using UnityEngine; [ExecuteInEditMode] [RequireComponent (typeof(Camera))] [AddComponentMenu("Image Effects/Screen Space Ambient Occlusion")] 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 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); m_Supported = true; } void OnEnable () { GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals; } 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 = GetComponent().fieldOfView; float far = GetComponent().farClipPlane; float y = Mathf.Tan (fovY * Mathf.Deg2Rad * 0.5f) * far; float x = y * GetComponent().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", 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", 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); } */ }