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Merge branch 'merge-branch' into dots-physics

/dots-physics
Mike Geig 5 年前
当前提交
57dc9798
共有 20 个文件被更改,包括 638 次插入17 次删除
  1. 2
      Assets/Data/UniversalRP/PipelineAsset.asset
  2. 31
      Assets/Data/UniversalRP/CustomBoatDemoRenderer.asset
  3. 8
      Assets/Data/UniversalRP/CustomBoatDemoRenderer.asset.meta
  4. 8
      Assets/Rendering.meta
  5. 113
      Packages/com.verasl.water-system/CausticsModified.mat
  6. 8
      Packages/com.verasl.water-system/CausticsModified.mat.meta
  7. 95
      Packages/com.verasl.water-system/Shaders/CausticsModified.shader
  8. 9
      Packages/com.verasl.water-system/Shaders/CausticsModified.shader.meta
  9. 11
      Assets/Rendering/BoatRenderer.cs.meta
  10. 41
      Assets/Rendering/BoatRendererData.cs
  11. 11
      Assets/Rendering/BoatRendererData.cs.meta
  12. 11
      Assets/Rendering/MainRenderPass.cs.meta
  13. 227
      Assets/Rendering/BoatRenderer.cs
  14. 64
      Assets/Rendering/MainRenderPass.cs
  15. 8
      Assets/Shaders/PackedPBR.meta
  16. 8
      Assets/EntityCache.meta

2
Assets/Data/UniversalRP/PipelineAsset.asset


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31
Assets/Data/UniversalRP/CustomBoatDemoRenderer.asset


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Packages/com.verasl.water-system/CausticsModified.mat


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Packages/com.verasl.water-system/CausticsModified.mat.meta


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Packages/com.verasl.water-system/Shaders/CausticsModified.shader


Shader "Hidden/BoatAttack/CausticsModified"
{
Properties
{
//Vector1_F3303B3C("Speed", Float) = 0.5
_Size("Size", Float) = 0.5
[NoScaleOffset]_CausticMap("Caustics", 2D) = "white" {}
_WaterLevel("WaterLevel", Float) = -0.25
_BlendDistance("BlendDistance", Float) = 0.1
//Vector1_CD857B77("CausticsRGB Split", Float) = 2
}
SubShader
{
// No culling or depth
Cull Off
ZWrite Off
ZTest Always
Pass
{
Blend DstColor Zero, One Zero
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma vertex vert
#pragma fragment frag
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionOS : SV_POSITION;
};
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
TEXTURE2D(_CausticMap); SAMPLER(sampler_CausticMap);
half _Size;
half _WaterLevel;
half _BlendDistance;
float3 ReconstructWorldPos(half2 screenPos, float depth)
{
// World Pos reconstriction
float4 raw = mul(UNITY_MATRIX_I_VP, float4(screenPos * 2 - 1, depth, 1));
float3 worldPos = raw.rgb / raw.a;
return worldPos;
}
// Can be done per-vertex
float2 CausticUVs(float2 rawUV, float2 offset)
{
//anim
float2 uv = rawUV * _Size + float2(_Time.y, _Time.x) * 0.1;
return uv + offset * 0.25;
}
Varyings vert (Attributes input)
{
Varyings output;
output.positionOS = float4(input.positionOS.xyz, 1.0);
output.uv = float2(input.uv.x, 1.0 - input.uv.y);
return output;
}
sampler2D _MainTex;
real4 frag (Varyings input) : SV_Target
{
real depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, sampler_CameraDepthTexture, input.uv);
float3 worldPos = ReconstructWorldPos(input.uv, depth);
float waveOffset = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, worldPos.xz * 0.025 + _Time.x * 0.25).w - 0.5;
float2 causticUV = CausticUVs(worldPos.xz, waveOffset);
float3 caustics = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, causticUV).bbb;
half upperMask = saturate(-worldPos.y + _WaterLevel);
half lowerMask = saturate((worldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance);
caustics *= min(upperMask, lowerMask) * 1.5;
//return half4(waveOffset.xx, 0, 1);
return half4(caustics + 1, 1);
}
ENDHLSL
}
}
}

9
Packages/com.verasl.water-system/Shaders/CausticsModified.shader.meta


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Assets/Rendering/BoatRenderer.cs.meta


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Assets/Rendering/BoatRendererData.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
[CreateAssetMenu]
public class BoatRendererData : ScriptableRendererData
{
[ReloadGroup]
public sealed class ShaderResources
{
[Reload("Shaders/Utils/Blit.shader")]
public Shader blitPS;
[Reload("Shaders/Utils/CopyDepth.shader")]
public Shader copyDepthPS;
[Reload("Shaders/Utils/ScreenSpaceShadows.shader")]
public Shader screenSpaceShadowPS;
[Reload("Shaders/Utils/Sampling.shader")]
public Shader samplingPS;
}
[Reload("Runtime/Data/PostProcessData.asset")]
public PostProcessData postProcessData = null;
public ShaderResources shaders = null;
public Material caustics = null;
protected override ScriptableRenderer Create()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
ResourceReloader.ReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
ResourceReloader.ReloadAllNullIn(postProcessData, UniversalRenderPipelineAsset.packagePath);
}
#endif
return new BoatRenderer(this);
}
}

11
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Assets/Rendering/MainRenderPass.cs.meta


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Assets/Rendering/BoatRenderer.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class BoatRenderer : ScriptableRenderer
{
const int k_DepthStencilBufferBits = 32;
const string k_CreateCameraTextures = "Create Camera Texture";
ColorGradingLutPass m_ColorGradingLutPass;
MainLightShadowCasterPass m_MainLightShadowCasterPass;
PostProcessPass m_PostProcessPass;
PostProcessPass m_FinalPostProcessPass;
MainRenderPass m_MainRenderPass;
FinalBlitPass m_FinalBlitPass;
CopyDepthPass m_CopyDepthPass;
#if UNITY_EDITOR
SceneViewDepthCopyPass m_SceneViewDepthCopyPass;
#endif
RenderTargetHandle m_ActiveCameraColorAttachment;
RenderTargetHandle m_ActiveCameraDepthAttachment;
public RenderTargetHandle m_CameraColorAttachment;
public RenderTargetHandle m_CameraDepthAttachment;
RenderTargetHandle m_AfterPostProcessColor;
RenderTargetHandle m_ColorGradingLut;
RenderTargetHandle m_DepthTexture;
ForwardLights m_ForwardLights;
public BoatRenderer(BoatRendererData data) : base(data)
{
Material blitMaterial = CoreUtils.CreateEngineMaterial(data.shaders.blitPS);
Material copyDepthMaterial = CoreUtils.CreateEngineMaterial(data.shaders.copyDepthPS);
m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);
m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingOpaques, data.postProcessData);
m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData);
m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData);
m_MainRenderPass = new MainRenderPass(RenderPassEvent.BeforeRenderingOpaques, data.caustics);
m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, blitMaterial);
m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.BeforeRenderingOpaques, copyDepthMaterial);
#if UNITY_EDITOR
m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(RenderPassEvent.AfterRendering + 9, copyDepthMaterial);
#endif
// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
// Samples (MSAA) depend on camera and pipeline
m_CameraColorAttachment.Init("_CameraColorTexture");
m_CameraDepthAttachment.Init("_CameraDepthAttachment");
m_AfterPostProcessColor.Init("_AfterPostProcessTexture");
m_ColorGradingLut.Init("_InternalGradingLut");
m_DepthTexture.Init("_CameraDepthTexture");
m_ForwardLights = new ForwardLights();
}
public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
{
ref CameraData cameraData = ref renderingData.cameraData;
var cameraTargetDescriptor = cameraData.cameraTargetDescriptor;
bool mainLightShadows = m_MainLightShadowCasterPass.Setup(ref renderingData);
bool resolveShadowsInScreenSpace = mainLightShadows && renderingData.shadowData.requiresScreenSpaceShadowResolve;
// Depth prepass is generated in the following cases:
// - We resolve shadows in screen space
// - Scene view camera always requires a depth texture. We do a depth pre-pass to simplify it and it shouldn't matter much for editor.
// - If game or offscreen camera requires it we check if we can copy the depth from the rendering opaques pass and use that instead.
bool requiresDepthPrepass = renderingData.cameraData.isSceneViewCamera ||
(cameraData.requiresDepthTexture && (!CanCopyDepth(ref renderingData.cameraData)));
requiresDepthPrepass |= resolveShadowsInScreenSpace;
bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, cameraTargetDescriptor)
|| rendererFeatures.Count != 0;
// If camera requires depth and there's no depth pre-pass we create a depth texture that can be read
// later by effect requiring it.
bool createDepthTexture = cameraData.requiresDepthTexture && !requiresDepthPrepass;
bool postProcessEnabled = cameraData.postProcessEnabled;
bool requiresFinalPostProcessPass = postProcessEnabled &&
renderingData.cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing;
m_ActiveCameraColorAttachment = (createColorTexture) ? m_CameraColorAttachment : RenderTargetHandle.CameraTarget;
m_ActiveCameraDepthAttachment = (createDepthTexture) ? m_CameraDepthAttachment : RenderTargetHandle.CameraTarget;
bool intermediateRenderTexture = createColorTexture || createDepthTexture;
if (intermediateRenderTexture)
CreateCameraRenderTarget(context, ref cameraData);
ConfigureCameraTarget(m_ActiveCameraColorAttachment.Identifier(), m_ActiveCameraDepthAttachment.Identifier());
for (int i = 0; i < rendererFeatures.Count; ++i)
{
rendererFeatures[i].AddRenderPasses(this, ref renderingData);
}
int count = activeRenderPassQueue.Count;
for (int i = count - 1; i >= 0; i--)
{
if (activeRenderPassQueue[i] == null)
activeRenderPassQueue.RemoveAt(i);
}
if (mainLightShadows)
EnqueuePass(m_MainLightShadowCasterPass);
if (postProcessEnabled)
{
m_ColorGradingLutPass.Setup(m_ColorGradingLut);
EnqueuePass(m_ColorGradingLutPass);
}
m_MainRenderPass.renderer = this;
EnqueuePass(m_MainRenderPass);
// If a depth texture was created we necessarily need to copy it, otherwise we could have render it to a renderbuffer
if (createDepthTexture)
{
m_CopyDepthPass.Setup(m_ActiveCameraDepthAttachment, m_DepthTexture);
EnqueuePass(m_CopyDepthPass);
}
if (postProcessEnabled)
{
if (requiresFinalPostProcessPass)
{
m_PostProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, m_AfterPostProcessColor, m_ActiveCameraDepthAttachment, m_ColorGradingLut);
EnqueuePass(m_PostProcessPass);
m_FinalPostProcessPass.SetupFinalPass(m_AfterPostProcessColor);
EnqueuePass(m_FinalPostProcessPass);
}
else
{
m_PostProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, RenderTargetHandle.CameraTarget, m_ActiveCameraDepthAttachment, m_ColorGradingLut);
EnqueuePass(m_PostProcessPass);
}
}
else if (m_ActiveCameraColorAttachment != RenderTargetHandle.CameraTarget)
{
m_FinalBlitPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment);
EnqueuePass(m_FinalBlitPass);
}
}
public override void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
{
m_ForwardLights.Setup(context, ref renderingData);
}
public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters,
ref CameraData cameraData)
{
Camera camera = cameraData.camera;
cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane);
}
public override void FinishRendering(CommandBuffer cmd)
{
if (m_ActiveCameraColorAttachment != RenderTargetHandle.CameraTarget)
cmd.ReleaseTemporaryRT(m_ActiveCameraColorAttachment.id);
if (m_ActiveCameraDepthAttachment != RenderTargetHandle.CameraTarget)
cmd.ReleaseTemporaryRT(m_ActiveCameraDepthAttachment.id);
}
void CreateCameraRenderTarget(ScriptableRenderContext context, ref CameraData cameraData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_CreateCameraTextures);
var descriptor = cameraData.cameraTargetDescriptor;
int msaaSamples = descriptor.msaaSamples;
if (m_ActiveCameraColorAttachment != RenderTargetHandle.CameraTarget)
{
bool useDepthRenderBuffer = m_ActiveCameraDepthAttachment == RenderTargetHandle.CameraTarget;
var colorDescriptor = descriptor;
colorDescriptor.depthBufferBits = (useDepthRenderBuffer) ? k_DepthStencilBufferBits : 0;
cmd.GetTemporaryRT(m_ActiveCameraColorAttachment.id, colorDescriptor, FilterMode.Bilinear);
}
if (m_ActiveCameraDepthAttachment != RenderTargetHandle.CameraTarget)
{
var depthDescriptor = descriptor;
depthDescriptor.colorFormat = RenderTextureFormat.Depth;
depthDescriptor.depthBufferBits = k_DepthStencilBufferBits;
depthDescriptor.bindMS = msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve && (SystemInfo.supportsMultisampledTextures != 0);
cmd.GetTemporaryRT(m_ActiveCameraDepthAttachment.id, depthDescriptor, FilterMode.Point);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
bool RequiresIntermediateColorTexture(ref RenderingData renderingData, RenderTextureDescriptor baseDescriptor)
{
ref CameraData cameraData = ref renderingData.cameraData;
int msaaSamples = cameraData.cameraTargetDescriptor.msaaSamples;
bool isStereoEnabled = renderingData.cameraData.isStereoEnabled;
bool isScaledRender = !Mathf.Approximately(cameraData.renderScale, 1.0f);
bool isCompatibleBackbufferTextureDimension = baseDescriptor.dimension == TextureDimension.Tex2D;
bool requiresExplicitMsaaResolve = msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve;
bool isOffscreenRender = cameraData.camera.targetTexture != null && !cameraData.isSceneViewCamera;
bool isCapturing = cameraData.captureActions != null;
bool requiresBlitForOffscreenCamera = cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || requiresExplicitMsaaResolve;
if (isOffscreenRender)
return requiresBlitForOffscreenCamera;
return requiresBlitForOffscreenCamera || cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
!isCompatibleBackbufferTextureDimension || !cameraData.isDefaultViewport || isCapturing || Display.main.requiresBlitToBackbuffer
|| (renderingData.killAlphaInFinalBlit && !isStereoEnabled);
}
bool CanCopyDepth(ref CameraData cameraData)
{
bool msaaEnabledForCamera = cameraData.cameraTargetDescriptor.msaaSamples > 1;
bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None;
bool supportsDepthTarget = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.Depth);
bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy);
// TODO: We don't have support to highp Texture2DMS currently and this breaks depth precision.
// currently disabling it until shader changes kick in.
//bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
bool msaaDepthResolve = false;
return supportsDepthCopy || msaaDepthResolve;
}
}

64
Assets/Rendering/MainRenderPass.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using Unity.Collections;
public class MainRenderPass : ScriptableRenderPass
{
FilteringSettings m_OpaqueFilteringSettings;
FilteringSettings m_TransparentFilteringSettings;
ShaderTagId m_UniversalForwardPass = new ShaderTagId("UniversalForward");
AttachmentDescriptor colorAttachmentDescriptor;
AttachmentDescriptor depthAttachmentDescriptor;
Material m_CausticsMaterial;
public BoatRenderer renderer;
public MainRenderPass(RenderPassEvent renderPassEvent, Material causticsMaterial)
{
this.renderPassEvent = renderPassEvent;
m_OpaqueFilteringSettings = new FilteringSettings(RenderQueueRange.opaque);
m_TransparentFilteringSettings = new FilteringSettings(RenderQueueRange.transparent);
colorAttachmentDescriptor = new AttachmentDescriptor(RenderTextureFormat.RGB111110Float);
depthAttachmentDescriptor = new AttachmentDescriptor(RenderTextureFormat.Depth);
m_CausticsMaterial = causticsMaterial;
}
//public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
//{
// ConfigureTarget(BuiltinRenderTextureType.CurrentActive, BuiltinRenderTextureType.CurrentActive);
//}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var opaqueDrawingSettings = CreateDrawingSettings(m_UniversalForwardPass, ref renderingData, SortingCriteria.CommonOpaque);
var transparentDrawingSettings = CreateDrawingSettings(m_UniversalForwardPass, ref renderingData, SortingCriteria.CommonTransparent);
var cameraTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
int width = cameraTargetDescriptor.width;
int height = cameraTargetDescriptor.height;
colorAttachmentDescriptor.ConfigureTarget(renderer.m_CameraColorAttachment.Identifier(), false, true);
depthAttachmentDescriptor.ConfigureTarget(renderer.m_CameraDepthAttachment.Identifier(), false, true);
var descriptors = new NativeArray<AttachmentDescriptor>(
new[] { colorAttachmentDescriptor, depthAttachmentDescriptor },
Allocator.Temp);
using (context.BeginScopedRenderPass(width, height, 1, descriptors, 1))
{
descriptors.Dispose();
NativeArray<int> attachmentIndices = new NativeArray<int>(new[] { 0 }, Allocator.Temp);
using (context.BeginScopedSubPass(attachmentIndices))
{
attachmentIndices.Dispose();
context.DrawRenderers(renderingData.cullResults, ref opaqueDrawingSettings, ref m_OpaqueFilteringSettings);
context.DrawSkybox(renderingData.cameraData.camera);
var cmd = CommandBufferPool.Get("DrawCaustics");
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CausticsMaterial);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
//context.DrawRenderers(renderingData.cullResults, ref transparentDrawingSettings, ref m_TransparentFilteringSettings);
}
}
}
}

8
Assets/Shaders/PackedPBR.meta


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8
Assets/EntityCache.meta


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