VR && ENABLE_XR_MODULE
int eyeCount = renderingData.cameraData.xr.enabled && renderingData.cameraData.xr.singlePassEnabled ? 2 : 1;
#else
int eyeCount = 1;
#endif
for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++)
{
Matrix4x4 view = renderingData.cameraData.GetViewMatrix(eyeIndex);
Matrix4x4 proj = renderingData.cameraData.GetProjectionMatrix(eyeIndex);
m_CameraViewProjections[eyeIndex] = proj * view;
// camera view space without translation, used by SSAO.hlsl ReconstructViewPos() to calculate view vector.
Matrix4x4 cview = view;
cview.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
Matrix4x4 cviewProj = proj * cview;
Matrix4x4 cviewProjInv = cviewProj.inverse;
Vector4 topLeftCorner = cviewProjInv.MultiplyPoint(new Vector4(-1, 1, -1, 1));
Vector4 topRightCorner = cviewProjInv.MultiplyPoint(new Vector4(1, 1, -1, 1));
Vector4 bottomLeftCorner = cviewProjInv.MultiplyPoint(new Vector4(-1, -1, -1, 1));
Vector4 farCentre = cviewProjInv.MultiplyPoint(new Vector4(0, 0, 1, 1));
m_CameraTopLeftCorner[eyeIndex] = topLeftCorner;
m_CameraXExtent[eyeIndex] = topRightCorner - topLeftCorner;
m_CameraYExtent[eyeIndex] = bottomLeftCorner - topLeftCorner;
m_CameraZExtent[eyeIndex] = farCentre;
}
m_Material.SetVector(s_ProjectionParams2ID, new Vector4(1.0f / renderingData.cameraData.camera.nearClipPlane, 0.0f, 0.0f, 0.0f));
m_Material.SetMatrixArray(s_CameraViewProjectionsID, m_CameraViewProjections);
m_Material.SetVectorArray(s_CameraViewTopLeftCornerID, m_CameraTopLeftCorner);
m_Material.SetVectorArray(s_CameraViewXExtentID, m_CameraXExtent);
m_Material.SetVectorArray(s_CameraViewYExtentID, m_CameraYExtent);
m_Material.SetVectorArray(s_CameraViewZExtentID, m_CameraZExtent);
// Update keywords
CoreUtils.SetKeyword(m_Material, k_OrthographicCameraKeyword, renderingData.cameraData.camera.orthographic);
CoreUtils.SetKeyword(m_Material, k_AOBlueNoiseKeyword, false);
CoreUtils.SetKeyword(m_Material, k_AOInterleavedGradientKeyword, false);
switch (m_CurrentSettings.AOMethod)
{
case ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.BlueNoise:
CoreUtils.SetKeyword(m_Material, k_AOBlueNoiseKeyword, true);
m_BlueNoiseTextureIndex = (m_BlueNoiseTextureIndex + 1) % m_BlueNoiseTextures.Length;
m_BlurRandomOffsetX = Random.value;
m_BlurRandomOffsetY = Random.value;
Texture2D noiseTexture = m_BlueNoiseTextures[m_BlueNoiseTextureIndex];
m_Material.SetTexture(s_BlueNoiseTextureID, noiseTexture);
m_Material.SetVector(s_SSAOParamsID, new Vector4(
m_CurrentSettings.Intensity, // Intensity
m_CurrentSettings.Radius * 1.5f,// Radius
1.0f / downsampleDivider, // Downsampling
m_CurrentSettings.Falloff // Falloff
));
m_Material.SetVector(s_SSAOBlueNoiseParamsID, new Vector4(
renderingData.cameraData.pixelWidth / (float)noiseTexture.width, // X Scale
renderingData.cameraData.pixelHeight / (float)noiseTexture.height, // Y Scale
m_BlurRandomOffsetX, // X Offset
m_BlurRandomOffsetY // Y Offset
));
break;
case ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.InterleavedGradient:
CoreUtils.SetKeyword(m_Material, k_AOInterleavedGradientKeyword, true);
// Update SSAO parameters in the material
m_Material.SetVector(s_SSAOParamsID, new Vector4(
m_CurrentSettings.Intensity,// Intensity
m_CurrentSettings.Radius, // Radius
1.0f / downsampleDivider, // Downsampling
m_CurrentSettings.Falloff // Falloff
));
break;
default:
throw new ArgumentOutOfRangeException();
}
CoreUtils.SetKeyword(m_Material, k_SampleCountLowKeyword, false);
CoreUtils.SetKeyword(m_Material, k_SampleCountMediumKeyword, false);
CoreUtils.SetKeyword(m_Material, k_SampleCountHighKeyword, false);
switch (m_CurrentSettings.Samples)
{
case ScreenSpaceAmbientOcclusionSettings.AOSampleOption.High:
CoreUtils.SetKeyword(m_Material, k_SampleCountHighKeyword, true);
break;
case ScreenSpaceAmbientOcclusionSettings.AOSampleOption.Medium:
CoreUtils.SetKeyword(m_Material, k_SampleCountMediumKeyword, true);
break;
default:
CoreUtils.SetKeyword(m_Material, k_SampleCountLowKeyword, true);
break;
}
CoreUtils.SetKeyword(m_Material, k_OrthographicCameraKeyword, renderingData.cameraData.camera.orthographic);
// Set the source keywords...
if (m_CurrentSettings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth)
{
CoreUtils.SetKeyword(m_Material, k_SourceDepthNormalsKeyword, false);
switch (m_CurrentSettings.NormalSamples)
{
case ScreenSpaceAmbientOcclusionSettings.NormalQuality.Low:
CoreUtils.SetKeyword(m_Material, k_SourceDepthLowKeyword, true);
CoreUtils.SetKeyword(m_Material, k_SourceDepthMediumKeyword, false);
CoreUtils.SetKeyword(m_Material, k_SourceDepthHighKeyword, false);
break;
case ScreenSpaceAmbientOcclusionSettings.NormalQuality.Medium:
CoreUtils.SetKeyword(m_Material, k_SourceDepthLowKeyword, false);
CoreUtils.SetKeyword(m_Material, k_SourceDepthMediumKeyword, true);
CoreUtils.SetKeyword(m_Material, k_SourceDepthHighKeyword, false);
break;
case ScreenSpaceAmbientOcclusionSettings.NormalQuality.High:
CoreUtils.SetKeyword(m_Material, k_SourceDepthLowKeyword, false);
CoreUtils.SetKeyword(m_Material, k_SourceDepthMediumKeyword, false);
CoreUtils.SetKeyword(m_Material, k_SourceDepthHighKeyword, true);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
else
{
CoreUtils.SetKeyword(m_Material, k_SourceDepthLowKeyword, false);
CoreUtils.SetKeyword(m_Material, k_SourceDepthMediumKeyword, false);
CoreUtils.SetKeyword(m_Material, k_SourceDepthHighKeyword, false);
CoreUtils.SetKeyword(m_Material, k_SourceDepthNormalsKeyword, true);
}
// Set up the descriptors
RenderTextureDescriptor descriptor = cameraTargetDescriptor;
descriptor.msaaSamples = 1;
descriptor.depthBufferBits = 0;
// AO PAss
m_AOPassDescriptor = descriptor;
m_AOPassDescriptor.width /= downsampleDivider;
m_AOPassDescriptor.height /= downsampleDivider;
bool useRedComponentOnly = m_SupportsR8RenderTextureFormat && m_BlurType > BlurTypes.Bilateral;
m_AOPassDescriptor.colorFormat = useRedComponentOnly ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
// Allocate textures for the AO and blur
RenderingUtils.ReAllocateIfNeeded(ref m_SSAOTextures[0], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture0");
RenderingUtils.ReAllocateIfNeeded(ref m_SSAOTextures[1], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture1");
RenderingUtils.ReAllocateIfNeeded(ref m_SSAOTextures[2], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture2");
// Upsample setup
m_AOPassDescriptor.width *= downsampleDivider;
m_AOPassDescriptor.height *= downsampleDivider;
m_AOPassDescriptor.colorFormat = m_SupportsR8RenderTextureFormat ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
// Allocate texture for the final SSAO results
RenderingUtils.ReAllocateIfNeeded(ref m_SSAOTextures[k_FinalTexID], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture");
// Configure targets and clear color
ConfigureTarget(m_CurrentSettings.AfterOpaque ? m_Renderer.cameraColorTargetHandle : m_SSAOTextures[k_FinalTexID]);
ConfigureClear(ClearFlag.None, Color.white);
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_Material == null)
{
Debug.LogErrorFormat("{0}.Execute(): Missing material. ScreenSpaceAmbientOcclusion pass will not execute. Check for missing reference in the renderer resources.", GetType().Name);
return;
}
var cmd = renderingData.commandBuffer;
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
// We only want URP shaders to sample SSAO if After Opaque is off.
if (!m_CurrentSettings.AfterOpaque)
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, true);
PostProcessUtils.SetSourceSize(cmd, m_AOPassDescriptor);
cmd.SetGlobalTexture(k_SSAOTextureName, m_SSAOTextures[k_FinalTexID]);
#if ENABLE_VR && ENABLE_XR_MODULE
if (renderingData.cameraData.xr.supportsFoveatedRendering)
{
// If we are downsampling we can't use the VRS texture
// If it's a non uniform raster foveated rendering has to be turned off because it will keep applying non uniform for the other passes.
// When calculating normals from depth, this causes artifacts that are amplified from VRS when going to say 4x4. Thus we disable foveated because of that
if (m_CurrentSettings.Downsample || SystemInfo.foveatedRenderingCaps == FoveatedRenderingCaps.NonUniformRaster ||
(SystemInfo.foveatedRenderingCaps == FoveatedRenderingCaps.FoveationImage && m_CurrentSettings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth))
{
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
}
// If we aren't downsampling and it's a VRS texture we can apply foveation in this case
else if (SystemInfo.foveatedRenderingCaps == FoveatedRenderingCaps.FoveationImage)
{
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
}
}
#endif
if (m_BlurType == BlurTypes.Kawase)
{
cmd.SetGlobalInt(s_LastKawasePass, 1);
cmd.SetGlobalFloat(s_KawaseBlurIterationID, 0);
}
GetPassOrder(m_BlurType, m_CurrentSettings.AfterOpaque, out int[] textureIndices, out ShaderPasses[] shaderPasses);
// Execute the SSAO
RTHandle cameraDepthTargetHandle = m_Renderer.cameraDepthTargetHandle;
RenderAndSetBaseMap(ref cmd, ref renderingData, ref m_Renderer, ref m_Material, ref cameraDepthTargetHandle, ref m_SSAOTextures[0], ShaderPasses.AmbientOcclusion);
// Execute the Blur Passes
for (int i = 0; i < shaderPasses.Length; i++)
{
int baseMapIndex = textureIndices[i];
int targetIndex = textureIndices[i + 1];
RenderAndSetBaseMap(ref cmd, ref renderingData, ref m_Renderer, ref m_Material, ref m_SSAOTextures[baseMapIndex], ref m_SSAOTextures[targetIndex], shaderPasses[i]);
}
// Set the global SSAO Params
cmd.SetGlobalVector(k_SSAOAmbientOcclusionParamName, new Vector4(0f, 0f, 0f, m_CurrentSettings.DirectLightingStrength));
}
}
private static void RenderAndSetBaseMap(ref CommandBuffer cmd, ref RenderingData renderingData, ref ScriptableRenderer renderer, ref Material mat, ref RTHandle baseMap, ref RTHandle target, ShaderPasses pass)
{
if (IsAfterOpaquePass(ref pass))
Blitter.BlitCameraTexture(cmd, baseMap, renderer.cameraColorTargetHandle, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, mat, (int)pass);
else if (baseMap.rt == null)
{
// Obsolete usage of RTHandle aliasing a RenderTargetIdentifier
Vector2 viewportScale = baseMap.useScaling ? new Vector2(baseMap.rtHandleProperties.rtHandleScale.x, baseMap.rtHandleProperties.rtHandleScale.y) : Vector2.one;
// Will set the correct camera viewport as well.
CoreUtils.SetRenderTarget(cmd, target);
Blitter.BlitTexture(cmd, baseMap.nameID, viewportScale, mat, (int)pass);
}
else
Blitter.BlitCameraTexture(cmd, baseMap, target, mat, (int)pass);
}
private static void GetPassOrder(BlurTypes blurType, bool isAfterOpaque, out int[] textureIndices, out ShaderPasses[] shaderPasses)
{
switch (blurType)
{
case BlurTypes.Bilateral:
textureIndices = m_BilateralTexturesIndices;
shaderPasses = isAfterOpaque ? m_BilateralAfterOpaquePasses : m_BilateralPasses;
break;
case BlurTypes.Gaussian:
textureIndices = m_GaussianTexturesIndices;
shaderPasses = isAfterOpaque ? m_GaussianAfterOpaquePasses : m_GaussianPasses;
break;
case BlurTypes.Kawase:
textureIndices = m_KawaseTexturesIndices;
shaderPasses = isAfterOpaque ? m_KawaseAfterOpaquePasses : m_KawasePasses;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private static bool IsAfterOpaquePass(ref ShaderPasses pass)
{
return pass == ShaderPasses.BilateralAfterOpaque
|| pass == ShaderPasses.GaussianAfterOpaque
|| pass == ShaderPasses.KawaseAfterOpaque;
}
///
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
if (!m_CurrentSettings.AfterOpaque)
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, false);
}
public void Dispose()
{
m_SSAOTextures[0]?.Release();
m_SSAOTextures[1]?.Release();
m_SSAOTextures[2]?.Release();
m_SSAOTextures[3]?.Release();
}
}
}
}