using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace WaterSystem { public class WaterSystemFeature : ScriptableRendererFeature { #region Water Effects Pass class WaterFxPass : ScriptableRenderPass { private const string k_RenderWaterFXTag = "Render Water FX"; private readonly ShaderTagId m_WaterFXShaderTag = new ShaderTagId("WaterFX"); private readonly Color m_ClearColor = new Color(0.0f, 0.5f, 0.5f, 0.5f); //r = foam mask, g = normal.x, b = normal.z, a = displacement private FilteringSettings m_FilteringSettings; private RenderTargetHandle m_WaterFX = RenderTargetHandle.CameraTarget; public WaterFxPass() { m_WaterFX.Init("_WaterFXMap"); // only wanting to render transparent objects m_FilteringSettings = new FilteringSettings(RenderQueueRange.transparent); } // Calling Configure since we are wanting to render into a RenderTexture and control cleat public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { // no need for a depth buffer cameraTextureDescriptor.depthBufferBits = 0; // Half resolution cameraTextureDescriptor.width /= 2; cameraTextureDescriptor.height /= 2; // default format TODO research usefulness of HDR format cameraTextureDescriptor.colorFormat = RenderTextureFormat.Default; // get a temp RT for rendering into cmd.GetTemporaryRT(m_WaterFX.id, cameraTextureDescriptor, FilterMode.Bilinear); ConfigureTarget(m_WaterFX.Identifier()); // clear the screen with a specific color for the packed data ConfigureClear(ClearFlag.Color, m_ClearColor); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterFXTag); using (new ProfilingSample(cmd, k_RenderWaterFXTag)) // makes sure we have profiling ability { context.ExecuteCommandBuffer(cmd); cmd.Clear(); // here we choose renderers based off the "WaterFX" shader pass and also sort back to front var drawSettings = CreateDrawingSettings(m_WaterFXShaderTag, ref renderingData, SortingCriteria.CommonTransparent); // draw all the renderers matching the rules we setup context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } public override void FrameCleanup(CommandBuffer cmd) { // since the texture is used within the single cameras use we need to cleanup the RT afterwards cmd.ReleaseTemporaryRT(m_WaterFX.id); } } #endregion #region Caustics Pass class WaterCausticsPass : ScriptableRenderPass { private const string k_RenderWaterCausticsTag = "Render Water Caustics"; public Material WaterCausticMaterial; private static Mesh m_mesh; public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var cam = renderingData.cameraData.camera; // Stop the pass rendering in the preview or material missing if (cam.cameraType == CameraType.Preview || !WaterCausticMaterial) return; CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterCausticsTag); using (new ProfilingSample(cmd, k_RenderWaterCausticsTag)) { // Create mesh if needed if (!m_mesh) m_mesh = GenerateCausticsMesh(1000f); // Create the matrix to position the caustics mesh. var position = cam.transform.position; position.y = 0; // TODO should read a global 'water height' variable. var matrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one); // Setup the CommandBuffer and draw the mesh with the caustic material and matrix cmd.DrawMesh(m_mesh, matrix, WaterCausticMaterial, 0, 0); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } #endregion WaterFxPass m_WaterFxPass; WaterCausticsPass m_CausticsPass; public WaterSystemSettings settings = new WaterSystemSettings(); [SerializeField] private Shader causticShader; private Material _causticMaterial; private static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend"); private static readonly int DstBlend = Shader.PropertyToID("_DstBlend"); private static readonly int Size = Shader.PropertyToID("_Size"); public override void Create() { // WaterFX Pass m_WaterFxPass = new WaterFxPass {renderPassEvent = RenderPassEvent.BeforeRenderingOpaques}; // Caustic Pass m_CausticsPass = new WaterCausticsPass(); causticShader = causticShader ? causticShader : Shader.Find("Hidden/BoatAttack/Caustics"); _causticMaterial = _causticMaterial ? _causticMaterial : new Material(causticShader); switch (settings.debug) { case WaterSystemSettings.DebugMode.Caustics: _causticMaterial.SetFloat(SrcBlend, 1f); _causticMaterial.SetFloat(DstBlend, 0f); _causticMaterial.EnableKeyword("_DEBUG"); m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; break; case WaterSystemSettings.DebugMode.WaterEffects: break; case WaterSystemSettings.DebugMode.Disabled: // Caustics _causticMaterial.SetFloat(SrcBlend, 2f); _causticMaterial.SetFloat(DstBlend, 0f); _causticMaterial.DisableKeyword("_DEBUG"); m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1; // WaterEffects break; } _causticMaterial.SetFloat(Size, settings.causticScale); m_CausticsPass.WaterCausticMaterial = _causticMaterial; } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { renderer.EnqueuePass(m_WaterFxPass); renderer.EnqueuePass(m_CausticsPass); } /// /// This function Generates a flat quad for use with the caustics pass. /// /// The length of the quad. /// private static Mesh GenerateCausticsMesh(float size) { var m = new Mesh(); size *= 0.5f; var verts = new[] { new Vector3(-size, 0f, -size), new Vector3(size, 0f, -size), new Vector3(-size, 0f, size), new Vector3(size, 0f, size) }; m.vertices = verts; var tris = new[] { 0, 2, 1, 2, 3, 1 }; m.triangles = tris; return m; } [System.Serializable] public class WaterSystemSettings { [Header("Caustics Settings")] [Range(0.1f, 1f)] public float causticScale = 0.25f; [Header("Advanced Settings")] public DebugMode debug = DebugMode.Disabled; public enum DebugMode { Disabled, WaterEffects, Caustics } } } }