Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using UnityEngine.Rendering.LWRP;
using WaterSystem.Data;
namespace WaterSystem
{
[ExecuteAlways]
public class Water : MonoBehaviour
{
// Singleton
private static Water _Instance = null;
public static Water Instance
{
get
{
if (_Instance == null)
_Instance = (Water)FindObjectOfType(typeof(Water));
return _Instance;
}
}
private bool useComputeBuffer;
public bool computeOverride;
RenderTexture _depthTex;
public Texture _bakedDepthTex;
private Camera _depthCam;
[SerializeField]
private Texture2D _rampTexture;
[SerializeField]
public Wave[] _waves;
[SerializeField]
private ComputeBuffer _waveBuffer;
private float _maxWaveHeight;
[SerializeField]
public WaterSettingsData settingsData;
[SerializeField]
public WaterSurfaceData surfaceData;
[SerializeField]
private WaterResources resources;
private float waterTime = 0;
private void OnValidate()
{
Init();
}
void OnEnable()
{
if (!computeOverride)
useComputeBuffer = SystemInfo.supportsComputeShaders &&
Application.platform != RuntimePlatform.WebGLPlayer &&
Application.platform != RuntimePlatform.Android;
else
useComputeBuffer = false;
Init();
RenderPipelineManager.beginCameraRendering += BeginCameraRendering;
if(resources == null)
{
resources = Resources.Load("WaterResources") as WaterResources;
}
}
private void OnDisable() {
Cleanup();
}
void Cleanup()
{
if(Application.isPlaying)
GerstnerWavesJobs.Cleanup();
RenderPipelineManager.beginCameraRendering -= BeginCameraRendering;
if (_depthCam)
{
_depthCam.targetTexture = null;
SafeDestroy(_depthCam.gameObject);
}
if (_depthTex)
{
SafeDestroy(_depthTex);
}
if(_waveBuffer != null)
_waveBuffer.Dispose();
}
private void BeginCameraRendering(ScriptableRenderContext src, Camera cam)
{
Vector3 fwd = cam.transform.forward;
fwd.y = 0;
float roll = cam.transform.localEulerAngles.z;
Shader.SetGlobalFloat("_CameraRoll", roll);
Shader.SetGlobalMatrix("_InvViewProjection", (GL.GetGPUProjectionMatrix(cam.projectionMatrix, false) * cam.worldToCameraMatrix).inverse);
}
private void SafeDestroy(Object o)
{
if(Application.isPlaying)
Destroy(o);
else
DestroyImmediate(o);
}
public void Init()
{
SetWaves();
GenerateColorRamp();
if (_bakedDepthTex)
{
Shader.SetGlobalTexture("_WaterDepthMap", _bakedDepthTex);
}
//CaptureDepthMap();
}
void Update()
{
waterTime = Time.time;
Shader.SetGlobalFloat("_GlobalTime", waterTime);
GerstnerWavesJobs.UpdateHeights();
}
public void FragWaveNormals(bool toggle)
{
Material mat = GetComponent<Renderer>().sharedMaterial;
if (toggle)
mat.EnableKeyword("GERSTNER_WAVES");
else
mat.DisableKeyword("GERSTNER_WAVES");
}
void SetWaves()
{
SetupWaves(surfaceData._customWaves);
// set default resources
Shader.SetGlobalTexture("_FoamMap", resources.defaultFoamMap);
Shader.SetGlobalTexture("_SurfaceMap", resources.defaultSurfaceMap);
_maxWaveHeight = 0f;
foreach (Wave w in _waves)
{
_maxWaveHeight += w.amplitude;
}
_maxWaveHeight /= (float)_waves.Length;
Shader.SetGlobalFloat("_MaxWaveHeight", _maxWaveHeight);
Shader.SetGlobalFloat("_MaxDepth", surfaceData._waterMaxVisibility);
switch(settingsData.refType)
{
case ReflectionType.Cubemap:
Shader.EnableKeyword("_REFLECTION_CUBEMAP");
Shader.DisableKeyword("_REFLECTION_PROBES");
Shader.DisableKeyword("_REFLECTION_PLANARREFLECTION");
Shader.SetGlobalTexture("_CubemapTexture", settingsData.cubemapRefType);
break;
case ReflectionType.ReflectionProbe:
Shader.DisableKeyword("_REFLECTION_CUBEMAP");
Shader.EnableKeyword("_REFLECTION_PROBES");
Shader.DisableKeyword("_REFLECTION_PLANARREFLECTION");
break;
case ReflectionType.PlanarReflection:
Shader.DisableKeyword("_REFLECTION_CUBEMAP");
Shader.DisableKeyword("_REFLECTION_PROBES");
Shader.EnableKeyword("_REFLECTION_PLANARREFLECTION");
break;
}
Shader.SetGlobalInt("_WaveCount", _waves.Length);
//GPU side
if (useComputeBuffer)
{
Shader.EnableKeyword("USE_STRUCTURED_BUFFER");
if (_waveBuffer == null)
_waveBuffer = new ComputeBuffer(10, (sizeof(float) * 6));
_waveBuffer.SetData(_waves);
Shader.SetGlobalBuffer("_WaveDataBuffer", _waveBuffer);
}
else
{
Shader.DisableKeyword("USE_STRUCTURED_BUFFER");
Shader.SetGlobalVectorArray("waveData", GetWaveData());
}
//CPU side
if(GerstnerWavesJobs.init == false && Application.isPlaying)
GerstnerWavesJobs.Init();
}
public Vector4[] GetWaveData()
{
Vector4[] waveData = new Vector4[20];
for (int i = 0; i < _waves.Length; i++)
{
waveData[i] = new Vector4(_waves[i].amplitude, _waves[i].direction, _waves[i].wavelength, _waves[i].onmiDir);
waveData[i+10] = new Vector4(_waves[i].origin.x, _waves[i].origin.y, 0, 0);
}
return waveData;
}
public void SetupWaves(bool custom)
{
if(!custom)
{
//create basic waves based off basic wave settings
Random.State backupSeed = Random.state;
Random.InitState(surfaceData.randomSeed);
BasicWaves basicWaves = surfaceData._basicWaveSettings;
float a = basicWaves.amplitude;
float d = basicWaves.direction;
float l = basicWaves.wavelength;
int numWave = basicWaves.numWaves;
_waves = new Wave[numWave];
float r = 1f / numWave;
for (int i = 0; i < numWave; i++)
{
float p = Mathf.Lerp(0.5f, 1.5f, (float)i * r);
float amp = a * p * Random.Range(0.8f, 1.2f);
float dir = d + Random.Range(-45f, 45f);
float len = l * p * Random.Range(0.6f, 1.4f);
_waves[i] = new Wave(amp, dir, len, Vector2.zero, false);
Random.InitState(surfaceData.randomSeed + i + 1);
}
Random.state = backupSeed;
}
else
{
_waves = surfaceData._waves.ToArray();
}
}
public void GenerateColorRamp()
{
if(_rampTexture == null)
_rampTexture = new Texture2D(128, 4, TextureFormat.ARGB32, false, false);
_rampTexture.wrapMode = TextureWrapMode.Clamp;
Texture2D _defaultFoamRamp = resources.defaultFoamRamp;
Color[] cols = new Color[512];
for (int i = 0; i < 128; i++)
{
cols[i] = surfaceData._absorptionRamp.Evaluate((float)i / 128f);
}
for (int i = 0; i < 128; i++)
{
cols[i + 128] = surfaceData._scatterRamp.Evaluate((float)i / 128f);
}
for (int i = 0; i < 128; i++)
{
switch(surfaceData._foamSettings.foamType)
{
case 0:
{
// default
cols[i + 256] = _defaultFoamRamp.GetPixelBilinear((float)i / 128f , 0.5f);
}break;
case 1:
{
// simple
cols[i + 256] = _defaultFoamRamp.GetPixelBilinear(surfaceData._foamSettings.basicFoam.Evaluate((float)i / 128f) , 0.5f);
}break;
case 2:
{
// custom
cols[i + 256] = Color.black;
}break;
}
}
_rampTexture.SetPixels(cols);
_rampTexture.Apply();
Shader.SetGlobalTexture("_AbsorptionScatteringRamp", _rampTexture);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////Shoreline Depth Texture/////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[ContextMenu("Capture Depth")]
public void CaptureDepthMap()
{
//Generate the camera
if(_depthCam == null)
{
GameObject go = new GameObject("depthCamera");//create the cameraObject
go.hideFlags = HideFlags.HideAndDontSave;
_depthCam = go.AddComponent<Camera>();
}
if (_depthCam.GetComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>() == null)
{
UnityEngine.Rendering.Universal.UniversalAdditionalCameraData additionalCamData = _depthCam.gameObject.AddComponent<UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>();
additionalCamData.renderShadows = false;
additionalCamData.requiresColorOption = UnityEngine.Rendering.Universal.CameraOverrideOption.Off;
additionalCamData.requiresDepthOption = UnityEngine.Rendering.Universal.CameraOverrideOption.Off;
}
_depthCam.transform.position = Vector3.up * 4f;//center the camera on this water plane
_depthCam.transform.up = Vector3.forward;//face teh camera down
_depthCam.enabled = true;
_depthCam.orthographic = true;
_depthCam.orthographicSize = 250;//hardcoded = 1k area - TODO
//_depthCam.depthTextureMode = DepthTextureMode.Depth;
_depthCam.nearClipPlane =0.1f;
_depthCam.farClipPlane = surfaceData._waterMaxVisibility;
_depthCam.allowHDR = false;
_depthCam.allowMSAA = false;
_depthCam.cullingMask = (1 << 10);
//Generate RT
if (!_depthTex)
_depthTex = new RenderTexture(1024, 1024, 24, RenderTextureFormat.Depth, RenderTextureReadWrite.Linear);
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3)
{
_depthTex.filterMode = FilterMode.Point;
_depthTex.wrapMode = TextureWrapMode.Clamp;
}
_depthTex.name = "WaterDepthMap";
//do depth capture
_depthCam.targetTexture = _depthTex;
_depthCam.Render();
//Shader.SetGlobalTexture("_WaterDepthMap", _depthTex);
// set depthbufferParams for depth cam(since it doesnt exist and only temporary)
float n = _depthCam.nearClipPlane;
float f = _depthCam.farClipPlane;
Vector4 zParams = new Vector4(n, f, f / (f-n), f * n / (n-f));
//Vector4 zParams = new Vector4(1-f/n, f/n, (1-f/n)/f, (f/n)/f);//2015
Shader.SetGlobalVector("_depthCamZParams", zParams);
/* #if UNITY_EDITOR
Texture2D tex2D = new Texture2D(1024, 1024, TextureFormat.Alpha8, false);
Graphics.CopyTexture(_depthTex, tex2D);
byte[] image = tex2D.EncodeToPNG();
System.IO.File.WriteAllBytes(Application.dataPath + "/WaterDepth.png", image);
#endif*/
_depthCam.enabled = false;
_depthCam.targetTexture = null;
}
private void OnDrawGizmos() {
if(!Application.isPlaying)
{
#if UNITY_EDITOR
waterTime = (float)UnityEditor.EditorApplication.timeSinceStartup;
#endif
Shader.SetGlobalFloat("_GlobalTime", waterTime);
}
}
[System.Serializable]
public enum DebugMode { none, stationary, screen };
}
}