Skip to content

Commit 62f6bbe

Browse files
authored
Fix mirror skybox reflection matrices (#1009)
## Summary * Skybox reflection was not correct in the basis mirror which caused weird rotation offset from user perspective. ## Required checks All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under **Notes**. <!-- required-checks-start --> <!-- Tick the boxes in place — do not edit the line text. The pr-checklist workflow parses this block; per-PR context goes under Notes. --> - [x] **Tested** — I built and ran this locally. The change works in the editor and (where relevant) in a built player. - [x] **Transform access is combined and limited** — In hot paths, transform reads/writes go through `TransformAccessArray` or are otherwise batched. I have not added per-frame `transform.position` / `transform.rotation` / `transform.localPosition` calls inside loops. Whenever I need both position and rotation, I use the combined APIs — `SetPositionAndRotation` / `SetLocalPositionAndRotation` for writes, `GetPositionAndRotation` / `GetLocalPositionAndRotation` for reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two. - [x] **Addressables used for asset/memory loading** — Any new asset loads go through Addressables. No new `Resources.Load`, no direct asset references that pull large content into memory on scene load. - [x] **No new `GetComponent` / `AddComponent` where avoidable** — Where unavoidable, the result is cached on a field, and any `GetComponent<T>` is replaced with `TryGetComponent<T>(out var x)` — bare `GetComponent` will be denied. `TryGetComponent` is the modern API (Unity 2019.2+) and skips the Editor-only GC allocation `GetComponent` causes when a component is missing: Unity wraps the `null` return in a managed "fake null" object so its overloaded `==` operator can still detect destroyed C++ objects, and constructing that wrapper allocates; `TryGetComponent` returns a `bool` plus `out` parameter and never builds the wrapper. None of these calls run inside `Update`, `LateUpdate`, `FixedUpdate`, jobs, or other per-frame code paths. - [x] **Per-frame work is scheduled through `BasisEventDriver`** — Any new per-frame work hooks into `BasisEventDriver` rather than adding standalone `Update` / `LateUpdate` / `FixedUpdate` callbacks on a MonoBehaviour. - [x] **Anything added to `BasisEventDriver` is bulletproof, or guarded by `try`/`catch`** — `BasisEventDriver` runs the single per-frame tick that drives the whole framework (network apply, local player sim, blendshapes, JigglePhysics, nameplates, and more) as one sequential chain. An unhandled exception anywhere in that chain aborts the rest of the tick, so every step after the throwing one is silently skipped for that frame. New work added to the driver must either be guaranteed not to throw, or be wrapped in a `try`/`catch` that contains the failure and surfaces it through `BasisDebug` — logged once / rate-limited, never every frame (see the existing `HVRBasisBuiltInAddresses.Simulate()` guard for the pattern). Expect this to be scrutinized closely in review. - [x] **Considered jobification** — I asked whether this work can be moved to a Unity Job (Burst-compiled where possible). If it can, it is. If it cannot, the reason is in **Notes**. - [x] **No needless `{ get; set; }` properties or access lockdowns** — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things off `private`/`internal` without a real reason. Don't wrap a field in `{ get; set; }` when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For `.Instance` singletons, callers reassigning `Type.Instance` is allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call. - [x] **Camera access goes through `BasisLocalCameraDriver`** — Code that needs the local camera (transform, projection, rig data, etc.) pulls it from `BasisLocalCameraDriver` rather than looking one up itself. Don't roll a separate camera discovery path. - [x] **Logging uses `BasisDebug`** — All new logging calls go through `BasisDebug.Log` / `BasisDebug.LogWarning` / `BasisDebug.LogError` (with an appropriate `LogTag`) instead of `UnityEngine.Debug.Log` / `Debug.LogWarning` / `Debug.LogError`. `BasisDebug` routes through Basis's tagged, color-coded logger and respects the project-wide `LoggingDisabled` toggle so logging can be killed at runtime; bare `Debug.Log` calls bypass that and will be denied. - [x] **No scene-wide discovery for dependencies** — New code is architected so it does not need `FindObjectOfType` / `FindObjectsOfType` / `GameObject.Find` / `FindGameObjectsWithTag` to locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under **Notes**. - [x] **No allocations in hot paths** — Per-frame code (Update / LateUpdate / FixedUpdate, simulation loops, jobs, anything called once per frame or more) does not allocate. No `new` on reference types, no LINQ, no `string` concatenation/interpolation, no boxing, no `foreach` over interface-typed collections. Allocate once at init and reuse the buffer. - [x] **No debugging in hot paths** — No log calls of any kind on per-frame paths, including `BasisDebug`. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind `#if UNITY_EDITOR` and remove (or leave gated) before merge. - [x] **Hot-path collection access is optimized** — Cache `.Count` (lists) / `.Length` (arrays) into a local `int` before the loop instead of re-reading the property each iteration. Prefer `T[]` (with a separate length int when the array is over-sized) over `List<T>` where the data is hot — Unity's mono BCL doesn't expose `CollectionsMarshal.AsSpan(List<T>)`, so a list can't be fed into `Span<T>` / unsafe paths cleanly. Where the perf justifies it, drop into `Span<T>` / `ref` locals / `Unsafe.As` / `unsafe` pointer code to skip bounds checks and copies, and call out the invariants you're relying on under **Notes** so reviewers can sanity-check them. <!-- required-checks-end --> ## Testing details Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge. - [x] Windows - [ ] Linux - [ ] Android - [ ] iOS - [ ] macOS Input / control mode coverage: - [x] Tested in VR (note headset under **Notes**) - [x] Tested in desktop / non-VR mode - [ ] Tested with phone controls (mobile touch input) - [ ] N/A — change does not touch player/XR/input code Where applicable, confirm these flows still work after your changes: - [ ] Hot-switching (desktop ↔ VR mode swap at runtime) - [ ] Avatar swapping - [ ] Server swapping (joining / leaving / changing servers) - [ ] N/A — change does not touch any of the above ## Notes <!-- Optional context for reviewers. Headset model, why a required box is N/A, anything else worth knowing. -->
2 parents e857159 + b06e0af commit 62f6bbe

5 files changed

Lines changed: 25 additions & 2 deletions

File tree

Basis/Packages/com.basis.examples/Scripts/BasisSDKMirror.cs

Lines changed: 6 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -1020,6 +1020,11 @@ private void RenderEye(Camera sourceCamera, MonoOrStereoscopicEye eye, Vector3 s
10201020
// steep view angles and wrongly cull renderers that are actually visible in the mirror.
10211021
portalCamera.cullingMatrix = xFlip * proj * xFlip * worldToCam;
10221022

1023+
// Skyboxes are infinitely distant and must not receive the mirror-plane oblique clip.
1024+
// Preserve the clean reflected projection so URP can render the skybox with the same
1025+
// reflected view as geometry but without the clip-plane distortion.
1026+
portalCamera.nonJitteredProjectionMatrix = xFlip * proj * xFlip;
1027+
10231028
// Oblique clip to avoid "behind mirror"; clip normal chosen toward the eye.
10241029
Vector3 clipNormal = planeNormal * Mathf.Sign(Vector3.Dot(eyeOriginWS - planePosWS, planeNormal));
10251030
Vector4 clipPlaneCamSpace = BasisHelpers.CameraSpacePlane(
@@ -1193,6 +1198,7 @@ private void CreateNewCamera(Camera sourceCamera, out Camera newCamera, out Univ
11931198
updateCameraClearFlags(newCamera, sourceCamera);
11941199

11951200
cameraData = newCamera.GetUniversalAdditionalCameraData();
1201+
cameraData.isMirrorReflectionCamera = true;
11961202
ApplyCameraOptions(newCamera, cameraData);
11971203

11981204
if (cameraData != null)

Basis/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalCameraData.cs

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -254,6 +254,7 @@ internal Matrix4x4 GetGPUProjectionMatrix(bool renderIntoTexture, int viewIndex
254254
/// Returns true if XR rendering is enabled.
255255
/// </summary>
256256
public bool xrRendering;
257+
internal bool isMirrorReflectionCamera;
257258

258259
// True if GPU occlusion culling should be used when rendering this camera.
259260
internal bool useGPUOcclusionCulling;
@@ -653,6 +654,7 @@ public override void Reset()
653654
requiresOpaqueTexture = false;
654655
postProcessingRequiresDepthTexture = false;
655656
xrRendering = false;
657+
isMirrorReflectionCamera = false;
656658
useGPUOcclusionCulling = false;
657659
defaultOpaqueSortFlags = SortingCriteria.None;
658660
xr = default;

Basis/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs

Lines changed: 15 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -45,7 +45,21 @@ private RendererListHandle CreateSkyBoxRendererList(RenderGraph renderGraph, Uni
4545
else
4646
#endif
4747
{
48-
skyRendererListHandle = renderGraph.CreateSkyboxRendererList(cameraData.camera);
48+
// Mirror reflection cameras use a custom reflected view and an oblique projection
49+
// for scene geometry. The native camera-only skybox path does not preserve that setup
50+
// correctly, and the oblique clip must not be applied to an infinitely distant skybox.
51+
// Basis mirrors store their clean pre-oblique projection in nonJitteredProjectionMatrix.
52+
if (cameraData.isMirrorReflectionCamera)
53+
{
54+
skyRendererListHandle = renderGraph.CreateSkyboxRendererList(
55+
cameraData.camera,
56+
cameraData.camera.nonJitteredProjectionMatrix,
57+
cameraData.GetViewMatrix(0));
58+
}
59+
else
60+
{
61+
skyRendererListHandle = renderGraph.CreateSkyboxRendererList(cameraData.camera);
62+
}
4963
}
5064

5165
return skyRendererListHandle;

Basis/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -477,6 +477,7 @@ public partial class UniversalAdditionalCameraData : MonoBehaviour, ISerializati
477477
[SerializeField] Vector4 m_ScreenCoordScaleBias;
478478

479479
[NonSerialized] Camera m_Camera;
480+
[NonSerialized] public bool isMirrorReflectionCamera;
480481
// Deprecated:
481482
[FormerlySerializedAs("requiresDepthTexture"), SerializeField]
482483
bool m_RequiresDepthTexture = false;
@@ -525,7 +526,6 @@ void Start()
525526
camera.clearFlags = CameraClearFlags.Nothing;
526527
}
527528

528-
529529
/// <summary>
530530
/// Controls if this camera should render shadows.
531531
/// </summary>

Basis/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -1699,6 +1699,7 @@ static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCam
16991699
bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;
17001700
cameraData.maxShadowDistance = Mathf.Min(settings.shadowDistance, camera.farClipPlane);
17011701
cameraData.maxShadowDistance = (anyShadowsEnabled && cameraData.maxShadowDistance >= camera.nearClipPlane) ? cameraData.maxShadowDistance : 0.0f;
1702+
cameraData.isMirrorReflectionCamera = additionalCameraData != null && additionalCameraData.isMirrorReflectionCamera;
17021703

17031704
bool isSceneViewCamera = cameraData.isSceneViewCamera;
17041705
if (isSceneViewCamera)

0 commit comments

Comments
 (0)