├── .gitignore ├── .vscode └── settings.json ├── Assets ├── AddShader.shader ├── AddShader.shader.meta ├── HDRI.meta ├── HDRI │ ├── artist_workshop_2k.hdr │ ├── artist_workshop_2k.hdr.meta │ ├── blue_lagoon_night_2k.hdr │ ├── blue_lagoon_night_2k.hdr.meta │ ├── indoor_pool_2k.hdr │ ├── indoor_pool_2k.hdr.meta │ ├── lebombo_2k.hdr │ ├── lebombo_2k.hdr.meta │ ├── modern_buildings_night_2k.hdr │ ├── modern_buildings_night_2k.hdr.meta │ ├── sculpture_exhibition_1_2k.hdr │ ├── sculpture_exhibition_1_2k.hdr.meta │ ├── sculpture_exhibition_2_2k.hdr │ ├── sculpture_exhibition_2_2k.hdr.meta │ ├── sculpture_exhibition_2k.hdr │ └── sculpture_exhibition_2k.hdr.meta ├── Materials.meta ├── Materials │ ├── AsscherCut.mat │ ├── AsscherCut.mat.meta │ ├── CushionCut.mat │ ├── CushionCut.mat.meta │ ├── EmeraldCut.mat │ ├── EmeraldCut.mat.meta │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── MarquiseCut.mat │ ├── MarquiseCut.mat.meta │ ├── OvalCut.mat │ ├── OvalCut.mat.meta │ ├── PearCut.mat │ ├── PearCut.mat.meta │ ├── PrincessCut.mat │ ├── PrincessCut.mat.meta │ ├── RoundCut.mat │ ├── RoundCut.mat.meta │ ├── Skybox.mat │ └── Skybox.mat.meta ├── Meshes.meta ├── Meshes │ ├── AsscherCut.obj │ ├── AsscherCut.obj.meta │ ├── CushionCut.obj │ ├── CushionCut.obj.meta │ ├── EmeraldCut.obj │ ├── EmeraldCut.obj.meta │ ├── MarquiseCut.obj │ ├── MarquiseCut.obj.meta │ ├── OvalCut.obj │ ├── OvalCut.obj.meta │ ├── PearCut.obj │ ├── PearCut.obj.meta │ ├── PrincessCut.obj │ ├── PrincessCut.obj.meta │ ├── RoundCut.obj │ └── RoundCut.obj.meta ├── Scene View Synced Camera.meta ├── Scene View Synced Camera │ ├── EditorCameraSyncScript.cs │ ├── EditorCameraSyncScript.cs.meta │ ├── ReadMe.txt │ └── ReadMe.txt.meta ├── Scenes.meta ├── Scenes │ ├── Gems.unity │ ├── Gems.unity.meta │ ├── Post-processing Profile.asset │ └── Post-processing Profile.asset.meta ├── Scripts.meta ├── Scripts │ ├── GemManager.cs │ ├── GemManager.cs.meta │ ├── GemObject.cs │ ├── GemObject.cs.meta │ ├── PlanarReflectionManager.cs │ └── PlanarReflectionManager.cs.meta ├── Shaders.meta └── Shaders │ ├── GemShader.shader │ ├── GemShader.shader.meta │ ├── RayTracing.cginc │ ├── RayTracing.cginc.meta │ ├── ReflectionPlane.shader │ └── ReflectionPlane.shader.meta ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md └── Screenshot └── render.png /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Never ignore Asset meta data 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | .vscode/ 25 | 26 | # Gradle cache directory 27 | .gradle/ 28 | 29 | # Autogenerated VS/MD/Consulo solution and project files 30 | ExportedObj/ 31 | .consulo/ 32 | *.csproj 33 | *.unityproj 34 | *.sln 35 | *.suo 36 | *.tmp 37 | *.user 38 | *.userprefs 39 | *.pidb 40 | *.booproj 41 | *.svd 42 | *.pdb 43 | *.mdb 44 | *.opendb 45 | *.VC.db 46 | 47 | # Unity3D generated meta files 48 | *.pidb.meta 49 | *.pdb.meta 50 | *.mdb.meta 51 | 52 | # Unity3D generated file on crash reports 53 | sysinfo.txt 54 | 55 | # Builds 56 | *.apk 57 | *.unitypackage 58 | 59 | # Crashlytics generated file 60 | crashlytics-build.properties -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 6 | "**/.gitignore":true, 7 | "**/.gitmodules":true, 8 | "**/*.booproj":true, 9 | "**/*.pidb":true, 10 | "**/*.suo":true, 11 | "**/*.user":true, 12 | "**/*.userprefs":true, 13 | "**/*.unityproj":true, 14 | "**/*.dll":true, 15 | "**/*.exe":true, 16 | "**/*.pdf":true, 17 | "**/*.mid":true, 18 | "**/*.midi":true, 19 | "**/*.wav":true, 20 | "**/*.gif":true, 21 | "**/*.ico":true, 22 | "**/*.jpg":true, 23 | "**/*.jpeg":true, 24 | "**/*.png":true, 25 | "**/*.psd":true, 26 | "**/*.tga":true, 27 | "**/*.tif":true, 28 | "**/*.tiff":true, 29 | "**/*.3ds":true, 30 | "**/*.3DS":true, 31 | "**/*.fbx":true, 32 | "**/*.FBX":true, 33 | "**/*.lxo":true, 34 | "**/*.LXO":true, 35 | "**/*.ma":true, 36 | "**/*.MA":true, 37 | "**/*.obj":true, 38 | "**/*.OBJ":true, 39 | "**/*.asset":true, 40 | "**/*.cubemap":true, 41 | "**/*.flare":true, 42 | "**/*.mat":true, 43 | "**/*.meta":true, 44 | "**/*.prefab":true, 45 | "**/*.unity":true, 46 | "build/":true, 47 | "Build/":true, 48 | "Library/":true, 49 | "library/":true, 50 | "obj/":true, 51 | "Obj/":true, 52 | "ProjectSettings/":true, 53 | "temp/":true, 54 | "Temp/":true 55 | } 56 | } -------------------------------------------------------------------------------- /Assets/AddShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/AddShader" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always 11 | Blend SrcAlpha OneMinusSrcAlpha 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | }; 32 | 33 | v2f vert (appdata v) 34 | { 35 | v2f o; 36 | o.vertex = UnityObjectToClipPos(v.vertex); 37 | o.uv = v.uv; 38 | return o; 39 | } 40 | 41 | sampler2D _MainTex; 42 | float _Sample; 43 | 44 | float4 frag (v2f i) : SV_Target 45 | { 46 | return float4(tex2D(_MainTex, i.uv).rgb, 1.0f / (_Sample + 1.0f)); 47 | } 48 | ENDCG 49 | } 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/AddShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 27453de02db8f9147b676e51e59a7ae9 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | 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-------------------------------------------------------------------------------- /Assets/Scene View Synced Camera.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71b9d2b64233a3f44bf2e269cdd9f1f1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scene View Synced Camera/EditorCameraSyncScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.Linq; 4 | 5 | 6 | [ExecuteInEditMode] 7 | public class EditorCameraSyncScript : MonoBehaviour { 8 | 9 | [HideInInspector] [SerializeField] 10 | Camera syncedGameCamera; //camera synced with scene view 11 | 12 | [HideInInspector] [SerializeField] //transform backups (private, hidden) 13 | Vector3 startPosition; 14 | [HideInInspector] [SerializeField] 15 | Quaternion startRotation; 16 | 17 | [HideInInspector] [SerializeField] //camera backups (private, hidden) 18 | float defaultDepth; 19 | [HideInInspector] [SerializeField] 20 | bool orthographic; 21 | [HideInInspector] [SerializeField] 22 | float defaultOrthographicSize; 23 | [HideInInspector] [SerializeField] 24 | float defaultFieldOfView; 25 | 26 | [SerializeField] //settings 27 | bool disableOnPlay; 28 | [SerializeField] 29 | public bool lockOnPlay; 30 | [SerializeField] 31 | public bool revertOnDestroy = true; 32 | 33 | 34 | void Awake() 35 | { 36 | if(syncedGameCamera == null) //setting up 37 | { 38 | foreach (EditorCameraSyncScript script in FindObjectsOfType()) //destroy previous instances 39 | { 40 | if (script != this) 41 | { 42 | this.disableOnPlay = script.disableOnPlay; //but keep previous settings 43 | this.lockOnPlay = script.lockOnPlay; 44 | //this.revertOnDestroy = script.revertOnDestroy; 45 | 46 | DestroyImmediate(script); 47 | } 48 | } 49 | 50 | this.startPosition = this.transform.position; //backup start position & orientation 51 | this.startRotation = this.transform.rotation; 52 | 53 | SetUpCamera(); 54 | } 55 | 56 | if (Application.isPlaying) 57 | this.gameObject.SetActive(!disableOnPlay); //disable objecet in play mode if checked 58 | else 59 | this.gameObject.SetActive(true); //reenable after moving back from play mode 60 | } 61 | 62 | 63 | void SetUpCamera() 64 | { 65 | //float highestDepth = FindObjectsOfType().Max(cam => (float?)cam.depth) ?? 0f; //find all cams and get max cam depth or 0 66 | //float minimalDepth = FindObjectsOfType().Min(cam => (float?)cam.depth) ?? 0f; 67 | 68 | var camsDepth = (from cam in FindObjectsOfType() 69 | orderby cam.depth 70 | select cam.depth).DefaultIfEmpty(0f); //Get all cams depth or get default depth = 0 71 | 72 | Camera attachedCamera = this.GetComponent(); //Set up attached camera or create a new one 73 | 74 | if (attachedCamera != null) 75 | { 76 | 77 | this.defaultDepth = attachedCamera.depth; //backup original setup 78 | this.orthographic = attachedCamera.orthographic; 79 | // this.defaultFieldOfView = attachedCamera.fieldOfView; 80 | this.defaultOrthographicSize = attachedCamera.orthographicSize; 81 | 82 | syncedGameCamera = attachedCamera; 83 | } 84 | else 85 | { 86 | syncedGameCamera = this.gameObject.AddComponent(); 87 | 88 | this.defaultDepth = camsDepth.First() - 1f; //backup min depth -1 89 | this.orthographic = syncedGameCamera.orthographic; //backup default presets 90 | // this.defaultFieldOfView = syncedGameCamera.fieldOfView; 91 | this.defaultOrthographicSize = syncedGameCamera.orthographicSize; 92 | 93 | } 94 | 95 | syncedGameCamera.depth = camsDepth.Last() + 1f; //get highest depth and add +1 to make sure our camera will draw over antoher ones 96 | } 97 | 98 | 99 | void OnRenderObject() 100 | { 101 | if (!Application.isPlaying || Application.isPlaying && !lockOnPlay) //lock in play mode if checked 102 | { 103 | if (SceneView.lastActiveSceneView != null && SceneView.lastActiveSceneView.camera == Camera.current) // Set alignment once, only after scene view has been rerendered 104 | { 105 | Camera sceneViewCamera = SceneView.lastActiveSceneView.camera; 106 | 107 | if (syncedGameCamera != null) 108 | { 109 | syncedGameCamera.transform.position = sceneViewCamera.transform.position; //modify transform 110 | syncedGameCamera.transform.rotation = sceneViewCamera.transform.rotation; 111 | 112 | syncedGameCamera.orthographic = sceneViewCamera.orthographic; //modify camera settings 113 | syncedGameCamera.orthographicSize = sceneViewCamera.orthographicSize; 114 | // syncedGameCamera.fieldOfView = sceneViewCamera.fieldOfView; 115 | } 116 | else 117 | { 118 | //this.gameObject.AddComponent(); //reset script 119 | 120 | Debug.LogError("Scene View Cam: (" + this.gameObject.name + ") Camera was removed. Removing script"); 121 | DestroyImmediate(this); 122 | } 123 | } 124 | } 125 | } 126 | 127 | 128 | [MenuItem("GameObject/Scene View Synced Cam/Add Scene View Synced Camera")] 129 | public static void AddNewCam() 130 | { 131 | GameObject gameCameraGO = new GameObject ("Scene View Synced Camera"); 132 | EditorCameraSyncScript script = gameCameraGO.AddComponent (); 133 | } 134 | 135 | 136 | [MenuItem("GameObject/Scene View Synced Cam/Clone Selected Camera")] 137 | public static void CloneSelectedCam() 138 | { 139 | GameObject gameCameraGO = Selection.activeGameObject; 140 | if (gameCameraGO == null) 141 | { 142 | Debug.LogError("Scene View Cam: Nothing selected"); 143 | return; 144 | } 145 | 146 | Camera attachedCam = gameCameraGO.GetComponent(); 147 | if (attachedCam == null) 148 | { 149 | Debug.LogError("Scene View Cam: No camera selected"); 150 | return; 151 | } 152 | 153 | GameObject gameCameraGOClone = Instantiate(gameCameraGO); 154 | gameCameraGOClone.name = gameCameraGOClone.name + " - Synced With Scene View"; 155 | gameCameraGOClone.AddComponent(); 156 | } 157 | 158 | //restore backups 159 | void RevertChanges() 160 | { 161 | this.transform.position = this.startPosition; 162 | this.transform.rotation = this.startRotation; 163 | 164 | if (syncedGameCamera != null) 165 | { 166 | syncedGameCamera.depth = this.defaultDepth; 167 | syncedGameCamera.orthographic = this.orthographic; 168 | // syncedGameCamera.fieldOfView = this.defaultFieldOfView; 169 | syncedGameCamera.orthographicSize = this.defaultOrthographicSize; 170 | } 171 | 172 | } 173 | 174 | void OnDestroy() 175 | { 176 | if (revertOnDestroy) 177 | RevertChanges(); 178 | } 179 | } -------------------------------------------------------------------------------- /Assets/Scene View Synced Camera/EditorCameraSyncScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3a4e89ba2fa862944a4369447325a7fe 3 | timeCreated: 1435525421 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scene View Synced Camera/ReadMe.txt: -------------------------------------------------------------------------------- 1 | 2 | This tiny script automatically aligns your in game camera with scene view (as Ctrl + Shift + F does), 3 | so you'll always see the exact picture as you see in the editor, but with your own camera render settings. 4 | 5 | 6 | Setting Up: 7 | 8 | You're able to clone existing camera with custom settings, filters & etc. by selecting it and go to "GameObject/Scene View Synced Cam/Clone Selected Camera" or 9 | create a new default one with "Add Scene View Synced Camera". 10 | You can add (drag or "Add Component") this script to existing camera too. 11 | 12 | 13 | Settings: 14 | 15 | Disable On Play - Disables the game object, so you won't see image from this camera while in play mode. 16 | Lock On Play - Disables alignment in play mode. (If you need this camera in play mode and you have scripts modyfying its transform - set to true). 17 | Revert On Destroy - When removing script it restores gameobject position, rotation and camera settings to the moment when the script was initialized. 18 | 19 | 20 | Deleting: 21 | 22 | If you don't need this gameobject anymore just delete it, otherwise make sure "Revert On Destroy" is correctly set up: 23 | set true if you want to restore original transform and cam settings, false if you want to apply changes. 24 | Then delete script component from this game object. 25 | 26 | (!) Pay attention that only one script is allowed per scene, that's why adding a new script will remove all previous scripts. 27 | 28 | -------------------------------------------------------------------------------- /Assets/Scene View Synced Camera/ReadMe.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 88f0b54e4974d6f44bd135e45e552dc0 3 | timeCreated: 1435596161 4 | licenseType: Store 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a53f8a4fb7ec69f47af7e5224378019b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Gems.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/Post-processing Profile.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 584c33bd4ab9571418c4408d1fb0f38d 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e7b72b3339479a43818d3cc057a4930 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/GemManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | public class GemManager : MonoBehaviour 7 | { 8 | 9 | struct MeshObject 10 | { 11 | public Matrix4x4 localToWorldMatrix; 12 | public int indicesOffset; 13 | public int indicesCount; 14 | 15 | } 16 | private static List _gemObjects = new List(); 17 | private static List _meshObjects = new List(); 18 | private static List _vertices = new List(); 19 | private static List _indices = new List(); 20 | private ComputeBuffer _meshObjectBuffer; 21 | private ComputeBuffer _vertexBuffer; 22 | private ComputeBuffer _indexBuffer; 23 | 24 | private static List _transformsToWatch = new List(); 25 | private static bool _meshObjectsNeedRebuilding = true; 26 | 27 | void Start() 28 | { 29 | 30 | } 31 | 32 | void Update() 33 | { 34 | 35 | if (Input.GetKeyDown(KeyCode.F12)) 36 | { 37 | ScreenCapture.CaptureScreenshot("Screenshot/" + Time.time + ".png"); 38 | } 39 | 40 | foreach (Transform t in _transformsToWatch) 41 | { 42 | if (t.hasChanged) 43 | { 44 | _meshObjectsNeedRebuilding = true; 45 | t.hasChanged = false; 46 | } 47 | } 48 | 49 | if (_meshObjectsNeedRebuilding) 50 | { 51 | BuildMeshObjectBuffers(); 52 | SetMaterialParameters(); 53 | _meshObjectsNeedRebuilding = false; 54 | } 55 | } 56 | 57 | void OnDisable() 58 | { 59 | _meshObjectBuffer?.Release(); 60 | _vertexBuffer?.Release(); 61 | _indexBuffer?.Release(); 62 | } 63 | 64 | 65 | public static void RegisterObject(GemObject obj) 66 | { 67 | _gemObjects.Add(obj); 68 | _transformsToWatch.Add(obj.transform); 69 | _meshObjectsNeedRebuilding = true; 70 | } 71 | public static void UnregisterObject(GemObject obj) 72 | { 73 | _gemObjects.Remove(obj); 74 | _transformsToWatch.Remove(obj.transform); 75 | _meshObjectsNeedRebuilding = true; 76 | } 77 | 78 | 79 | private void BuildMeshObjectBuffers() 80 | { 81 | // Clear all lists 82 | _meshObjects.Clear(); 83 | _vertices.Clear(); 84 | _indices.Clear(); 85 | 86 | foreach (GemObject obj in _gemObjects) 87 | { 88 | MeshFilter filter = obj.GetComponent(); 89 | Mesh mesh = filter.sharedMesh; 90 | 91 | // Add vertex data 92 | int firstVertex = _vertices.Count; 93 | _vertices.AddRange(mesh.vertices); 94 | 95 | // Add index data - if the vertex buffer wasn't empty before, the 96 | // indices need to be offset 97 | int firstIndex = _indices.Count; 98 | var indices = mesh.GetIndices(0); 99 | _indices.AddRange(indices.Select(index => index + firstVertex)); 100 | 101 | // Add the object itself 102 | _meshObjects.Add(new MeshObject() 103 | { 104 | localToWorldMatrix = obj.transform.localToWorldMatrix, 105 | indicesOffset = firstIndex, 106 | indicesCount = indices.Length 107 | }); 108 | } 109 | 110 | CreateComputeBuffer(ref _meshObjectBuffer, _meshObjects, 72); 111 | CreateComputeBuffer(ref _vertexBuffer, _vertices, 12); 112 | CreateComputeBuffer(ref _indexBuffer, _indices, 4); 113 | } 114 | 115 | 116 | 117 | private static void CreateComputeBuffer(ref ComputeBuffer buffer, List data, int stride) 118 | where T : struct 119 | { 120 | // Do we already have a compute buffer? 121 | if (buffer != null) 122 | { 123 | // If no data or buffer doesn't match the given criteria, release it 124 | if (data.Count == 0 || buffer.count != data.Count || buffer.stride != stride) 125 | { 126 | buffer.Release(); 127 | buffer = null; 128 | } 129 | } 130 | 131 | if (data.Count != 0) 132 | { 133 | // If the buffer has been released or wasn't there to 134 | // begin with, create it 135 | if (buffer == null) 136 | { 137 | buffer = new ComputeBuffer(data.Count, stride); 138 | } 139 | 140 | // Set data on the buffer 141 | buffer.SetData(data); 142 | } 143 | } 144 | 145 | private void SetMaterialParameters() 146 | { 147 | for (int i = 0; i < _gemObjects.Count; i++) 148 | { 149 | GemObject obj = _gemObjects[i]; 150 | 151 | MeshRenderer renderer = obj.GetComponent(); 152 | Material material = renderer.sharedMaterial; 153 | 154 | material.SetBuffer("_MeshObjects", _meshObjectBuffer); 155 | material.SetBuffer("_Vertices", _vertexBuffer); 156 | material.SetBuffer("_Indices", _indexBuffer); 157 | 158 | MaterialPropertyBlock block = new MaterialPropertyBlock(); 159 | renderer.GetPropertyBlock(block); 160 | block.SetInt("_MeshIndex", i); 161 | renderer.SetPropertyBlock(block); 162 | } 163 | } 164 | 165 | } -------------------------------------------------------------------------------- /Assets/Scripts/GemManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3903953d75ebd8840953f4e1fea0613e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GemObject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(MeshRenderer))] 4 | [RequireComponent(typeof(MeshFilter))] 5 | public class GemObject : MonoBehaviour 6 | { 7 | private void OnEnable() 8 | { 9 | GemManager.RegisterObject(this); 10 | } 11 | 12 | private void OnDisable() 13 | { 14 | GemManager.UnregisterObject(this); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Scripts/GemObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9118e261479fab84facc574af4e3b041 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PlanarReflectionManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class PlanarReflectionManager : MonoBehaviour 6 | { 7 | private Camera _reflectionCamera; 8 | private Camera _mainCamera; 9 | 10 | private RenderTexture _renderTarget; 11 | 12 | public GameObject reflectionPlane; 13 | 14 | Material _reflectionPlaneMat; 15 | 16 | void Start() 17 | { 18 | GameObject reflectionCameraGo = new GameObject("ReflectionCamera"); 19 | _reflectionCamera = reflectionCameraGo.AddComponent(); 20 | 21 | _mainCamera = Camera.main; 22 | 23 | _renderTarget = new RenderTexture(Screen.width, Screen.height, 24); 24 | 25 | _reflectionPlaneMat = reflectionPlane.GetComponent().sharedMaterial; 26 | _reflectionPlaneMat.SetTexture("_ReflectionTex", _renderTarget); 27 | } 28 | 29 | void Update() 30 | { 31 | 32 | } 33 | 34 | void OnPreRender() 35 | { 36 | RenderReflection(); 37 | } 38 | 39 | private void RenderReflection() 40 | { 41 | _reflectionCamera.CopyFrom(_mainCamera); 42 | 43 | Vector3 cameraDirectionWorldSpace = _mainCamera.transform.forward; 44 | Vector3 cameraUpWorldSpace = _mainCamera.transform.up; 45 | Vector3 cameraPositionWorldSpace = _mainCamera.transform.position; 46 | 47 | //Transform the vector to the floor's space 48 | Vector3 cameraDirectionPlaneSpace = reflectionPlane.transform.InverseTransformDirection(cameraDirectionWorldSpace); 49 | Vector3 cameraUpPlaneSpace = reflectionPlane.transform.InverseTransformDirection(cameraUpWorldSpace); 50 | Vector3 cameraPositionPlaneSpace = reflectionPlane.transform.InverseTransformPoint(cameraPositionWorldSpace); 51 | 52 | // Mirror the vectors 53 | cameraDirectionPlaneSpace.y *= -1.0f; 54 | cameraUpPlaneSpace.y *= -1.0f; 55 | cameraPositionPlaneSpace.y *= -1.0f; 56 | 57 | // Transform the vectors back to world space 58 | cameraDirectionWorldSpace = reflectionPlane.transform.TransformDirection(cameraDirectionPlaneSpace); 59 | cameraUpWorldSpace = reflectionPlane.transform.TransformDirection(cameraUpPlaneSpace); 60 | cameraPositionWorldSpace = reflectionPlane.transform.TransformPoint(cameraPositionPlaneSpace); 61 | 62 | // Set camere position and rotation 63 | _reflectionCamera.transform.position = cameraPositionWorldSpace; 64 | _reflectionCamera.transform.LookAt(cameraPositionWorldSpace + cameraDirectionWorldSpace, cameraUpWorldSpace); 65 | 66 | // Set render target for the reflection camera 67 | _reflectionCamera.targetTexture = _renderTarget; 68 | 69 | // Render the reflection camera 70 | _reflectionCamera.Render(); 71 | } 72 | } 73 | -------------------------------------------------------------------------------- /Assets/Scripts/PlanarReflectionManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c413da45cf2e69d4f989ed5ea5dc14c4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 19114e7cd13a47e4486bf8837259aa14 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/GemShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/GemShader" 2 | { 3 | Properties 4 | { 5 | _Cubemap ("Skybox", Cube) = "_Skybox" { } 6 | 7 | _TraceCount ("Trace Count", Int) = 5 8 | _IOR ("IOR", Range(1, 5)) = 2.417 9 | 10 | _Color ("Color", Color) = (1, 1, 1, 1) 11 | _AbsorbIntensity ("Absorb Intensity", Range(0, 10)) = 1.0 12 | _ColorMultiply ("Color Multiply", Range(0, 5)) = 1.0 13 | _ColorAdd ("Color Add", Range(0, 1)) = 0.0 14 | 15 | _Specular ("Specular", Range(0, 1)) = 0.0 16 | 17 | } 18 | SubShader 19 | { 20 | Tags { "RenderType" = "Opaque" } 21 | 22 | 23 | Pass 24 | { 25 | CGPROGRAM 26 | 27 | #include "UnityCG.cginc" 28 | #include "RayTracing.cginc" 29 | 30 | #pragma target 5.0 31 | #pragma vertex vert 32 | #pragma fragment frag 33 | 34 | 35 | //Vertex Shader 36 | v2f vert(appdata_base v) 37 | { 38 | v2f o; 39 | o.pos = UnityObjectToClipPos(v.vertex); 40 | o.screenPos = ComputeScreenPos(o.pos); 41 | o.uv = float4(v.texcoord.xy, v.texcoord.z, 1); 42 | return o; 43 | } 44 | 45 | //Fragment Shader 46 | half4 frag(v2f i): COLOR 47 | { 48 | float2 screenUV = i.screenPos.xy / i.screenPos.w; 49 | screenUV = screenUV * 2.0f - 1.0f; 50 | 51 | Ray ray = CreateCameraRay(screenUV); 52 | 53 | float3 result = float3(0, 0, 0); 54 | 55 | [unroll(10)] 56 | for (int i = 0; i < _TraceCount; i ++) 57 | { 58 | RayHit hit = Trace(ray); 59 | result += ray.energy * Shade(ray, hit, i); 60 | 61 | if (!any(ray.energy)) 62 | break; 63 | } 64 | return half4(result, 1); 65 | } 66 | 67 | ENDCG 68 | 69 | } 70 | } 71 | FallBack "Diffuse" 72 | } 73 | -------------------------------------------------------------------------------- /Assets/Shaders/GemShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3c1da2e15fa073438163cd71b59fa93 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/RayTracing.cginc: -------------------------------------------------------------------------------- 1 | 2 | 3 | float _IOR; 4 | int _TraceCount; 5 | float3 _Color; 6 | float _AbsorbIntensity; 7 | float _ColorAdd; 8 | float _ColorMultiply; 9 | samplerCUBE _Cubemap; 10 | 11 | float _Specular; 12 | 13 | static const float PI = 3.14159265f; 14 | static const float EPSILON = 1e-8; 15 | 16 | //------------------------------------- 17 | //- MESH 18 | 19 | struct MeshObject 20 | { 21 | float4x4 localToWorldMatrix; 22 | int indicesOffset; 23 | int indicesCount; 24 | }; 25 | 26 | int _MeshIndex; 27 | 28 | StructuredBuffer _MeshObjects; 29 | StructuredBuffer _Vertices; 30 | StructuredBuffer _Indices; 31 | 32 | struct v2f 33 | { 34 | float4 pos: SV_POSITION; 35 | float4 uv: TEXCOORD0; 36 | float4 screenPos: TEXCOORD1; 37 | }; 38 | 39 | 40 | //------------------------------------- 41 | //- RAY 42 | 43 | struct Ray 44 | { 45 | float3 origin; 46 | float3 direction; 47 | float3 energy; 48 | float absorbDistance; 49 | }; 50 | 51 | Ray CreateRay(float3 origin, float3 direction) 52 | { 53 | Ray ray; 54 | ray.origin = origin; 55 | ray.direction = direction; 56 | ray.energy = float3(1.0f, 1.0f, 1.0f); 57 | ray.absorbDistance = 0; 58 | return ray; 59 | } 60 | 61 | Ray CreateCameraRay(float2 uv) 62 | { 63 | // Transform the camera origin to world space 64 | float3 origin = mul(UNITY_MATRIX_I_V, float4(0.0f, 0.0f, 0.0f, 1.0f)).xyz; 65 | 66 | // Invert the perspective _CameraInverseProjection of the view-space position 67 | float3 direction = mul(unity_CameraInvProjection, float4(uv, 0.0f, 1.0f)).xyz; 68 | // Transform the direction from camera to world space and normalize 69 | direction = mul(UNITY_MATRIX_I_V, float4(direction, 0.0f)).xyz; 70 | direction = normalize(direction); 71 | 72 | return CreateRay(origin, direction); 73 | } 74 | 75 | //------------------------------------- 76 | //- RAYHIT 77 | 78 | struct RayHit 79 | { 80 | float3 position; 81 | float distance; 82 | float3 normal; 83 | }; 84 | 85 | RayHit CreateRayHit() 86 | { 87 | RayHit hit; 88 | hit.position = float3(0.0f, 0.0f, 0.0f); 89 | hit.distance = 1.#INF; 90 | hit.normal = float3(0.0f, 0.0f, 0.0f); 91 | return hit; 92 | } 93 | 94 | 95 | bool IntersectTriangle_MT97_NoCull(Ray ray, float3 vert0, float3 vert1, float3 vert2, 96 | inout float t, inout float u, inout float v) 97 | { 98 | // find vectors for two edges sharing vert0 99 | float3 edge1 = vert1 - vert0; 100 | float3 edge2 = vert2 - vert0; 101 | 102 | // begin calculating determinant - also used to calculate U parameter 103 | float3 pvec = cross(ray.direction, edge2); 104 | 105 | // if determinant is near zero, ray lies in plane of triangle 106 | float det = dot(edge1, pvec); 107 | 108 | // use no culling 109 | if (det > - EPSILON && det < EPSILON) 110 | return false; 111 | float inv_det = 1.0f / det; 112 | 113 | // calculate distance from vert0 to ray origin 114 | float3 tvec = ray.origin - vert0; 115 | 116 | // calculate U parameter and test bounds 117 | u = dot(tvec, pvec) * inv_det; 118 | if (u < 0.0 || u > 1.0f) 119 | return false; 120 | 121 | // prepare to test V parameter 122 | float3 qvec = cross(tvec, edge1); 123 | 124 | // calculate V parameter and test bounds 125 | v = dot(ray.direction, qvec) * inv_det; 126 | if (v < 0.0 || u + v > 1.0f) 127 | return false; 128 | 129 | // calculate t, ray intersects triangle 130 | t = dot(edge2, qvec) * inv_det; 131 | 132 | return true; 133 | } 134 | 135 | void IntersectMeshObject(Ray ray, inout RayHit bestHit, MeshObject meshObject) 136 | { 137 | uint offset = meshObject.indicesOffset; 138 | uint count = offset +meshObject.indicesCount; 139 | 140 | for (uint i = offset; i < count; i += 3) 141 | { 142 | float3 v0 = (mul(meshObject.localToWorldMatrix, float4(_Vertices[_Indices[i]], 1))).xyz; 143 | float3 v1 = (mul(meshObject.localToWorldMatrix, float4(_Vertices[_Indices[i + 1]], 1))).xyz; 144 | float3 v2 = (mul(meshObject.localToWorldMatrix, float4(_Vertices[_Indices[i + 2]], 1))).xyz; 145 | 146 | float t, u, v; 147 | if (IntersectTriangle_MT97_NoCull(ray, v0, v1, v2, t, u, v)) 148 | { 149 | if(t > 0 && t < bestHit.distance) 150 | { 151 | bestHit.distance = t; 152 | bestHit.position = ray.origin + t * ray.direction; 153 | bestHit.normal = normalize(cross(v1 - v0, v2 - v0)); 154 | } 155 | } 156 | } 157 | } 158 | 159 | //------------------------------------- 160 | //- TRACE 161 | 162 | RayHit Trace(Ray ray) 163 | { 164 | RayHit bestHit = CreateRayHit(); 165 | 166 | // Trace mesh objects 167 | IntersectMeshObject(ray, bestHit, _MeshObjects[_MeshIndex]); 168 | 169 | return bestHit; 170 | } 171 | 172 | //------------------------------------- 173 | //- SHADE 174 | 175 | float3 SampleCubemap(float3 direction) 176 | { 177 | return texCUBElod(_Cubemap, float4(direction, 0)).xyz; 178 | } 179 | 180 | float Refract(float3 i, float3 n, float eta, inout float3 o) 181 | { 182 | float cosi = dot(-i, n); 183 | float cost2 = 1.0f - eta * eta * (1 - cosi * cosi); 184 | 185 | o = eta * i + ((eta * cosi - sqrt(cost2)) * n); 186 | return 1 - step(cost2, 0); 187 | } 188 | 189 | float FresnelSchlick(float3 normal, float3 incident, float ref_idx) 190 | { 191 | float cosine = dot(-incident, normal); 192 | float r0 = (1 - ref_idx) / (1 + ref_idx); // ref_idx = n2/n1 193 | r0 = r0 * r0; 194 | float ret = r0 + (1 - r0) * pow((1 - cosine), 5); 195 | return ret; 196 | } 197 | 198 | float3 Shade(inout Ray ray, RayHit hit, int depth) 199 | { 200 | 201 | if (hit.distance < 1.#INF && depth < (_TraceCount - 1)) 202 | { 203 | float3 specular = float3(0, 0, 0); 204 | 205 | float eta; 206 | float3 normal; 207 | 208 | // out 209 | if (dot(ray.direction, hit.normal) > 0) 210 | { 211 | normal = -hit.normal; 212 | eta = _IOR; 213 | } 214 | // in 215 | else 216 | { 217 | normal = hit.normal; 218 | eta = 1.0 / _IOR; 219 | } 220 | 221 | ray.origin = hit.position - normal * 0.001f; 222 | 223 | float3 refractRay; 224 | float refracted = Refract(ray.direction, normal, eta, refractRay); 225 | 226 | if (depth == 0.0) 227 | { 228 | float3 reflectDir = reflect(ray.direction, hit.normal); 229 | reflectDir = normalize(reflectDir); 230 | 231 | float3 reflectProb = FresnelSchlick(normal, ray.direction, eta) * _Specular; 232 | specular = SampleCubemap(reflectDir) * reflectProb; 233 | ray.energy *= 1 - reflectProb; 234 | } 235 | else 236 | { 237 | ray.absorbDistance += hit.distance; 238 | } 239 | 240 | // Refraction 241 | if (refracted == 1.0) 242 | { 243 | ray.direction = refractRay; 244 | } 245 | // Total Internal Reflection 246 | else 247 | { 248 | ray.direction = reflect(ray.direction, normal); 249 | } 250 | 251 | ray.direction = normalize(ray.direction); 252 | 253 | return specular; 254 | } 255 | else 256 | { 257 | ray.energy = 0.0f; 258 | 259 | float3 cubeColor = SampleCubemap(ray.direction); 260 | float3 absorbColor = float3(1.0, 1.0, 1.0) - _Color; 261 | float3 absorb = exp(-absorbColor * ray.absorbDistance * _AbsorbIntensity); 262 | 263 | return cubeColor * absorb * _ColorMultiply + _ColorAdd * _Color; 264 | } 265 | } 266 | 267 | -------------------------------------------------------------------------------- /Assets/Shaders/RayTracing.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 38924fbc120a84f4bab87d5c0f47258d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ReflectionPlane.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/ReflectionPlane" 2 | { 3 | Properties 4 | { 5 | _Color ("Color", Color) = (1, 1, 1, 1) 6 | _MainTex ("Albedo (RGB)", 2D) = "white" { } 7 | _Glossiness ("Smoothness", Range(0, 1)) = 0.5 8 | _Metallic ("Metallic", Range(0, 1)) = 0.0 9 | 10 | _Reflection("Reflection", Range(0, 1)) = 0.5 11 | _Specular("Specular", Range(0, 1)) = 0.5 12 | } 13 | SubShader 14 | { 15 | Tags { "RenderType" = "Opaque" } 16 | LOD 200 17 | 18 | CGPROGRAM 19 | 20 | // Physically based Standard lighting model, and enable shadows on all light types 21 | #pragma surface surf Standard fullforwardshadows 22 | 23 | // Use shader model 3.0 target, to get nicer looking lighting 24 | #pragma target 3.0 25 | 26 | sampler2D _MainTex; 27 | 28 | struct Input 29 | { 30 | float2 uv_MainTex; 31 | float4 screenPos; 32 | }; 33 | 34 | half _Glossiness; 35 | half _Metallic; 36 | half _Reflection; 37 | half _Specular; 38 | fixed4 _Color; 39 | 40 | sampler2D _ReflectionTex; 41 | 42 | UNITY_INSTANCING_BUFFER_START(Props) 43 | // put more per-instance properties here 44 | UNITY_INSTANCING_BUFFER_END(Props) 45 | 46 | void surf(Input IN, inout SurfaceOutputStandard o) 47 | { 48 | // Albedo comes from a texture tinted by color 49 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; 50 | float2 screenUV = IN.screenPos.xy / IN.screenPos.w; 51 | screenUV.x = 1.0f - screenUV.x; 52 | float3 reflection = tex2D(_ReflectionTex, screenUV); 53 | 54 | o.Albedo = lerp(c.rgb, c.rgb + reflection * _Reflection, _Specular); 55 | 56 | // Metallic and smoothness come from slider variables 57 | o.Metallic = _Metallic; 58 | o.Smoothness = _Glossiness; 59 | o.Alpha = c.a; 60 | } 61 | ENDCG 62 | 63 | } 64 | FallBack "Diffuse" 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Shaders/ReflectionPlane.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a70b5caa44d90284fadf7ebcec6a8cdd 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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-------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityRayTracingGem 2 | 💎 Ray tracing gem shader for Unity 3 | 4 | http://sorumi.xyz/posts/unity-ray-tracing-gem-shader/ 5 | 6 | 7 | -------------------------------------------------------------------------------- /Screenshot/render.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sorumi/UnityRayTracingGem/3efa5555c0be4787e123eb123e8fc988a23b384d/Screenshot/render.png 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