using Sandbox.Rendering; namespace Sandbox; [Title( "Screen-Space Reflections" )] [Category( "Post Processing" )] [Icon( "local_mall" )] public class ScreenSpaceReflections : BasePostProcess { int Frame; Texture BlueNoise { get; set; } = Texture.Load( "textures/dev/blue_noise_256.vtex" ); [ConVar( "r_ssr_downsample_ratio", Help = "Default SSR resolution scale (0 = Disabled, 1 = Full, 2 = Quarter, 4 = Sixteeneth)." )] internal static int DownsampleRatio { get; set; } = 2; /// /// Stop tracing rays after this roughness value. /// This is meant to be used to avoid tracing rays for very rough surfaces which are unlikely to have any reflections. /// This is a performance optimization. /// public float RoughnessCutoff => 0.4f; [Property, Hide] public bool Denoise { get; set; } = true; enum Passes { //ClassifyTiles, Intersect, DenoiseReproject, DenoisePrefilter, DenoiseResolveTemporal, BilateralUpscale } CommandList cmd = new CommandList( "ScreenSpaceReflections" ); CommandList cmdLastframe = new CommandList( "ScreenSpaceReflections (Last Frame)" ); protected override void OnEnabled() { base.OnEnabled(); cmdLastframe.Reset(); cmdLastframe.Attributes.GrabFrameTexture( "LastFrameColor" ); } protected override void OnDisabled() { base.OnDisabled(); Frame = 0; } public override void Render() { cmd.Reset(); bool pingPong = (Frame++ % 2) == 0; if ( DownsampleRatio < 1 ) return; bool needsUpscale = DownsampleRatio != 1; cmd.Attributes.Set( "BlueNoiseIndex", BlueNoise.Index ); var Radiance0 = cmd.GetRenderTarget( "Radiance0", ImageFormat.RGBA16161616F, sizeFactor: DownsampleRatio ); var Radiance1 = cmd.GetRenderTarget( "Radiance1", ImageFormat.RGBA16161616F, sizeFactor: DownsampleRatio ); var Variance0 = cmd.GetRenderTarget( "Variance0", ImageFormat.R16F, sizeFactor: DownsampleRatio ); var Variance1 = cmd.GetRenderTarget( "Variance1", ImageFormat.R16F, sizeFactor: DownsampleRatio ); var SampleCount0 = cmd.GetRenderTarget( "Sample Count0", ImageFormat.R16F, sizeFactor: DownsampleRatio ); var SampleCount1 = cmd.GetRenderTarget( "Sample Count1", ImageFormat.R16F, sizeFactor: DownsampleRatio ); var AverageRadiance0 = cmd.GetRenderTarget( "Average Radiance0", ImageFormat.RGBA8888, sizeFactor: 8 * DownsampleRatio ); var AverageRadiance1 = cmd.GetRenderTarget( "Average Radiance1", ImageFormat.RGBA8888, sizeFactor: 8 * DownsampleRatio ); var ReprojectedRadiance = cmd.GetRenderTarget( "Reprojected Radiance", ImageFormat.RGBA16161616F, sizeFactor: DownsampleRatio ); var RayLength = cmd.GetRenderTarget( "Ray Length", ImageFormat.R16F, sizeFactor: DownsampleRatio ); var DepthHistory = cmd.GetRenderTarget( "Previous Depth", ImageFormat.R16F, sizeFactor: DownsampleRatio ); var GBufferHistory = cmd.GetRenderTarget( "Previous GBuffer", ImageFormat.RGBA16161616F, sizeFactor: DownsampleRatio ); var FullResRadiance = needsUpscale ? cmd.GetRenderTarget( "Radiance Full", ImageFormat.RGBA16161616F ) : default; var radiancePing = pingPong ? Radiance0 : Radiance1; var radianceHistory = pingPong ? Radiance1 : Radiance0; var variancePing = pingPong ? Variance0 : Variance1; var varianceHistory = pingPong ? Variance1 : Variance0; var samplePing = pingPong ? SampleCount0 : SampleCount1; var sampleHistory = pingPong ? SampleCount1 : SampleCount0; var averagePing = pingPong ? AverageRadiance0 : AverageRadiance1; var averageHistory = pingPong ? AverageRadiance1 : AverageRadiance0; ComputeShader reflectionsCs = new ComputeShader( "screen_space_reflections_cs" ); var lastFrameRt = cmdLastframe.Attributes.GetRenderTarget( "LastFrameColor" )?.ColorTarget ?? Texture.Transparent; // Common settings for all passes cmd.Attributes.Set( "GBufferHistory", GBufferHistory.ColorTexture ); cmd.Attributes.Set( "PreviousFrameColor", lastFrameRt ); cmd.Attributes.Set( "DepthHistory", DepthHistory.ColorTexture ); cmd.Attributes.Set( "RayLength", RayLength.ColorTexture ); cmd.Attributes.Set( "RoughnessCutoff", RoughnessCutoff ); // Downsampled size info cmd.Attributes.Set( "Scale", 1.0f / (float)DownsampleRatio ); cmd.Attributes.Set( "ScaleInv", (float)DownsampleRatio ); foreach ( Passes pass in Enum.GetValues( typeof( Passes ) ) ) { if ( !Denoise && pass != Passes.Intersect ) break; switch ( pass ) { case Passes.Intersect: cmd.Attributes.Set( "OutRadiance", radiancePing.ColorTexture ); break; case Passes.DenoiseReproject: cmd.Attributes.Set( "Radiance", radiancePing.ColorTexture ); cmd.Attributes.Set( "RadianceHistory", radianceHistory.ColorTexture ); cmd.Attributes.Set( "AverageRadianceHistory", averageHistory.ColorTexture ); cmd.Attributes.Set( "VarianceHistory", varianceHistory.ColorTexture ); cmd.Attributes.Set( "SampleCountHistory", sampleHistory.ColorTexture ); cmd.Attributes.Set( "OutReprojectedRadiance", ReprojectedRadiance.ColorTexture ); cmd.Attributes.Set( "OutAverageRadiance", averagePing.ColorTexture ); cmd.Attributes.Set( "OutVariance", variancePing.ColorTexture ); cmd.Attributes.Set( "OutSampleCount", samplePing.ColorTexture ); break; case Passes.DenoisePrefilter: cmd.Attributes.Set( "Radiance", radiancePing.ColorTexture ); cmd.Attributes.Set( "RadianceHistory", radianceHistory.ColorTexture ); cmd.Attributes.Set( "AverageRadiance", averagePing.ColorTexture ); cmd.Attributes.Set( "Variance", variancePing.ColorTexture ); cmd.Attributes.Set( "SampleCountHistory", samplePing.ColorTexture ); cmd.Attributes.Set( "OutRadiance", radianceHistory.ColorTexture ); cmd.Attributes.Set( "OutVariance", varianceHistory.ColorTexture ); cmd.Attributes.Set( "OutSampleCount", sampleHistory.ColorTexture ); break; case Passes.DenoiseResolveTemporal: cmd.Attributes.Set( "AverageRadiance", averagePing.ColorTexture ); cmd.Attributes.Set( "Radiance", radianceHistory.ColorTexture ); cmd.Attributes.Set( "ReprojectedRadiance", ReprojectedRadiance.ColorTexture ); cmd.Attributes.Set( "Variance", varianceHistory.ColorTexture ); cmd.Attributes.Set( "SampleCount", sampleHistory.ColorTexture ); cmd.Attributes.Set( "OutRadiance", radiancePing.ColorTexture ); cmd.Attributes.Set( "OutVariance", variancePing.ColorTexture ); cmd.Attributes.Set( "OutSampleCount", samplePing.ColorTexture ); cmd.Attributes.Set( "GBufferHistoryRW", GBufferHistory.ColorTexture ); cmd.Attributes.Set( "DepthHistoryRW", DepthHistory.ColorTexture ); break; case Passes.BilateralUpscale: if ( !needsUpscale ) { continue; } cmd.Attributes.Set( "Radiance", radiancePing.ColorTexture ); cmd.Attributes.Set( "OutRadiance", FullResRadiance.ColorTexture ); cmd.Attributes.SetCombo( "D_PASS", (int)Passes.BilateralUpscale ); cmd.DispatchCompute( reflectionsCs, cmd.ViewportSize ); continue; } if ( pass == Passes.BilateralUpscale ) continue; cmd.Attributes.SetCombo( "D_PASS", (int)pass ); cmd.DispatchCompute( reflectionsCs, ReprojectedRadiance.Size ); } var finalReflection = needsUpscale ? FullResRadiance : radiancePing; cmd.ResourceBarrierTransition( finalReflection, ResourceState.PixelShaderResource ); // Final SSR color to be used by shaders if ( needsUpscale ) cmd.GlobalAttributes.Set( "ReflectionColorIndex", FullResRadiance.ColorIndex ); else cmd.GlobalAttributes.Set( "ReflectionColorIndex", radiancePing.ColorIndex ); InsertCommandList( cmdLastframe, Stage.AfterOpaque, 0, "ScreenSpaceReflections" ); InsertCommandList( cmd, Stage.AfterDepthPrepass, int.MaxValue, "ScreenSpaceReflections" ); } }