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pidi_planar_reflections_3 [2020/08/25 03:50] irrsoft [Basic Shaders Upgrade Guide] |
pidi_planar_reflections_3 [2020/09/25 05:34] irrsoft [Universal / High Definition RP vs Standard Pipeline] |
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- | Below you can see a comparison table showing the full feature set of each edition. The Lite edition has an add-on sold separately which adds LWRP support in Unity 2019.1+ (this add-on is included free of charge in the Standard / Team edition). To learn more about the specific limits and differences between the standard Unity rendering pipeline (also known as Built-in) and the new LWRP pipeline, please go to the corresponding section of the documentation. | + | Below you can see a comparison table showing the full feature set of each edition. The Lite edition has an add-on sold separately which adds LWRP support in Unity 2019.4+ (this add-on is included free of charge in the Standard / Team edition). To learn more about the specific limits and differences between the standard Unity rendering pipeline (also known as Built-in) and the new LWRP pipeline, please go to the corresponding section of the documentation. |
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| Culling, clipping and shadows control | ✓ | ✓ | | | Culling, clipping and shadows control | ✓ | ✓ | | ||
| Static + real-time reflections composition | X | ✓ | | | Static + real-time reflections composition | X | ✓ | | ||
- | | Opaque PRB Shaders | | + | | Opaque PRB Shaders | |
- | | Transparent PBR Shaders | | + | | Transparent PBR Shaders | |
- | | Mobile-ready shaders | + | | Mobile-ready shaders | ✓ | ✓ | |
- | | LWRP support* | With SRP add-on | + | |
| Universal RP (URP) support | With SRP add-on | | Universal RP (URP) support | With SRP add-on | ||
| Support for integrated URP Post FX | X | ✓ | | | Support for integrated URP Post FX | X | ✓ | | ||
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| Support for integrated HDRP Post FX | X | ✓ | | | Support for integrated HDRP Post FX | X | ✓ | | ||
| Water shaders | With Water add-on | | Water shaders | With Water add-on | ||
+ | | Blur Pass | X | ✓ | | ||
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- | *The LWRP pipeline has been deprecated by Unity and thus is no longer supported. Please use the Universal Rendering Pipeline integration instead. For better compatibility, | + | *The LWRP pipeline has been deprecated by Unity and thus is no longer supported. Please use the Universal Rendering Pipeline integration instead. For better compatibility, |
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- | ===== Universal RP vs Standard Pipeline ===== | + | ===== Universal |
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- | ^ Feature | + | ^ Feature |
| Render to external RenderTexture | ✓ | ✓ | | | Render to external RenderTexture | ✓ | ✓ | | ||
| Post Process Stack v2 Support | ✓ | ✓ | | | Post Process Stack v2 Support | ✓ | ✓ | | ||
| Real-time + Static Reflections | X | ✓ | | | Real-time + Static Reflections | X | ✓ | | ||
| Dynamic reflection resolution | ✓ | ✓ | | | Dynamic reflection resolution | ✓ | ✓ | | ||
- | | Advanced optimization | | + | | Advanced optimization | |
| Layer-specific reflections | ✓ | ✓ | | | Layer-specific reflections | ✓ | ✓ | | ||
- | | Water shaders | | + | | Water shaders | |
| Depth based effects | X | ✓ | | | Depth based effects | X | ✓ | | ||
+ | | Blur Pass / Blurred reflections | ✓ | ✓ | | ||
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- | Different packages are provided | + | Due to multiple changes in the way URP / HDRP releases |
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* It is being developed with Unity 2017.1+ | * It is being developed with Unity 2017.1+ | ||
- | * If it uses LWRP, make sure it is using a compatible version | + | * If it uses Universal RP or HDRP, make sure you are using the latest Unity LTS release (Unity 2019.4 LTS) |
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To achieve the best results and especially if you plan to use the advanced Water Shaders with URP, you must change the settings of the Scriptable Render Pipeline Asset that you are using (you can find it in Project Settings / Graphics) and enable the Opaque and Depth texture rendering features. This will ensure that all the internal data required by PIDI Planar Reflections 3 is generated. | To achieve the best results and especially if you plan to use the advanced Water Shaders with URP, you must change the settings of the Scriptable Render Pipeline Asset that you are using (you can find it in Project Settings / Graphics) and enable the Opaque and Depth texture rendering features. This will ensure that all the internal data required by PIDI Planar Reflections 3 is generated. | ||
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- | While we do our best to keep up to date with LWRP releases there may be times when Unity updates their pipelines and adds or removes functionality from them (and in most cases breaking the compatibility of LWRP shaders) before we can issue the corresponding update. If your version of LWRP does not load the shaders appropriately or the demo scenes inside the URP Add on folder show pink materials please be patient, as we will issue the corresponding patch usually within 1-2 days of a new LWRP release or contact us to let us know the details of the error to our [[support@irreverent-software.com|support email]]. | + | While we do our best to keep up to date with LWRP releases there may be times when Unity updates their pipelines and adds or removes functionality from them (and in most cases breaking the compatibility of LWRP shaders) before we can issue the corresponding update. If your version of Universal RP / HDRP does not load the shaders appropriately or the demo scenes inside the URP Add on folder show pink materials please be patient, as we will issue the corresponding patch usually within 1-2 days of a new LWRP release or contact us to let us know the details of the error to our [[support@irreverent-software.com|support email]]. |
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===== Planar Reflections Renderer, Basic Settings ===== | ===== Planar Reflections Renderer, Basic Settings ===== | ||
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In the main UI of the Planar Reflections Renderer we can find several tabs with settings that allow us to control all the features from the asset. | In the main UI of the Planar Reflections Renderer we can find several tabs with settings that allow us to control all the features from the asset. | ||
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For this quick start guide we will only cover the most basic features and some general optimization and setup practices to help you get your reflections up and running in no time. First, we will open the **GENERAL SETTINGS** tab. | For this quick start guide we will only cover the most basic features and some general optimization and setup practices to help you get your reflections up and running in no time. First, we will open the **GENERAL SETTINGS** tab. | ||
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The **SCENE VIEW DISPLAY** setting enables or disables the preview plane from the Scene View. This plane displays the reflection as it will look in the game in the most simple way, without any additional effects nor tint. This is very useful when you are building a level as it will allow you to quickly see how your reflections will work and to locate them in the spaces where it makes most sense. This plane is **NOT** visible in the main game. | The **SCENE VIEW DISPLAY** setting enables or disables the preview plane from the Scene View. This plane displays the reflection as it will look in the game in the most simple way, without any additional effects nor tint. This is very useful when you are building a level as it will allow you to quickly see how your reflections will work and to locate them in the spaces where it makes most sense. This plane is **NOT** visible in the main game. | ||
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The **TRACK CAMERAS BY TAG** setting is a very useful optimization feature that allows you to only render the reflections for cameras that have a specific tag, giving you more control over the way the reflections will be handled. | The **TRACK CAMERAS BY TAG** setting is a very useful optimization feature that allows you to only render the reflections for cameras that have a specific tag, giving you more control over the way the reflections will be handled. | ||
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Inside the **REFLECTION SETTINGS** we can find additional controls for the different properties of the reflection and to control how will it be rendered. | Inside the **REFLECTION SETTINGS** we can find additional controls for the different properties of the reflection and to control how will it be rendered. | ||
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The **LAYERS TO REFLECT** setting controls which layers of objects will be visible to the reflection. This feature makes it easy to adjust the performance of the reflection by limiting the amount of objects (and draw calls) it renders. | The **LAYERS TO REFLECT** setting controls which layers of objects will be visible to the reflection. This feature makes it easy to adjust the performance of the reflection by limiting the amount of objects (and draw calls) it renders. | ||
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The **CLIPPING MODE** controls the projection itself, the way the clipping planes of the reflection camera will adjust to the reflective surface. The **ACCURATE CLIPPING** mode will prevent any objects behind the reflective surface from rendering by accurately making the near clipping plane match the reflective plane. **SIMPLE APPROXIMATION** will use the standard clipping planes and, while it will not prevent objects behind the reflection from being rendered, it will enable support for more complex features such as using a different Rendering Path, a depth pass, post process effects and more. | The **CLIPPING MODE** controls the projection itself, the way the clipping planes of the reflection camera will adjust to the reflective surface. The **ACCURATE CLIPPING** mode will prevent any objects behind the reflective surface from rendering by accurately making the near clipping plane match the reflective plane. **SIMPLE APPROXIMATION** will use the standard clipping planes and, while it will not prevent objects behind the reflection from being rendered, it will enable support for more complex features such as using a different Rendering Path, a depth pass, post process effects and more. | ||
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The clipping planes will help you to better control the distance in which objects are reflected, and an additional setting to provide a custom shadow distance for the reflections which can even let you, if used correctly, disable the shadows on the reflective surfaces and greatly improve the performance. | The clipping planes will help you to better control the distance in which objects are reflected, and an additional setting to provide a custom shadow distance for the reflections which can even let you, if used correctly, disable the shadows on the reflective surfaces and greatly improve the performance. | ||
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In the **OPTIMIZATION SETTINGS** tab you can control the way the resolution of the reflection is calculated, either based on the screen size or a specific value as well as how it will be downscaled for additional performance. The **VISIBILITY OPTIMIZATIONS** setting modifies the way the reflection works, ensuring it is only rendered if a Reflections Caster using it is visible to a Game Camera. | In the **OPTIMIZATION SETTINGS** tab you can control the way the resolution of the reflection is calculated, either based on the screen size or a specific value as well as how it will be downscaled for additional performance. The **VISIBILITY OPTIMIZATIONS** setting modifies the way the reflection works, ensuring it is only rendered if a Reflections Caster using it is visible to a Game Camera. | ||
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The **TARGET FRAMERATE** allows you to control the way the reflections are updated, limiting its frequency to match either the actual frame rate of your game (if you set its value to 0) or a specific frame rate between 1 and 60 frames per second. | The **TARGET FRAMERATE** allows you to control the way the reflections are updated, limiting its frequency to match either the actual frame rate of your game (if you set its value to 0) or a specific frame rate between 1 and 60 frames per second. | ||
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===== PIDI : Planar Reflections 3 - Advanced Topics ===== | ===== PIDI : Planar Reflections 3 - Advanced Topics ===== | ||
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PIDI Planar Reflections 3 is much more than a simple reflections system. In this section of the documentation we will cover advanced use cases for this asset, how to use the Water Add on, the integrated Post FX support, custom shader creation and much more that will take the reflections in your scenes to the next level. | PIDI Planar Reflections 3 is much more than a simple reflections system. In this section of the documentation we will cover advanced use cases for this asset, how to use the Water Add on, the integrated Post FX support, custom shader creation and much more that will take the reflections in your scenes to the next level. | ||
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==== Movable Reflective Surfaces ==== | ==== Movable Reflective Surfaces ==== | ||
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Sometimes it is useful to have reflective surfaces that can rotate and move freely in the scene, maybe as a mirror that a character will carry around, maybe as a moving floor or wall in a puzzle game. | Sometimes it is useful to have reflective surfaces that can rotate and move freely in the scene, maybe as a mirror that a character will carry around, maybe as a moving floor or wall in a puzzle game. | ||
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The easiest way to solve this is through clever level design and objects management, by creating a Reflections Renderer for each dynamic surface and then making it a child object of the Reflection Caster itself. This way the reflections will move along the caster and rotate accordingly while also providing a lot more flexibility over the reflection' | The easiest way to solve this is through clever level design and objects management, by creating a Reflections Renderer for each dynamic surface and then making it a child object of the Reflection Caster itself. This way the reflections will move along the caster and rotate accordingly while also providing a lot more flexibility over the reflection' | ||
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To ensure a high performance, | To ensure a high performance, | ||
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==== Post FX Support ==== | ==== Post FX Support ==== | ||
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PIDI : Planar Reflections 3 comes with integrated support for the Post Process Stack v2.0 and the new Post Process system used in the Universal RP for Unity 2019.3. This new integrated support allows you to add Post Process Effects to your reflections in just a few clicks. | PIDI : Planar Reflections 3 comes with integrated support for the Post Process Stack v2.0 and the new Post Process system used in the Universal RP for Unity 2019.3. This new integrated support allows you to add Post Process Effects to your reflections in just a few clicks. | ||
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To enable Post FX support simply enable the corresponding setting in the **GENERAL SETTINGS** tab from the main UI of your Planar Reflections Renderer. An additional tab of settings called **POST FX SETTINGS** will appear. | To enable Post FX support simply enable the corresponding setting in the **GENERAL SETTINGS** tab from the main UI of your Planar Reflections Renderer. An additional tab of settings called **POST FX SETTINGS** will appear. | ||
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There are two ways in which the Post FX can be set up for the reflections, | There are two ways in which the Post FX can be set up for the reflections, | ||
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In most cases it will be best to set up specific settings for each reflection since not all the Post Process FX assigned to the standard Game Cameras will work correctly in the reflections. Any effect that depends on motion vectors (such as TAA, Motion Blur) or that depends on screen coordinates (Vignetting) may not work correctly within the reflection. | In most cases it will be best to set up specific settings for each reflection since not all the Post Process FX assigned to the standard Game Cameras will work correctly in the reflections. Any effect that depends on motion vectors (such as TAA, Motion Blur) or that depends on screen coordinates (Vignetting) may not work correctly within the reflection. | ||
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Some other effects may be to expensive to compute and not necessary for the reflection itself, such as SSR or depth of field effects. In these cases, having a specific collection of Post FX Volumes for the reflections and separate from those for the game itself may make sense. | Some other effects may be to expensive to compute and not necessary for the reflection itself, such as SSR or depth of field effects. In these cases, having a specific collection of Post FX Volumes for the reflections and separate from those for the game itself may make sense. | ||
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- | ==== Camera | + | ==== Reflection |
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- | In some cases you may want to simulate more accurate PBR reflections by using depth-based blur on them (which makes the objects | + | In some cases you may need to access the depth pass of the reflection, |
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PIDI Planar Reflections 3 makes this process extremely easy by allowing you enable the depth features of the Reflections Renderer with just a toggle, the **CONTACT DEPTH SUPPORT** toggle. | PIDI Planar Reflections 3 makes this process extremely easy by allowing you enable the depth features of the Reflections Renderer with just a toggle, the **CONTACT DEPTH SUPPORT** toggle. | ||
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Enabling this feature will render an additional pass for each texture and store it in a **_ReflectionDepth** texture that can be used by different shaders to simulate a whole new range of effects. The texture contains the distance of each object relative to the surface of the reflective plane stored in a negative green space (the further away the objects are the greener the color gets and the closer the objects are the blacker the color) with the background and spaces without any objects being rendered in full green color. | Enabling this feature will render an additional pass for each texture and store it in a **_ReflectionDepth** texture that can be used by different shaders to simulate a whole new range of effects. The texture contains the distance of each object relative to the surface of the reflective plane stored in a negative green space (the further away the objects are the greener the color gets and the closer the objects are the blacker the color) with the background and spaces without any objects being rendered in full green color. | ||
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To make a Reflections Caster use this depth texture and send it to the materials you just need to enable the **REFLECTION DEPTH** toggle in the Reflections caster component for the corresponding material. | To make a Reflections Caster use this depth texture and send it to the materials you just need to enable the **REFLECTION DEPTH** toggle in the Reflections caster component for the corresponding material. | ||
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+ | ==== Blurred Reflections Pass ==== | ||
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+ | Starting with version 3.5, PIDI Planar Reflections 3 includes a new feature called "Blur Pass". This feature allows you to apply a high quality Gaussian Blur filter to the reflections rendered by the asset right before assigning them to the material. This blur pass is applied by the caster on a per-object and per-material basis. | ||
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+ | There are two ways of applying this blur pass, either to the Final Result of the reflection rendering process or as a separate pass to be stored in a new texture2D parameter called " | ||
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==== Create Custom Shaders ==== | ==== Create Custom Shaders ==== | ||
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While this guide will not provide any assistance in how to create shaders (there are far better resources to learn how to do this) we will cover here the basics of which parameters are needed in order to process the reflections as well as how should their coordinates be calculated in order to project them over a surface. | While this guide will not provide any assistance in how to create shaders (there are far better resources to learn how to do this) we will cover here the basics of which parameters are needed in order to process the reflections as well as how should their coordinates be calculated in order to project them over a surface. | ||
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The main parameter needed for the reflections is a sampler2D parameter named _ReflectionTex. This will receive the output texture from the Reflections Renderer through the Reflections Caster. This texture comes ready to be projected using screen coordinates with an inverse X. | The main parameter needed for the reflections is a sampler2D parameter named _ReflectionTex. This will receive the output texture from the Reflections Renderer through the Reflections Caster. This texture comes ready to be projected using screen coordinates with an inverse X. | ||
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This is, screen based UVs whose X has been flipped by doing screenUV.x = 1-screenUV.x | This is, screen based UVs whose X has been flipped by doing screenUV.x = 1-screenUV.x | ||
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Additionally, | Additionally, | ||
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For LWRP and Universal RP shaders we recommend you to use Shadergraph as it will provide you great compatibility between different versions with little maintenance required. To ease the creation of custom shaders that use PIDI Planar Reflections we have provided a small subgraph called " | For LWRP and Universal RP shaders we recommend you to use Shadergraph as it will provide you great compatibility between different versions with little maintenance required. To ease the creation of custom shaders that use PIDI Planar Reflections we have provided a small subgraph called " | ||
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