New [ExecuteAlways] component that renders the skybox (or an optional override material) into a custom reflection cubemap and refreshes DynamicGI so smooth/metallic materials reflect the sky without a baked LightingData asset. Uses a deferred apply plus a synchronous warm-render so the ambient probe resolves after domain reload; runs the reflection capture as a stripped CameraType.Reflection to avoid the URP MIP-bind error. Exposes reflection intensity (0..4) and optional ambient override. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
165 lines
5.7 KiB
C#
165 lines
5.7 KiB
C#
using System.Collections;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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/// <summary>
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/// Builds the environment reflection from the current Skybox in memory (renders
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/// the sky into a cubemap and assigns it as the Custom reflection), so
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/// smooth/metallic materials reflect the sky WITHOUT a baked LightingData.asset.
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/// Runs in Edit and Play mode ([ExecuteAlways]); drop it on one object per scene
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/// (or a prefab that lives in every scene) and you never have to assign a foreign
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/// LightingData again — also works for runtime-loaded / procedural scenes.
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///
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/// Why a rendered cubemap and not <see cref="DynamicGI.UpdateEnvironment"/>:
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/// in this project UpdateEnvironment does NOT produce a valid skybox reflection
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/// probe (a mirror stays black), so <see cref="RenderSettings.reflectionIntensity"/>
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/// had nothing to scale. Rendering the sky into a Custom reflection cubemap gives a
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/// real reflection that intensity can actually drive.
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///
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/// The skybox AMBIENT probe still comes from UpdateEnvironment — but it only convolves a
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/// non-zero probe once the sky has actually been rendered this session. Straight after a
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/// domain reload / scene load / play-start the sky hasn't rendered yet, so the probe is
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/// ZERO and the Environment intensity multiplier has nothing to scale ("doesn't take
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/// effect" until a manual re-enable). Fix: do one synchronous full-screen sky render to
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/// "warm" the sky right before UpdateEnvironment — deterministic, no waiting on renders.
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/// (RenderToCubemap does NOT warm the ambient path; a normal Camera.Render does.)
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/// </summary>
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[ExecuteAlways]
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[DisallowMultipleComponent]
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public class SkyboxEnvironmentUpdater : MonoBehaviour
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{
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[Range(0f, 4f)]
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public float environmentLightingIntensity = 1;
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[Header("Reflections")]
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[Tooltip("Resolution of the generated sky reflection cubemap (power of two).")]
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public int reflectionResolution = 128;
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[Tooltip("How strongly the sky reflection tints reflective/metallic surfaces. 1 = neutral; the Lighting window slider caps at 1, but higher values (via this field) over-drive the reflection for a glossier metal look. Only applied while Force Skybox Reflections is on.")]
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[Range(0f, 4f)]
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public float reflectionIntensity = 1f;
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[Tooltip("Optional: render THIS sky material into the reflection cubemap instead of the scene's global Skybox. Leave empty to use RenderSettings.skybox. Only affects the reflection — the visible scene skybox is unchanged.")]
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public Material reflectionSkyOverride;
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[System.NonSerialized] Cubemap _reflectionCube;
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void OnDisable()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.delayCall -= Apply;
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#endif
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if (!_reflectionCube)
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return;
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if (RenderSettings.customReflectionTexture == _reflectionCube)
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RenderSettings.customReflectionTexture = null;
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DestroyImmediate(_reflectionCube);
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_reflectionCube = null;
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}
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void OnValidate()
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{
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if (this && isActiveAndEnabled)
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OnEnable();
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else
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OnDisable();
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}
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void OnEnable()
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{
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if (!RenderSettings.skybox && !reflectionSkyOverride)
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return;
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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UnityEditor.EditorApplication.delayCall -= Apply;
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UnityEditor.EditorApplication.delayCall += Apply;
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return;
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}
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#endif
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StartCoroutine(ApplyNextFrame());
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}
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IEnumerator ApplyNextFrame()
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{
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yield return null;
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Apply();
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}
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void Apply()
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{
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if (!this || !isActiveAndEnabled)
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return;
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if (!RenderSettings.skybox && !reflectionSkyOverride)
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return;
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RenderSettings.ambientIntensity = environmentLightingIntensity;
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var camGo = new GameObject("__SkyboxEnvCam") { hideFlags = HideFlags.HideAndDontSave };
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try
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{
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var cam = camGo.AddComponent<Camera>();
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cam.enabled = false;
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cam.cullingMask = 0;
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cam.clearFlags = CameraClearFlags.Skybox;
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cam.cameraType = CameraType.Reflection;
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var camData = camGo.AddComponent<UniversalAdditionalCameraData>();
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camData.renderPostProcessing = false;
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camData.requiresDepthTexture = false;
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camData.requiresColorTexture = false;
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camData.renderShadows = false;
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if (reflectionSkyOverride)
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camGo.AddComponent<Skybox>().material = reflectionSkyOverride;
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camGo.transform.position = transform.position;
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var rt = RenderTexture.GetTemporary(64, 64, 16);
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cam.targetTexture = rt;
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cam.Render();
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cam.targetTexture = null;
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RenderTexture.ReleaseTemporary(rt);
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EnsureReflectionCubemap();
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cam.RenderToCubemap(_reflectionCube);
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}
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finally
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{
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DestroyImmediate(camGo);
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}
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RenderSettings.defaultReflectionMode = DefaultReflectionMode.Custom;
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RenderSettings.customReflectionTexture = _reflectionCube;
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RenderSettings.reflectionIntensity = reflectionIntensity;
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RenderSettings.ambientMode = AmbientMode.Skybox;
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DynamicGI.UpdateEnvironment();
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}
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void EnsureReflectionCubemap()
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{
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int size = Mathf.Max(16, reflectionResolution);
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if (!_reflectionCube || _reflectionCube.width != size)
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{
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if (_reflectionCube)
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{
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DestroyImmediate(_reflectionCube);
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}
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_reflectionCube = new Cubemap(size, TextureFormat.RGBA32, true)
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{
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name = "SkyboxReflection (generated)"
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};
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}
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}
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}
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