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using System;
namespace UnityEngine.PostProcessing
{
[Serializable]
public class ScreenSpaceReflectionModel : PostProcessingModel
{
public enum SSRResolution
{
High = 0,
Low = 2
}
public enum SSRReflectionBlendType
{
PhysicallyBased,
Additive
}
[Serializable]
public struct IntensitySettings
{
[Tooltip("Nonphysical multiplier for the SSR reflections. 1.0 is physically based.")]
[Range(0.0f, 2.0f)]
public float reflectionMultiplier;
[Tooltip("How far away from the maxDistance to begin fading SSR.")]
[Range(0.0f, 1000.0f)]
public float fadeDistance;
[Tooltip("Amplify Fresnel fade out. Increase if floor reflections look good close to the surface and bad farther 'under' the floor.")]
[Range(0.0f, 1.0f)]
public float fresnelFade;
[Tooltip("Higher values correspond to a faster Fresnel fade as the reflection changes from the grazing angle.")]
[Range(0.1f, 10.0f)]
public float fresnelFadePower;
}
[Serializable]
public struct ReflectionSettings
{
// When enabled, we just add our reflections on top of the existing ones. This is physically incorrect, but several
// popular demos and games have taken this approach, and it does hide some artifacts.
[Tooltip("How the reflections are blended into the render.")]
public SSRReflectionBlendType blendType;
[Tooltip("Half resolution SSRR is much faster, but less accurate.")]
public SSRResolution reflectionQuality;
[Tooltip("Maximum reflection distance in world units.")]
[Range(0.1f, 300.0f)]
public float maxDistance;
/// REFLECTIONS
[Tooltip("Max raytracing length.")]
[Range(16, 1024)]
public int iterationCount;
[Tooltip("Log base 2 of ray tracing coarse step size. Higher traces farther, lower gives better quality silhouettes.")]
[Range(1, 16)]
public int stepSize;
[Tooltip("Typical thickness of columns, walls, furniture, and other objects that reflection rays might pass behind.")]
[Range(0.01f, 10.0f)]
public float widthModifier;
[Tooltip("Blurriness of reflections.")]
[Range(0.1f, 8.0f)]
public float reflectionBlur;
[Tooltip("Disable for a performance gain in scenes where most glossy objects are horizontal, like floors, water, and tables. Leave on for scenes with glossy vertical objects.")]
public bool reflectBackfaces;
}
[Serializable]
public struct ScreenEdgeMask
{
[Tooltip("Higher = fade out SSRR near the edge of the screen so that reflections don't pop under camera motion.")]
[Range(0.0f, 1.0f)]
public float intensity;
}
[Serializable]
public struct Settings
{
public ReflectionSettings reflection;
public IntensitySettings intensity;
public ScreenEdgeMask screenEdgeMask;
public static Settings defaultSettings
{
get
{
return new Settings
{
reflection = new ReflectionSettings
{
blendType = SSRReflectionBlendType.PhysicallyBased,
reflectionQuality = SSRResolution.Low,
maxDistance = 100f,
iterationCount = 256,
stepSize = 3,
widthModifier = 0.5f,
reflectionBlur = 1f,
reflectBackfaces = false
},
intensity = new IntensitySettings
{
reflectionMultiplier = 1f,
fadeDistance = 100f,
fresnelFade = 1f,
fresnelFadePower = 1f,
},
screenEdgeMask = new ScreenEdgeMask
{
intensity = 0.03f
}
};
}
}
}
[SerializeField]
Settings m_Settings = Settings.defaultSettings;
public Settings settings
{
get { return m_Settings; }
set { m_Settings = value; }
}
public override void Reset()
{
m_Settings = Settings.defaultSettings;
}
}
}