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 和 17 次删除
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2Assets/Data/UniversalRP/PipelineAsset.asset
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31Assets/Data/UniversalRP/CustomBoatDemoRenderer.asset
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8Assets/Data/UniversalRP/CustomBoatDemoRenderer.asset.meta
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8Assets/Rendering.meta
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113Packages/com.verasl.water-system/CausticsModified.mat
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8Packages/com.verasl.water-system/CausticsModified.mat.meta
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95Packages/com.verasl.water-system/Shaders/CausticsModified.shader
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9Packages/com.verasl.water-system/Shaders/CausticsModified.shader.meta
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11Assets/Rendering/BoatRenderer.cs.meta
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41Assets/Rendering/BoatRendererData.cs
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11Assets/Rendering/BoatRendererData.cs.meta
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11Assets/Rendering/MainRenderPass.cs.meta
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227Assets/Rendering/BoatRenderer.cs
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64Assets/Rendering/MainRenderPass.cs
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8Assets/Shaders/PackedPBR.meta
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8Assets/EntityCache.meta
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Shader "Hidden/BoatAttack/CausticsModified" |
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{ |
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Properties |
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{ |
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//Vector1_F3303B3C("Speed", Float) = 0.5 |
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_Size("Size", Float) = 0.5 |
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[NoScaleOffset]_CausticMap("Caustics", 2D) = "white" {} |
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_WaterLevel("WaterLevel", Float) = -0.25 |
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_BlendDistance("BlendDistance", Float) = 0.1 |
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//Vector1_CD857B77("CausticsRGB Split", Float) = 2 |
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} |
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SubShader |
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{ |
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// No culling or depth |
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Cull Off |
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ZWrite Off |
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ZTest Always |
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Pass |
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{ |
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Blend DstColor Zero, One Zero |
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HLSLPROGRAM |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
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#pragma vertex vert |
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#pragma fragment frag |
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struct Attributes |
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{ |
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float4 positionOS : POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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|
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struct Varyings |
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{ |
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float2 uv : TEXCOORD0; |
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float4 positionOS : SV_POSITION; |
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}; |
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TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); |
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TEXTURE2D(_CausticMap); SAMPLER(sampler_CausticMap); |
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|
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half _Size; |
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half _WaterLevel; |
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half _BlendDistance; |
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float3 ReconstructWorldPos(half2 screenPos, float depth) |
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{ |
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// World Pos reconstriction |
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float4 raw = mul(UNITY_MATRIX_I_VP, float4(screenPos * 2 - 1, depth, 1)); |
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float3 worldPos = raw.rgb / raw.a; |
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return worldPos; |
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} |
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|
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// Can be done per-vertex |
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float2 CausticUVs(float2 rawUV, float2 offset) |
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{ |
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//anim |
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float2 uv = rawUV * _Size + float2(_Time.y, _Time.x) * 0.1; |
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return uv + offset * 0.25; |
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} |
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|
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Varyings vert (Attributes input) |
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{ |
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Varyings output; |
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output.positionOS = float4(input.positionOS.xyz, 1.0); |
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output.uv = float2(input.uv.x, 1.0 - input.uv.y); |
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return output; |
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} |
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|
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sampler2D _MainTex; |
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real4 frag (Varyings input) : SV_Target |
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{ |
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real depth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, sampler_CameraDepthTexture, input.uv); |
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|
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float3 worldPos = ReconstructWorldPos(input.uv, depth); |
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float waveOffset = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, worldPos.xz * 0.025 + _Time.x * 0.25).w - 0.5; |
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float2 causticUV = CausticUVs(worldPos.xz, waveOffset); |
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float3 caustics = SAMPLE_TEXTURE2D(_CausticMap, sampler_CausticMap, causticUV).bbb; |
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|
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half upperMask = saturate(-worldPos.y + _WaterLevel); |
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half lowerMask = saturate((worldPos.y - _WaterLevel) / _BlendDistance + _BlendDistance); |
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caustics *= min(upperMask, lowerMask) * 1.5; |
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//return half4(waveOffset.xx, 0, 1); |
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return half4(caustics + 1, 1); |
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} |
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ENDHLSL |
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} |
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} |
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} |
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executionOrder: 0 |
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|
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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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|
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[CreateAssetMenu] |
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public class BoatRendererData : ScriptableRendererData |
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{ |
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[ReloadGroup] |
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public sealed class ShaderResources |
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{ |
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[Reload("Shaders/Utils/Blit.shader")] |
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public Shader blitPS; |
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|
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[Reload("Shaders/Utils/CopyDepth.shader")] |
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public Shader copyDepthPS; |
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|
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[Reload("Shaders/Utils/ScreenSpaceShadows.shader")] |
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public Shader screenSpaceShadowPS; |
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[Reload("Shaders/Utils/Sampling.shader")] |
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public Shader samplingPS; |
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} |
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|
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[Reload("Runtime/Data/PostProcessData.asset")] |
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public PostProcessData postProcessData = null; |
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public ShaderResources shaders = null; |
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public Material caustics = null; |
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|
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protected override ScriptableRenderer Create() |
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{ |
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#if UNITY_EDITOR
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if (!Application.isPlaying) |
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{ |
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ResourceReloader.ReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath); |
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ResourceReloader.ReloadAllNullIn(postProcessData, UniversalRenderPipelineAsset.packagePath); |
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} |
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#endif
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return new BoatRenderer(this); |
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} |
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} |
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|
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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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|
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public class BoatRenderer : ScriptableRenderer |
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{ |
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const int k_DepthStencilBufferBits = 32; |
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const string k_CreateCameraTextures = "Create Camera Texture"; |
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ColorGradingLutPass m_ColorGradingLutPass; |
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MainLightShadowCasterPass m_MainLightShadowCasterPass; |
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PostProcessPass m_PostProcessPass; |
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PostProcessPass m_FinalPostProcessPass; |
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MainRenderPass m_MainRenderPass; |
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FinalBlitPass m_FinalBlitPass; |
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CopyDepthPass m_CopyDepthPass; |
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#if UNITY_EDITOR
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SceneViewDepthCopyPass m_SceneViewDepthCopyPass; |
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#endif
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RenderTargetHandle m_ActiveCameraColorAttachment; |
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RenderTargetHandle m_ActiveCameraDepthAttachment; |
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public RenderTargetHandle m_CameraColorAttachment; |
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public RenderTargetHandle m_CameraDepthAttachment; |
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RenderTargetHandle m_AfterPostProcessColor; |
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RenderTargetHandle m_ColorGradingLut; |
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RenderTargetHandle m_DepthTexture; |
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ForwardLights m_ForwardLights; |
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public BoatRenderer(BoatRendererData data) : base(data) |
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{ |
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Material blitMaterial = CoreUtils.CreateEngineMaterial(data.shaders.blitPS); |
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Material copyDepthMaterial = CoreUtils.CreateEngineMaterial(data.shaders.copyDepthPS); |
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m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); |
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m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingOpaques, data.postProcessData); |
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m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData); |
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m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData); |
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m_MainRenderPass = new MainRenderPass(RenderPassEvent.BeforeRenderingOpaques, data.caustics); |
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m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, blitMaterial); |
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m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.BeforeRenderingOpaques, copyDepthMaterial); |
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|
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#if UNITY_EDITOR
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m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(RenderPassEvent.AfterRendering + 9, copyDepthMaterial); |
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#endif
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|
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// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
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// Samples (MSAA) depend on camera and pipeline
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m_CameraColorAttachment.Init("_CameraColorTexture"); |
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m_CameraDepthAttachment.Init("_CameraDepthAttachment"); |
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m_AfterPostProcessColor.Init("_AfterPostProcessTexture"); |
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m_ColorGradingLut.Init("_InternalGradingLut"); |
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m_DepthTexture.Init("_CameraDepthTexture"); |
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m_ForwardLights = new ForwardLights(); |
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} |
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|
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public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData) |
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{ |
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ref CameraData cameraData = ref renderingData.cameraData; |
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var cameraTargetDescriptor = cameraData.cameraTargetDescriptor; |
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bool mainLightShadows = m_MainLightShadowCasterPass.Setup(ref renderingData); |
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bool resolveShadowsInScreenSpace = mainLightShadows && renderingData.shadowData.requiresScreenSpaceShadowResolve; |
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|
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// Depth prepass is generated in the following cases:
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// - We resolve shadows in screen space
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// - 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.
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// - If game or offscreen camera requires it we check if we can copy the depth from the rendering opaques pass and use that instead.
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bool requiresDepthPrepass = renderingData.cameraData.isSceneViewCamera || |
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(cameraData.requiresDepthTexture && (!CanCopyDepth(ref renderingData.cameraData))); |
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requiresDepthPrepass |= resolveShadowsInScreenSpace; |
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|
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bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, cameraTargetDescriptor) |
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|| rendererFeatures.Count != 0; |
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|
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// If camera requires depth and there's no depth pre-pass we create a depth texture that can be read
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// later by effect requiring it.
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bool createDepthTexture = cameraData.requiresDepthTexture && !requiresDepthPrepass; |
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bool postProcessEnabled = cameraData.postProcessEnabled; |
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|
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bool requiresFinalPostProcessPass = postProcessEnabled && |
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renderingData.cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing; |
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|
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m_ActiveCameraColorAttachment = (createColorTexture) ? m_CameraColorAttachment : RenderTargetHandle.CameraTarget; |
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m_ActiveCameraDepthAttachment = (createDepthTexture) ? m_CameraDepthAttachment : RenderTargetHandle.CameraTarget; |
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bool intermediateRenderTexture = createColorTexture || createDepthTexture; |
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|
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if (intermediateRenderTexture) |
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CreateCameraRenderTarget(context, ref cameraData); |
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|
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ConfigureCameraTarget(m_ActiveCameraColorAttachment.Identifier(), m_ActiveCameraDepthAttachment.Identifier()); |
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for (int i = 0; i < rendererFeatures.Count; ++i) |
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{ |
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rendererFeatures[i].AddRenderPasses(this, ref renderingData); |
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} |
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|
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int count = activeRenderPassQueue.Count; |
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for (int i = count - 1; i >= 0; i--) |
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{ |
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if (activeRenderPassQueue[i] == null) |
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activeRenderPassQueue.RemoveAt(i); |
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} |
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|
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if (mainLightShadows) |
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EnqueuePass(m_MainLightShadowCasterPass); |
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|
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if (postProcessEnabled) |
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{ |
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m_ColorGradingLutPass.Setup(m_ColorGradingLut); |
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EnqueuePass(m_ColorGradingLutPass); |
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} |
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|
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m_MainRenderPass.renderer = this; |
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EnqueuePass(m_MainRenderPass); |
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|
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// If a depth texture was created we necessarily need to copy it, otherwise we could have render it to a renderbuffer
|
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if (createDepthTexture) |
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{ |
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m_CopyDepthPass.Setup(m_ActiveCameraDepthAttachment, m_DepthTexture); |
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EnqueuePass(m_CopyDepthPass); |
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} |
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|
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if (postProcessEnabled) |
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{ |
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if (requiresFinalPostProcessPass) |
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{ |
|||
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; |
|||
} |
|||
} |
|
|||
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);
|
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 82a703e8c80f14c02afba8369541363e |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: e50cf0f4dde230944a81a4bb1a939a90 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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