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158 行
5.5 KiB
158 行
5.5 KiB
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class WaterSystemFeature : ScriptableRendererFeature
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{
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#region Water Effects Pass
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public class WaterFXPass : ScriptableRenderPass
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{
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const string k_RenderWaterFXTag = "Render Water FX";
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public bool debug;
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ShaderTagId m_WaterFXShaderTag = new ShaderTagId("WaterFX");
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Color m_ClearColor = new Color(0.0f, 0.5f, 0.5f, 0.5f);
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RenderTargetHandle m_WaterFX = RenderTargetHandle.CameraTarget;
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private FilteringSettings transparentFilterSettings { get; set; }
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public WaterFXPass()
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{
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m_WaterFX.Init("_WaterFXMap");
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transparentFilterSettings = new FilteringSettings(RenderQueueRange.transparent);
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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cameraTextureDescriptor.depthBufferBits = 0;
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cameraTextureDescriptor.width = cameraTextureDescriptor.width / 2;
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cameraTextureDescriptor.height = cameraTextureDescriptor.height / 2;
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cameraTextureDescriptor.colorFormat = RenderTextureFormat.Default;
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cmd.GetTemporaryRT(m_WaterFX.id, cameraTextureDescriptor, FilterMode.Bilinear);
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ConfigureTarget(m_WaterFX.Identifier());
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ConfigureClear(ClearFlag.Color, m_ClearColor);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterFXTag);
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using (new ProfilingSample(cmd, k_RenderWaterFXTag))
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{
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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var drawSettings = CreateDrawingSettings(m_WaterFXShaderTag, ref renderingData, SortingCriteria.CommonTransparent);
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var filteringSettings = transparentFilterSettings;
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public override void FrameCleanup(CommandBuffer cmd)
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{
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if(!debug)
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cmd.ReleaseTemporaryRT(m_WaterFX.id);
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}
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}
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#endregion
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#region Caustics Pass
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public class WaterCausticsPass : ScriptableRenderPass
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{
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const string k_RenderWaterCausticsTag = "Render Water Caustics";
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public Material m_WaterCausticMaterial;
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public Mesh m_mesh;
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (m_WaterCausticMaterial == null || m_mesh == null)
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{
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Debug.LogErrorFormat(
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"Missing caustic material. {0} render pass will not execute. Check for missing reference in the renderer resources.",
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GetType().Name);
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return;
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}
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var camType = renderingData.cameraData.camera.cameraType;
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if(camType != CameraType.Game && camType != CameraType.SceneView)
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return;
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Vector3 position = renderingData.cameraData.camera.transform.position;
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position.y = 0;
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Matrix4x4 matrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one * 100f);
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CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterCausticsTag);
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cmd.DrawMesh(m_mesh, matrix , m_WaterCausticMaterial, 0, 0);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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#endregion
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WaterFXPass m_WaterFxPass;
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WaterCausticsPass m_CausticsPass;
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public WaterSystemSettings settings = new WaterSystemSettings();
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public override void Create()
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{
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// WaterFX Pass
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m_WaterFxPass = new WaterFXPass();
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m_WaterFxPass.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques;
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// Caustic Pass
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m_CausticsPass = new WaterCausticsPass();
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if (settings.debug == WaterSystemSettings.DebugMode.Caustics && settings.causticMaterial)
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{
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settings.causticMaterial.SetFloat("_SrcBlend", 1f);
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settings.causticMaterial.SetFloat("_DstBlend", 0f);
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settings.causticMaterial.EnableKeyword("_DEBUG");
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m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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}
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else
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{
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settings.causticMaterial.SetFloat("_SrcBlend", 2f);
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settings.causticMaterial.SetFloat("_DstBlend", 0f);
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settings.causticMaterial.DisableKeyword("_DEBUG");
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m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1;
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}
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m_CausticsPass.m_WaterCausticMaterial = settings.causticMaterial;
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m_CausticsPass.m_mesh = settings.mesh;
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(m_WaterFxPass);
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renderer.EnqueuePass(m_CausticsPass);
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}
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[System.Serializable]
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public class WaterSystemSettings
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{
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[Header("Water Effects Settings")]
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[Header("Caustics Settings")]
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public Material causticMaterial;
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public Mesh mesh;
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[Header("Advanced Settings")]
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public DebugMode debug = DebugMode.Disabled;
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public enum DebugMode
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{
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Disabled,
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WaterEffects,
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Caustics
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}
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}
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}
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