//#define URP_10_0_0_OR_NEWER //#define UNITY_2021_2_OR_NEWER using System.Collections.Generic; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace ScreenSpaceCavityCurvature.Universal { public class SSCCRendererFeature : ScriptableRendererFeature { private class SSCCRenderPass : ScriptableRenderPass { void CheckParameters() { #if !URP_10_0_0_OR_NEWER if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera_URP_VER_TOO_LOW) { sscc.normalsSource.value = SSCC.PerPixelNormals.ReconstructedFromDepth; Debug.LogWarning("URP version too low for Camera based normals, only available in URP 10+ (Unity 2020+)."); } if (sscc.output.value == SSCC.OutputEffectTo._SSCCTexture) { sscc.output.value = SSCC.OutputEffectTo.Screen; Debug.LogWarning("URP version too low for texture output mode, only available in URP 10+ (Unity 2020+)."); } #endif } SSCC.OutputEffectTo Output => sscc.debugMode.value != SSCC.DebugMode.Disabled ? SSCC.OutputEffectTo.Screen : sscc.output.value; public SSCC sscc; static class Pass { public const int Copy = 0; public const int GenerateCavity = 1; public const int HorizontalBlur = 2; public const int VerticalBlur = 3; public const int Final = 4; } static class ShaderProperties { public static int mainTex = Shader.PropertyToID("_MainTex"); public static int cavityTex = Shader.PropertyToID("_CavityTex"); public static int cavityTex1 = Shader.PropertyToID("_CavityTex1"); public static int tempTex = Shader.PropertyToID("_TempTex"); public static int uvTransform = Shader.PropertyToID("_UVTransform"); public static int inputTexelSize = Shader.PropertyToID("_Input_TexelSize"); public static int cavityTexTexelSize = Shader.PropertyToID("_CavityTex_TexelSize"); public static int worldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix"); //public static int uvToView = Shader.PropertyToID("_UVToView"); public static int effectIntensity = Shader.PropertyToID("_EffectIntensity"); public static int distanceFade = Shader.PropertyToID("_DistanceFade"); public static int curvaturePixelRadius = Shader.PropertyToID("_CurvaturePixelRadius"); public static int curvatureRidge = Shader.PropertyToID("_CurvatureBrights"); public static int curvatureValley = Shader.PropertyToID("_CurvatureDarks"); public static int cavityWorldRadius = Shader.PropertyToID("_CavityWorldRadius"); public static int cavityRidge = Shader.PropertyToID("_CavityBrights"); public static int cavityValley = Shader.PropertyToID("_CavityDarks"); public static int globalSSCCTexture = Shader.PropertyToID("_SSCCTexture"); public static int niloToonPrepassBufferTex = Shader.PropertyToID("_NiloToonPrepassBufferTex"); } Material mat { get; set; } RenderTargetIdentifier source { get; set; } CameraData cameraData { get; set; } RenderTextureDescriptor sourceDesc { get; set; } public void Setup(Shader shader, ScriptableRenderer renderer, RenderingData renderingData) { if (mat == null) mat = CoreUtils.CreateEngineMaterial(shader); #if !URP_10_0_0_OR_NEWER source = renderer.cameraColorTarget; cameraData = renderingData.cameraData; FetchVolumeComponent(); renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques; #endif } #if URP_10_0_0_OR_NEWER #if UNITY_2022_1_OR_NEWER static RTHandle noneRTHandle = RTHandles.Alloc(BuiltinRenderTextureType.None); #endif public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { #if UNITY_2022_1_OR_NEWER source = renderingData.cameraData.renderer.cameraColorTargetHandle; //implicit conversion hopefully will exist for forseable future #else source = renderingData.cameraData.renderer.cameraColorTarget; #endif cameraData = renderingData.cameraData; FetchVolumeComponent(); var passInput = ScriptableRenderPassInput.Depth; if (sscc.normalsSource.value == SSCC.PerPixelNormals.Camera) passInput |= ScriptableRenderPassInput.Normal; ConfigureInput(passInput); #if UNITY_2021_2_OR_NEWER ConfigureColorStoreAction(RenderBufferStoreAction.DontCare); #endif renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques; if (Output == SSCC.OutputEffectTo._SSCCTexture) #if UNITY_2022_1_OR_NEWER ConfigureTarget(noneRTHandle); #else ConfigureTarget(BuiltinRenderTextureType.None); #endif } #endif public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { if (mat == null) return; FetchVolumeComponent(); if (!sscc.IsActive()) return; cameraTextureDescriptor.msaaSamples = 1; cameraTextureDescriptor.depthBufferBits = 0; sourceDesc = cameraTextureDescriptor; CheckParameters(); UpdateMaterialProperties(); UpdateShaderKeywords(); if (Output == SSCC.OutputEffectTo._SSCCTexture) #if UNITY_2022_1_OR_NEWER ConfigureTarget(noneRTHandle); #else ConfigureTarget(BuiltinRenderTextureType.None); #endif } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (mat == null) { Debug.LogError("SSCC material has not been correctly initialized..."); return; } if (!sscc.IsActive()) return; var cmd = CommandBufferPool.Get("SSCC"); // NiloToon prepass 텍스처는 이미 각 카메라에서 자동 생성되므로 그대로 사용 if (sscc.enableNiloToonMasking.value) { // NiloToon prepass 텍스처가 이미 전역으로 설정되어 있으므로 추가 설정 불필요 // _NiloToonPrepassBufferTex는 NiloToon 시스템에서 자동으로 관리됨 } int div = sscc.cavityResolution.value == SSCC.CavityResolution.Full ? 1 : sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled ? 2 : 2; cmd.GetTemporaryRT(ShaderProperties.cavityTex, sourceDesc.width / div, sourceDesc.height / div, 0, FilterMode.Bilinear, GraphicsFormat.R32G32B32A32_SFloat); cmd.GetTemporaryRT(ShaderProperties.cavityTex1, sourceDesc.width / div, sourceDesc.height / div, 0, FilterMode.Bilinear, GraphicsFormat.R32G32B32A32_SFloat); Render(ShaderProperties.cavityTex, cmd, mat, Pass.GenerateCavity); //RenderWith(ShaderProperties.cavityTex, ShaderProperties.cavityTex1, cmd, mat, Pass.HorizontalBlur); //RenderWith(ShaderProperties.cavityTex1, ShaderProperties.cavityTex, cmd, mat, Pass.VerticalBlur); if (Output == SSCC.OutputEffectTo._SSCCTexture) { cmd.ReleaseTemporaryRT(ShaderProperties.globalSSCCTexture); cmd.GetTemporaryRT(ShaderProperties.globalSSCCTexture, sourceDesc.width, sourceDesc.height, 0, FilterMode.Bilinear, GraphicsFormat.R16G16B16A16_SFloat); cmd.SetGlobalTexture(ShaderProperties.globalSSCCTexture, new RenderTargetIdentifier(ShaderProperties.globalSSCCTexture)); Render(ShaderProperties.globalSSCCTexture, cmd, mat, Pass.Final); } else { cmd.GetTemporaryRT(ShaderProperties.tempTex, sourceDesc); RenderWith(source, ShaderProperties.tempTex, cmd, mat, Pass.Copy); RenderWith(ShaderProperties.tempTex, source, cmd, mat, Pass.Final); cmd.ReleaseTemporaryRT(ShaderProperties.tempTex); } cmd.ReleaseTemporaryRT(ShaderProperties.cavityTex); cmd.ReleaseTemporaryRT(ShaderProperties.cavityTex1); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } public void Cleanup() { CoreUtils.Destroy(mat); } private void FetchVolumeComponent() { if (sscc == null) sscc = VolumeManager.instance.stack.GetComponent(); } void UpdateMaterialProperties() { var sourceWidth = cameraData.cameraTargetDescriptor.width; var sourceHeight = cameraData.cameraTargetDescriptor.height; //float tanHalfFovY = Mathf.Tan(0.5f * cameraData.camera.fieldOfView * Mathf.Deg2Rad); //float invFocalLenX = 1.0f / (1.0f / tanHalfFovY * (sourceHeight / (float)sourceWidth)); //float invFocalLenY = 1.0f / (1.0f / tanHalfFovY); //material.SetVector(ShaderProperties.uvToView, new Vector4(2.0f * invFocalLenX, -2.0f * invFocalLenY, -1.0f * invFocalLenX, 1.0f * invFocalLenY)); mat.SetVector(ShaderProperties.inputTexelSize, new Vector4(1f / sourceWidth, 1f / sourceHeight, sourceWidth, sourceHeight)); int div = sscc.cavityResolution.value == SSCC.CavityResolution.Full ? 1 : sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled ? 2 : 2; mat.SetVector(ShaderProperties.cavityTexTexelSize, new Vector4(1f / (sourceWidth / div), 1f / (sourceHeight / div), sourceWidth / div, sourceHeight / div)); mat.SetMatrix(ShaderProperties.worldToCameraMatrix, cameraData.camera.worldToCameraMatrix); mat.SetFloat(ShaderProperties.effectIntensity, sscc.effectIntensity.value); mat.SetFloat(ShaderProperties.distanceFade, sscc.distanceFade.value); mat.SetFloat(ShaderProperties.curvaturePixelRadius, new float[] { 0f, 0.5f, 1f, 1.5f, 2.5f }[sscc.curvaturePixelRadius.value]); mat.SetFloat(ShaderProperties.curvatureRidge, sscc.curvatureBrights.value == 0f ? 999f : (5f - sscc.curvatureBrights.value)); mat.SetFloat(ShaderProperties.curvatureValley, sscc.curvatureDarks.value == 0f ? 999f : (5f - sscc.curvatureDarks.value)); mat.SetFloat(ShaderProperties.cavityWorldRadius, sscc.cavityRadius.value); mat.SetFloat(ShaderProperties.cavityRidge, sscc.cavityBrights.value * 2f); mat.SetFloat(ShaderProperties.cavityValley, sscc.cavityDarks.value * 2f); } private void UpdateShaderKeywords() { if (mat == null) return; // 디버그 모드 키워드 설정 bool debugEffect = sscc.debugMode.value == SSCC.DebugMode.EffectOnly; bool debugNormals = sscc.debugMode.value == SSCC.DebugMode.ViewNormals; CoreUtils.SetKeyword(mat, "DEBUG_EFFECT", debugEffect); CoreUtils.SetKeyword(mat, "DEBUG_NORMALS", debugNormals); // NiloToon 마스킹 키워드 설정 CoreUtils.SetKeyword(mat, "CHARACTER_MASKING", sscc.enableNiloToonMasking.value); // 기타 키워드 설정 CoreUtils.SetKeyword(mat, "ORTHOGRAPHIC_PROJECTION", cameraData.camera.orthographic); CoreUtils.SetKeyword(mat, "NORMALS_RECONSTRUCT", sscc.normalsSource.value == SSCC.PerPixelNormals.ReconstructedFromDepth); CoreUtils.SetKeyword(mat, "SATURATE_CAVITY", sscc.saturateCavity.value); CoreUtils.SetKeyword(mat, "OUTPUT_TO_TEXTURE", Output == SSCC.OutputEffectTo._SSCCTexture); CoreUtils.SetKeyword(mat, "UPSCALE_CAVITY", sscc.cavityResolution.value == SSCC.CavityResolution.HalfUpscaled); // Cavity 샘플 수 키워드 설정 CoreUtils.SetKeyword(mat, "CAVITY_SAMPLES_6", sscc.cavitySamples.value == SSCC.CavitySamples.Low6); CoreUtils.SetKeyword(mat, "CAVITY_SAMPLES_8", sscc.cavitySamples.value == SSCC.CavitySamples.Medium8); CoreUtils.SetKeyword(mat, "CAVITY_SAMPLES_12", sscc.cavitySamples.value == SSCC.CavitySamples.High12); CoreUtils.SetKeyword(mat, "CAVITY_SAMPLES_20", sscc.cavitySamples.value == SSCC.CavitySamples.VeryHigh20); } //----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- static Mesh s_FullscreenMesh = null; static Mesh fullscreenMesh { get { if (s_FullscreenMesh != null) return s_FullscreenMesh; float topV = 1.0f; float bottomV = 0.0f; s_FullscreenMesh = new Mesh { name = "Fullscreen Quad" }; s_FullscreenMesh.SetVertices(new List { new Vector3(-1.0f, -1.0f, 0.0f), new Vector3(-1.0f, 1.0f, 0.0f), new Vector3(1.0f, -1.0f, 0.0f), new Vector3(1.0f, 1.0f, 0.0f) }); s_FullscreenMesh.SetUVs(0, new List { new Vector2(0.0f, bottomV), new Vector2(0.0f, topV), new Vector2(1.0f, bottomV), new Vector2(1.0f, topV) }); s_FullscreenMesh.SetIndices(new[] { 0, 1, 2, 2, 1, 3 }, MeshTopology.Triangles, 0, false); s_FullscreenMesh.UploadMeshData(true); return s_FullscreenMesh; } } public void RenderWith(RenderTargetIdentifier source, RenderTargetIdentifier destination, CommandBuffer cmd, Material material, int passIndex = 0) { cmd.SetGlobalTexture(ShaderProperties.mainTex, source); cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1); cmd.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, passIndex); } public void Render(RenderTargetIdentifier destination, CommandBuffer cmd, Material material, int passIndex = 0) { cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1); cmd.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, passIndex); } } [SerializeField] [Space(15)] [Header("You can now add SSCC to your Post Process Volume.")] Shader shader; private SSCCRenderPass renderPass; public override void Create() { if (!isActive) { renderPass?.Cleanup(); renderPass = null; return; } name = "SSCC"; renderPass = new SSCCRenderPass(); } void OnDisable() { renderPass?.Cleanup(); } #if URP_10_0_0_OR_NEWER protected override void Dispose(bool disposing) { renderPass?.Cleanup(); renderPass = null; } #endif public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { shader = Shader.Find("Hidden/Universal Render Pipeline/SSCC"); if (shader == null) { Debug.LogWarning("SSCC shader was not found. Please ensure it compiles correctly"); return; } if (renderingData.cameraData.postProcessEnabled) { renderPass.Setup(shader, renderer, renderingData); renderer.EnqueuePass(renderPass); } } } }