├── .gitignore ├── Assets ├── ExampleScene.meta ├── ExampleScene │ ├── Example.unity │ ├── Example.unity.meta │ ├── Free PBR Stuff.meta │ ├── Free PBR Stuff │ │ ├── Aluminum-Scuffed_Unity.meta │ │ ├── Aluminum-Scuffed_Unity │ │ │ ├── Aluminum-Scuffed_Unity.meta │ │ │ └── Aluminum-Scuffed_Unity │ │ │ │ ├── Aluminum-Scuffed.mat │ │ │ │ ├── Aluminum-Scuffed.mat.meta │ │ │ │ ├── Aluminum-Scuffed_basecolor.jpg │ │ │ │ ├── Aluminum-Scuffed_basecolor.jpg.meta │ │ │ │ ├── Aluminum-Scuffed_metallic.psd │ │ │ │ ├── Aluminum-Scuffed_metallic.psd.meta │ │ │ │ ├── Aluminum-Scuffed_normal.jpg │ │ │ │ └── Aluminum-Scuffed_normal.jpg.meta │ │ ├── rustediron-streaks2-Unity.meta │ │ └── rustediron-streaks2-Unity │ │ │ ├── rustediron-streaks2-Unity.meta │ │ │ └── rustediron-streaks2-Unity │ │ │ ├── rustediron-streaks_basecolor.jpg │ │ │ ├── rustediron-streaks_basecolor.jpg.meta │ │ │ ├── rustediron-streaks_metallic.psd │ │ │ ├── rustediron-streaks_metallic.psd.meta │ │ │ ├── rustediron-streaks_normal.jpg │ │ │ ├── rustediron-streaks_normal.jpg.meta │ │ │ ├── rustediron.mat │ │ │ └── rustediron.mat.meta │ ├── Skybox.jpg │ ├── Skybox.jpg.meta │ ├── Skybox.mat │ └── Skybox.mat.meta ├── ScreenSpaceReflections.meta └── ScreenSpaceReflections │ ├── Resources.meta │ ├── Resources │ ├── SSR.meta │ └── SSR │ │ ├── Blur.shader │ │ ├── Blur.shader.meta │ │ ├── Combine.shader │ │ ├── Combine.shader.meta │ │ ├── Noise.png │ │ ├── Noise.png.meta │ │ ├── PixelWorldPosition.shader │ │ ├── PixelWorldPosition.shader.meta │ │ ├── ScreenSpaceReflections.shader │ │ ├── ScreenSpaceReflections.shader.meta │ │ ├── ssrMask.png │ │ ├── ssrMask.png.meta │ │ ├── ssrMaskSoft.png │ │ └── ssrMaskSoft.png.meta │ ├── Scripts.meta │ └── Scripts │ ├── ScreenSpaceReflections.cs │ └── ScreenSpaceReflections.cs.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # Ignore everything 2 | /* 3 | /*/ 4 | 5 | # Inverse ignore some stuff 6 | !/Assets/ 7 | !/ProjectSettings/ 8 | !.gitignore 9 | 10 | # OS Stuff 11 | .DS_Store 12 | ._* 13 | .Spotlight-V100 14 | .Trashes 15 | ehthumbs.db 16 | Thumbs.db 17 | $RECYCLE.BIN/ 18 | Desktop.ini -------------------------------------------------------------------------------- /Assets/ExampleScene.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3a8b1214fbbc504b91efa959d36d580 3 | folderAsset: yes 4 | timeCreated: 1525213529 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 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yes 4 | timeCreated: 1525205829 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/ScreenSpaceReflections/Resources/SSR/Blur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Bodhi Donselaar/Blur" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Direction("Direction",Vector)=(1,0,0,0) 7 | } 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | float4 _MainTex_TexelSize, _Direction; 42 | float4 frag (v2f i) : SV_Target 43 | { 44 | float4 c = 0; 45 | c += tex2D(_MainTex, i.uv + (_MainTex_TexelSize.xy*_Direction*.75))*126; 46 | c += tex2D(_MainTex, i.uv + (_MainTex_TexelSize.xy*_Direction*2.25))*84; 47 | c += tex2D(_MainTex, i.uv + (_MainTex_TexelSize.xy*_Direction*3.75))*36; 48 | c += tex2D(_MainTex, i.uv + (_MainTex_TexelSize.xy*_Direction*5.25))*9; 49 | c += tex2D(_MainTex, i.uv + (_MainTex_TexelSize.xy*_Direction*6.75))*1; 50 | c += tex2D(_MainTex, i.uv - (_MainTex_TexelSize.xy*_Direction*.75))*126; 51 | c += tex2D(_MainTex, i.uv - (_MainTex_TexelSize.xy*_Direction*2.25))*84; 52 | c += tex2D(_MainTex, i.uv - (_MainTex_TexelSize.xy*_Direction*3.75))*36; 53 | c += tex2D(_MainTex, i.uv - (_MainTex_TexelSize.xy*_Direction*5.25))*9; 54 | c += tex2D(_MainTex, i.uv - (_MainTex_TexelSize.xy*_Direction*6.75))*1; 55 | return c/512; 56 | } 57 | ENDCG 58 | } 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /Assets/ScreenSpaceReflections/Resources/SSR/Blur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53212fc3ecf2f4c4a9829b4d886a72e4 3 | timeCreated: 1525212956 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/ScreenSpaceReflections/Resources/SSR/Combine.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Bodhi Donselaar/Combine" 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 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | uniform sampler2D _CameraGBufferTexture1, _SSR; 42 | 43 | fixed4 frag (v2f i) : SV_Target 44 | { 45 | //different blend modes can be applied here 46 | float4 ssr = tex2D(_SSR,i.uv); 47 | float smoothness = tex2D(_CameraGBufferTexture1,i.uv).a; 48 | float4 col = tex2D(_MainTex, i.uv); 49 | return col * lerp(1, ssr, ssr.a); 50 | return lerp(col,ssr,smoothness*ssr.a); 51 | } 52 | ENDCG 53 | } 54 | } 55 | } 56 | -------------------------------------------------------------------------------- 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41 | lightmap: 0 42 | compressionQuality: 50 43 | spriteMode: 0 44 | spriteExtrude: 1 45 | spriteMeshType: 1 46 | alignment: 0 47 | spritePivot: {x: 0.5, y: 0.5} 48 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 49 | spritePixelsToUnits: 100 50 | alphaUsage: 1 51 | alphaIsTransparency: 0 52 | spriteTessellationDetail: -1 53 | textureType: 0 54 | textureShape: 1 55 | maxTextureSizeSet: 0 56 | compressionQualitySet: 0 57 | textureFormatSet: 0 58 | platformSettings: 59 | - buildTarget: DefaultTexturePlatform 60 | maxTextureSize: 2048 61 | resizeAlgorithm: 0 62 | textureFormat: -1 63 | textureCompression: 1 64 | compressionQuality: 50 65 | crunchedCompression: 0 66 | allowsAlphaSplitting: 0 67 | overridden: 0 68 | androidETC2FallbackOverride: 0 69 | - buildTarget: Standalone 70 | maxTextureSize: 2048 71 | resizeAlgorithm: 0 72 | textureFormat: 4 73 | textureCompression: 1 74 | compressionQuality: 50 75 | crunchedCompression: 0 76 | allowsAlphaSplitting: 0 77 | overridden: 1 78 | androidETC2FallbackOverride: 0 79 | spriteSheet: 80 | serializedVersion: 2 81 | sprites: [] 82 | outline: [] 83 | physicsShape: [] 84 | spritePackingTag: 85 | userData: 86 | assetBundleName: 87 | assetBundleVariant: 88 | -------------------------------------------------------------------------------- /Assets/ScreenSpaceReflections/Resources/SSR/PixelWorldPosition.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Bodhi Donselaar/PixelWorldPosition" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Cull Off ZWrite Off ZTest Always 10 | 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | v2f vert(appdata v) 32 | { 33 | v2f o; 34 | o.vertex = UnityObjectToClipPos(v.vertex); 35 | o.uv = v.uv; 36 | return o; 37 | } 38 | 39 | sampler2D_float _CameraDepthTexture; 40 | uniform float4x4 _CAMERA_XYZMATRIX; 41 | float4 xyzMatrix; 42 | float4 GetWorldPositionFromDepth(float2 uv_depth) 43 | { 44 | return (xyzMatrix = mul(_CAMERA_XYZMATRIX, float4(uv_depth*2.0 - 1.0, SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv_depth), 1.0))) / xyzMatrix.w; 45 | } 46 | float3 XYZ; 47 | float4 frag(v2f i) : SV_Target 48 | { 49 | return float4(XYZ = GetWorldPositionFromDepth(i.uv.xy).xyz,distance(XYZ, _WorldSpaceCameraPos)); 50 | } 51 | ENDCG 52 | } 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Assets/ScreenSpaceReflections/Resources/SSR/PixelWorldPosition.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d1b61ed314c4dd44b745d25f522a4d9 3 | timeCreated: 1525205891 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/ScreenSpaceReflections/Resources/SSR/ScreenSpaceReflections.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Bodhi Donselaar/ScreenSpaceReflections" 2 | { 3 | Properties 4 | { 5 | _MainTex("Camera",2D)= "white" {} 6 | _Downscale("Downscale",int)=1 7 | } 8 | CGINCLUDE 9 | #pragma multi_compile S64 S48 S32 S16 10 | #include "UnityCG.cginc" 11 | #if S16 12 | #define NUM_SAMPLES (8) 13 | #define NUM_SAMPLES_HALF (4) 14 | #endif 15 | #if S32 16 | #define NUM_SAMPLES (16) 17 | #define NUM_SAMPLES_HALF (8) 18 | #endif 19 | #if S48 20 | #define NUM_SAMPLES (24) 21 | #define NUM_SAMPLES_HALF (12) 22 | #endif 23 | #if S64 24 | #define NUM_SAMPLES (32) 25 | #define NUM_SAMPLES_HALF (16) 26 | #endif 27 | struct VertexDataCalculate 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 viewUV:TEXCOORD1; 31 | float4 noiseUV:TEXCOORD2; 32 | float4 vertex : SV_POSITION; 33 | }; 34 | uniform sampler2D _Noise; 35 | float4 _Noise_TexelSize, _MainTex_TexelSize; 36 | int _Downscale; 37 | VertexDataCalculate VertexCalculate (float4 vertex : POSITION, float2 uv : TEXCOORD0) 38 | { 39 | VertexDataCalculate o; 40 | o.vertex = UnityObjectToClipPos(vertex); 41 | o.uv = uv; 42 | o.viewUV = float4(uv * 2 - 1,1,1); 43 | o.noiseUV = float4(_MainTex_TexelSize.zw*_Noise_TexelSize.xy*uv/_Downscale, 0, 0); 44 | return o; 45 | } 46 | uniform float4x4 _View2Screen; 47 | float4 screenuv; 48 | float2 world2screen(float3 wp) 49 | { 50 | return ((screenuv= mul(_View2Screen, wp - _WorldSpaceCameraPos)).xy / screenuv.w)*.5 + .5; 51 | } 52 | uniform sampler2D _WPOS; 53 | float2 rayuv; 54 | float3 ray(float3 wp) 55 | { 56 | return float3(rayuv = world2screen(wp), tex2Dlod(_WPOS, float4(rayuv,0,0)).a - distance(wp, _WorldSpaceCameraPos)); 57 | } 58 | uniform sampler2D _MainTex, _CameraGBufferTexture2, _ssrMask; 59 | float3 result, dir, pos; 60 | uint j; 61 | float4 FragmentCalculate (VertexDataCalculate i) : SV_Target 62 | { 63 | float4 SSRValue = 0; 64 | float3 worldPosition=tex2D(_WPOS, i.uv).rgb; 65 | float distanceToCamera=distance(worldPosition,_WorldSpaceCameraPos); 66 | 67 | //todo: remove this if statement, this prevents skybox reflection 68 | if (distanceToCamera > 100)return 0; 69 | 70 | float sampleDistance=distanceToCamera/NUM_SAMPLES_HALF*1.5; 71 | float3 viewDir=normalize(worldPosition-_WorldSpaceCameraPos); 72 | dir =reflect(viewDir, tex2D(_CameraGBufferTexture2, i.uv).rgb * 2.0 - 1.0)*sampleDistance;//sample dis 73 | pos = dir*tex2Dlod(_Noise, i.noiseUV).r*4+worldPosition; 74 | float collision; 75 | for (j = 0; j < NUM_SAMPLES; ++j) //sample count 76 | { 77 | collision = 0; 78 | result = ray(pos); 79 | if (any(floor(result.xy)!=float2(0,0))) 80 | { 81 | collision = 0; 82 | SSRValue=float4(0,0,0,0); 83 | break; //out of screen 84 | } 85 | if(result.z<0&&result.z>-(sampleDistance*2)) 86 | { 87 | collision = tex2Dlod(_ssrMask, float4(result.xy, 0, 0)).r; 88 | SSRValue= float4(tex2Dlod(_MainTex, float4(result.xy,0,0)).rgb*1,1); 89 | break; 90 | } 91 | pos += dir; 92 | } 93 | return saturate( float4(SSRValue.rgb,collision)); 94 | } 95 | ENDCG 96 | SubShader 97 | { 98 | // No culling or depth 99 | Cull Off ZWrite Off ZTest Always 100 | 101 | Pass 102 | { 103 | CGPROGRAM 104 | #pragma vertex VertexCalculate 105 | #pragma fragment FragmentCalculate 106 | #pragma target 3.0 107 | ENDCG 108 | } 109 | } 110 | } 111 | -------------------------------------------------------------------------------- /Assets/ScreenSpaceReflections/Resources/SSR/ScreenSpaceReflections.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5924393c6c860648b69f407f518243b 3 | timeCreated: 1525205891 4 | 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| licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/ScreenSpaceReflections/Scripts/ScreenSpaceReflections.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | namespace BodhiDonselaar 5 | { 6 | [ExecuteInEditMode] 7 | public class ScreenSpaceReflections : MonoBehaviour 8 | { 9 | [Range(1, 8)] 10 | public int downSample = 2; 11 | [Range(0, 8)] 12 | public int blurAmount = 1; 13 | public bool showReflectionsOnly = false; 14 | private Camera cam; 15 | 16 | //doesn't change, being static avoids doubles in memory with multiple cameras 17 | private Material ssrMaterial, pixelWorldPosMaterial, combineMaterial, blurMaterial; 18 | private static Texture2D ssrMask, noise; 19 | 20 | private void OnEnable() 21 | { 22 | if (ssrMaterial == null) ssrMaterial = new Material(Resources.Load("SSR/ScreenSpaceReflections")); 23 | if (pixelWorldPosMaterial == null) pixelWorldPosMaterial = new Material(Resources.Load("SSR/PixelWorldPosition")); 24 | if (combineMaterial == null) combineMaterial = new Material(Resources.Load("SSR/Combine")); 25 | if (blurMaterial == null) blurMaterial = new Material(Resources.Load("SSR/Blur")); 26 | if (ssrMask == null) Shader.SetGlobalTexture("_ssrMask", ssrMask = Resources.Load("SSR/ssrMaskSoft")); 27 | if (noise == null) Shader.SetGlobalTexture("_Noise", ssrMask = Resources.Load("SSR/Noise")); 28 | if (cam == null) cam = GetComponent(); 29 | } 30 | public void OnRenderImage(RenderTexture src, RenderTexture des) 31 | { 32 | RenderTextureFormat format = cam.allowHDR ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32; 33 | if (cam.actualRenderingPath != RenderingPath.DeferredShading) 34 | { 35 | Debug.LogWarning("SSR: Camera must be in deferred rendering mode"); 36 | Graphics.Blit(src, des); 37 | return; 38 | } 39 | 40 | //Create temporary buffers 41 | downSample = Mathf.Clamp(downSample, 1, 8); 42 | RenderTexture tempWorldPos = RenderTexture.GetTemporary(src.width, src.height, 0, RenderTextureFormat.ARGBFloat); 43 | RenderTexture tempA = RenderTexture.GetTemporary(src.width / downSample, src.height / downSample, 0, format); 44 | RenderTexture tempB = RenderTexture.GetTemporary(src.width / downSample, src.height / downSample, 0, format); 45 | 46 | //Calculate per-pixel world position 47 | pixelWorldPosMaterial.SetMatrix("_CAMERA_XYZMATRIX", (GL.GetGPUProjectionMatrix(cam.projectionMatrix, false) * cam.worldToCameraMatrix).inverse); 48 | Graphics.Blit(null, tempWorldPos, pixelWorldPosMaterial); 49 | ssrMaterial.SetTexture("_WPOS", tempWorldPos); 50 | 51 | //Raytrace 52 | Shader.SetGlobalMatrix("_View2Screen", (cam.cameraToWorldMatrix * cam.projectionMatrix.inverse).inverse); 53 | ssrMaterial.SetInt("_Downscale", downSample); 54 | Graphics.Blit(src, tempA, ssrMaterial); 55 | 56 | //blur SSR result 57 | for (int i = 0; i < blurAmount; ++i) 58 | { 59 | blurMaterial.SetVector("_Direction", new Vector4(1, 0, 0, 0)); 60 | Graphics.Blit(tempA, tempB, blurMaterial); 61 | blurMaterial.SetVector("_Direction", new Vector4(0, 1, 0, 0)); 62 | Graphics.Blit(tempB, tempA, blurMaterial); 63 | } 64 | 65 | combineMaterial.SetTexture("_SSR", tempA); 66 | 67 | //show reflections? 68 | if (showReflectionsOnly) 69 | { 70 | Graphics.Blit(tempA, des); 71 | } 72 | else 73 | { 74 | //Final combine 75 | Graphics.Blit(src, des, combineMaterial); 76 | } 77 | //Release temporary buffers 78 | RenderTexture.ReleaseTemporary(tempA); 79 | RenderTexture.ReleaseTemporary(tempB); 80 | RenderTexture.ReleaseTemporary(tempWorldPos); 81 | } 82 | public void CheckSampleSwitch() 83 | { 84 | //int setting = 64; 85 | //if (samplesCurrent != (int)setting) 86 | //{ 87 | // samplesCurrent = (int)setting; 88 | // ssrMaterial.DisableKeyword("S64"); 89 | // ssrMaterial.DisableKeyword("S48"); 90 | // ssrMaterial.DisableKeyword("S32"); 91 | // ssrMaterial.DisableKeyword("S16"); 92 | // switch (samplesCurrent) 93 | // { 94 | // case 64: 95 | // ssrMaterial.EnableKeyword("S64"); 96 | // return; 97 | // case 48: 98 | // ssrMaterial.EnableKeyword("S48"); 99 | // return; 100 | // case 32: 101 | // ssrMaterial.EnableKeyword("S32"); 102 | // return; 103 | // default: 104 | // ssrMaterial.EnableKeyword("S16"); 105 | // return; 106 | // } 107 | //} 108 | } 109 | } 110 | } 111 | -------------------------------------------------------------------------------- /Assets/ScreenSpaceReflections/Scripts/ScreenSpaceReflections.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4c9032fffc7368744b59fbae09d7c908 3 | timeCreated: 1525205686 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Bodhi Donselaar 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityScreenSpaceReflections 2 | SSR - Screen Space Reflections post processing effect 3 | 4 | Just smack the script on your Unity Camera 5 | 6 | -Calculates per-pixel world position 7 | 8 | -Reflects the view direction over the G-Buffer normal and raytraces through the world position texture (64 samples, can be less). The tracing is noisy so there are no visible lines/layers 9 | 10 | -Blurs and combines the result 11 | 12 | 13 | Blur amount and downsampling can be adjusted. 14 | 15 | ![alt text](https://s17.postimg.cc/qtz1ro067/ssr.jpg) 16 | --------------------------------------------------------------------------------