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239 行
10 KiB
239 行
10 KiB
using System;
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using Unity.Mathematics;
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using UnityEngine.Rendering;
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using WaterSystem;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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[ImageEffectAllowedInSceneView]
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public class PlanerReflections : MonoBehaviour, LightweightPipeline.IBeforeCameraRender
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{
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[System.Serializable]
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public enum ResolutionMulltiplier
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{
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Full,
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Half,
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Third,
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Quarter
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}
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[System.Serializable]
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public class PlanarReflectionSettings
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{
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public ResolutionMulltiplier m_ResolutionMultiplier = ResolutionMulltiplier.Third;
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public float m_ClipPlaneOffset = 0.07f;
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public LayerMask m_ReflectLayers = -1;
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}
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[SerializeField]
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public PlanarReflectionSettings m_settings = new PlanarReflectionSettings();
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public GameObject target;
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private Camera m_ReflectionCamera;
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private int2 m_TextureSize = new int2(256, 128);
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private RenderTexture m_ReflectionTexture = null;
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private int2 m_OldReflectionTextureSize;
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// Cleanup all the objects we possibly have created
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void OnDisable()
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{
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if(m_ReflectionCamera)
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{
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m_ReflectionCamera.targetTexture = null;
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DestroyImmediate(m_ReflectionCamera.gameObject);
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}
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if (m_ReflectionTexture)
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{
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DestroyImmediate(m_ReflectionTexture);
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}
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}
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private void UpdateCamera(Camera src, Camera dest)
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{
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if (dest == null)
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return;
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// set camera to clear the same way as current camera
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dest.clearFlags = src.clearFlags;
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dest.backgroundColor = src.backgroundColor;
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// update other values to match current camera.
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// even if we are supplying custom camera&projection matrices,
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// some of values are used elsewhere (e.g. skybox uses far plane)
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dest.farClipPlane = src.farClipPlane;
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dest.nearClipPlane = src.nearClipPlane;
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dest.orthographic = src.orthographic;
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dest.fieldOfView = src.fieldOfView;
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dest.allowHDR = src.allowHDR;
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dest.useOcclusionCulling = false;
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dest.aspect = src.aspect;
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dest.orthographicSize = src.orthographicSize;
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}
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private void UpdateReflectionCamera(Camera realCamera)
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{
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if (m_ReflectionCamera == null)
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m_ReflectionCamera = CreateMirrorObjects(realCamera);
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// find out the reflection plane: position and normal in world space
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Vector3 pos = target.transform.position;
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Vector3 normal = target.transform.up;
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UpdateCamera(realCamera, m_ReflectionCamera);
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// Render reflection
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// Reflect camera around reflection plane
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float d = -Vector3.Dot(normal, pos) - m_settings.m_ClipPlaneOffset;
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Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
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Matrix4x4 reflection = Matrix4x4.identity;
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reflection *= Matrix4x4.Scale(new Vector3(1, -1, 1));
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CalculateReflectionMatrix(ref reflection, reflectionPlane);
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Vector3 oldpos = realCamera.transform.position - new Vector3(0, target.transform.position.y * 2, 0);
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Vector3 newpos = ReflectPosition(oldpos);
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m_ReflectionCamera.transform.forward = Vector3.Scale(realCamera.transform.forward, new Vector3(1, -1, 1));
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m_ReflectionCamera.worldToCameraMatrix = realCamera.worldToCameraMatrix * reflection;
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// Setup oblique projection matrix so that near plane is our reflection
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// plane. This way we clip everything below/above it for free.
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Vector4 clipPlane = CameraSpacePlane(m_ReflectionCamera, pos - Vector3.up * 0.1f, normal, 1.0f);
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Matrix4x4 projection = realCamera.CalculateObliqueMatrix(clipPlane);
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m_ReflectionCamera.projectionMatrix = projection;
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m_ReflectionCamera.cullingMask = m_settings.m_ReflectLayers; // never render water layer
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m_ReflectionCamera.transform.position = newpos;
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}
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// Calculates reflection matrix around the given plane
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private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
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{
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reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
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reflectionMat.m01 = (-2F * plane[0] * plane[1]);
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reflectionMat.m02 = (-2F * plane[0] * plane[2]);
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reflectionMat.m03 = (-2F * plane[3] * plane[0]);
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reflectionMat.m10 = (-2F * plane[1] * plane[0]);
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reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
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reflectionMat.m12 = (-2F * plane[1] * plane[2]);
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reflectionMat.m13 = (-2F * plane[3] * plane[1]);
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reflectionMat.m20 = (-2F * plane[2] * plane[0]);
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reflectionMat.m21 = (-2F * plane[2] * plane[1]);
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reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
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reflectionMat.m23 = (-2F * plane[3] * plane[2]);
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reflectionMat.m30 = 0F;
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reflectionMat.m31 = 0F;
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reflectionMat.m32 = 0F;
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reflectionMat.m33 = 1F;
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}
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private static Vector3 ReflectPosition(Vector3 pos)
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{
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Vector3 newPos = new Vector3(pos.x, -pos.y, pos.z);
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return newPos;
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}
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private float GetScaleValue()
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{
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switch(m_settings.m_ResolutionMultiplier)
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{
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case ResolutionMulltiplier.Full:
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return 1f;
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case ResolutionMulltiplier.Half:
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return 0.5f;
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case ResolutionMulltiplier.Third:
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return 0.33f;
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case ResolutionMulltiplier.Quarter:
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return 0.25f;
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}
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return 0.5f; // default to half res
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}
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// Compare two int2
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private static bool Int2Compare(int2 a, int2 b)
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{
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if(a.x == b.x && a.y == b.y)
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return true;
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else
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return false;
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}
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// Given position/normal of the plane, calculates plane in camera space.
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private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
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{
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Vector3 offsetPos = pos + normal * m_settings.m_ClipPlaneOffset;
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Matrix4x4 m = cam.worldToCameraMatrix;
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Vector3 cpos = m.MultiplyPoint(offsetPos);
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Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
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return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
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}
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private Camera CreateMirrorObjects(Camera currentCamera)
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{
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LightweightPipelineAsset lwAsset = (LightweightPipelineAsset) GraphicsSettings.renderPipelineAsset;
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var resMulti = lwAsset.renderScale * GetScaleValue();
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m_TextureSize.x = (int) Mathf.Pow(2, Mathf.RoundToInt(Mathf.Log(currentCamera.pixelWidth * resMulti, 2)));
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m_TextureSize.y = (int) Mathf.Pow(2, Mathf.RoundToInt(Mathf.Log(currentCamera.pixelHeight * resMulti, 2)));
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// Reflection render texture
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if (Int2Compare(m_TextureSize, m_OldReflectionTextureSize) || !m_ReflectionTexture)
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{
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if (m_ReflectionTexture)
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DestroyImmediate(m_ReflectionTexture);
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m_ReflectionTexture = new RenderTexture(m_TextureSize.x, m_TextureSize.y, 16,
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currentCamera.allowHDR ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default);
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m_ReflectionTexture.useMipMap = m_ReflectionTexture.autoGenerateMips = false;
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m_ReflectionTexture.autoGenerateMips = false; // no need for mips(unless wanting cheap roughness)
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m_ReflectionTexture.name = "_PlanarReflection" + GetInstanceID();
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m_ReflectionTexture.isPowerOfTwo = true;
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m_ReflectionTexture.hideFlags = HideFlags.DontSave;
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m_OldReflectionTextureSize = m_TextureSize;
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}
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m_ReflectionTexture.DiscardContents();
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GameObject go =
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new GameObject("Planar Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(),
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typeof(Camera), typeof(Skybox));
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LightweightAdditionalCameraData lwrpCamData =
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go.AddComponent(typeof(LightweightAdditionalCameraData)) as LightweightAdditionalCameraData;
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lwrpCamData.renderShadows = false; // turn off shadows for the reflection camera
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var reflectionCamera = go.GetComponent<Camera>();
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reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
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reflectionCamera.targetTexture = m_ReflectionTexture;
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reflectionCamera.allowMSAA = true;
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reflectionCamera.depth = -10;
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reflectionCamera.enabled = false;
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go.hideFlags = HideFlags.HideAndDontSave;
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Shader.SetGlobalTexture("_PlanarReflectionTexture", m_ReflectionTexture);
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return reflectionCamera;
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}
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public void ExecuteBeforeCameraRender(
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ScriptableRenderContext context,
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Camera camera,
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LightweightPipeline.PipelineSettings pipelineSettings,
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ScriptableRenderer renderer)
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{
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if (!enabled)
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return;
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GL.invertCulling = true;
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RenderSettings.fog = false;
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UpdateReflectionCamera(camera);
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CullResults cullResults = new CullResults();
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LightweightPipeline.RenderSingleCamera(context, pipelineSettings, m_ReflectionCamera, ref cullResults, new DefaultRendererSetup(), renderer);
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GL.invertCulling = false;
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RenderSettings.fog = true;
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}
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}
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}
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