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;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.Universal;
using WaterSystem.Data;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
namespace WaterSystem
{
[ExecuteAlways]
public class Water : MonoBehaviour
{
// Singleton
private static Water _instance;
public static Water Instance
{
get
{
if (_instance == null)
_instance = (Water)FindObjectOfType(typeof(Water));
return _instance;
}
}
// Script references
private PlanarReflections _planarReflections;
private bool _useComputeBuffer;
public bool computeOverride;
[SerializeField] RenderTexture _depthTex;
public Texture bakedDepthTex;
private Camera _depthCam;
private Texture2D _rampTexture;
[SerializeField]
public Wave[] _waves;
[SerializeField]
private ComputeBuffer waveBuffer;
private float _maxWaveHeight;
private float _waveHeight;
[SerializeField]
public WaterSettingsData settingsData;
[SerializeField]
public WaterSurfaceData surfaceData;
[SerializeField]
private WaterResources resources;
private static readonly int CameraRoll = Shader.PropertyToID("_CameraRoll");
private static readonly int InvViewProjection = Shader.PropertyToID("_InvViewProjection");
private static readonly int WaterDepthMap = Shader.PropertyToID("_WaterDepthMap");
private static readonly int FoamMap = Shader.PropertyToID("_FoamMap");
private static readonly int SurfaceMap = Shader.PropertyToID("_SurfaceMap");
private static readonly int WaveHeight = Shader.PropertyToID("_WaveHeight");
private static readonly int MaxWaveHeight = Shader.PropertyToID("_MaxWaveHeight");
private static readonly int MaxDepth = Shader.PropertyToID("_MaxDepth");
private static readonly int WaveCount = Shader.PropertyToID("_WaveCount");
private static readonly int CubemapTexture = Shader.PropertyToID("_CubemapTexture");
private static readonly int WaveDataBuffer = Shader.PropertyToID("_WaveDataBuffer");
private static readonly int WaveData = Shader.PropertyToID("waveData");
private static readonly int AbsorptionScatteringRamp = Shader.PropertyToID("_AbsorptionScatteringRamp");
private static readonly int DepthCamZParams = Shader.PropertyToID("_VeraslWater_DepthCamParams");
private 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();
}
private void OnApplicationQuit()
{
GerstnerWavesJobs.Cleanup();
}
void Cleanup()
{
RenderPipelineManager.beginCameraRendering -= BeginCameraRendering;
if (_depthCam)
{
_depthCam.targetTexture = null;
SafeDestroy(_depthCam.gameObject);
}
if (_depthTex)
{
SafeDestroy(_depthTex);
}
waveBuffer?.Dispose();
}
private void BeginCameraRendering(ScriptableRenderContext src, Camera cam)
{
if (cam.cameraType == CameraType.Preview) return;
var roll = cam.transform.localEulerAngles.z;
Shader.SetGlobalFloat(CameraRoll, roll);
Shader.SetGlobalMatrix(InvViewProjection,
(GL.GetGPUProjectionMatrix(cam.projectionMatrix, false) * cam.worldToCameraMatrix).inverse);
// Water matrix
const float quantizeValue = 6.25f;
const float forwards = 10f;
const float yOffset = -0.25f;
var newPos = cam.transform.TransformPoint(Vector3.forward * forwards);
newPos.y = yOffset;
newPos.x = quantizeValue * (int) (newPos.x / quantizeValue);
newPos.z = quantizeValue * (int) (newPos.z / quantizeValue);
var matrix = Matrix4x4.TRS(newPos + transform.position, Quaternion.identity, transform.localScale); // transform.localToWorldMatrix;
foreach (var mesh in resources.defaultWaterMeshes)
{
Graphics.DrawMesh(mesh,
matrix,
resources.defaultSeaMaterial,
gameObject.layer,
cam,
0,
null,
ShadowCastingMode.Off,
true,
null,
LightProbeUsage.Off,
null);
}
}
private static void SafeDestroy(Object o)
{
if(Application.isPlaying)
Destroy(o);
else
DestroyImmediate(o);
}
public void Init()
{
SetWaves();
GenerateColorRamp();
if (bakedDepthTex)
{
Shader.SetGlobalTexture(WaterDepthMap, bakedDepthTex);
}
if (!gameObject.TryGetComponent(out _planarReflections))
{
_planarReflections = gameObject.AddComponent<PlanarReflections>();
}
_planarReflections.hideFlags = HideFlags.HideAndDontSave | HideFlags.HideInInspector;
_planarReflections.m_settings = settingsData.planarSettings;
_planarReflections.enabled = settingsData.refType == ReflectionType.PlanarReflection;
if(resources == null)
{
resources = Resources.Load("WaterResources") as WaterResources;
}
if(Application.platform != RuntimePlatform.WebGLPlayer) // TODO - bug with Opengl depth
CaptureDepthMap();
}
private void LateUpdate()
{
GerstnerWavesJobs.UpdateHeights();
}
public void FragWaveNormals(bool toggle)
{
var mat = GetComponent<Renderer>().sharedMaterial;
if (toggle)
mat.EnableKeyword("GERSTNER_WAVES");
else
mat.DisableKeyword("GERSTNER_WAVES");
}
private void SetWaves()
{
SetupWaves(surfaceData._customWaves);
// set default resources
Shader.SetGlobalTexture(FoamMap, resources.defaultFoamMap);
Shader.SetGlobalTexture(SurfaceMap, resources.defaultSurfaceMap);
_maxWaveHeight = 0f;
foreach (var w in _waves)
{
_maxWaveHeight += w.amplitude;
}
_maxWaveHeight /= _waves.Length;
_waveHeight = transform.position.y;
Shader.SetGlobalFloat(WaveHeight, _waveHeight);
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;
default:
throw new ArgumentOutOfRangeException();
}
Shader.SetGlobalInt(WaveCount, _waves.Length);
//GPU side
if (_useComputeBuffer)
{
Shader.EnableKeyword("USE_STRUCTURED_BUFFER");
waveBuffer?.Dispose();
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.Initialized == false && Application.isPlaying)
GerstnerWavesJobs.Init();
}
private Vector4[] GetWaveData()
{
var waveData = new Vector4[20];
for (var 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;
}
private void SetupWaves(bool custom)
{
if(!custom)
{
//create basic waves based off basic wave settings
var backupSeed = Random.state;
Random.InitState(surfaceData.randomSeed);
var basicWaves = surfaceData._basicWaveSettings;
var a = basicWaves.amplitude;
var d = basicWaves.direction;
var l = basicWaves.wavelength;
var numWave = basicWaves.numWaves;
_waves = new Wave[numWave];
var r = 1f / numWave;
for (var i = 0; i < numWave; i++)
{
var p = Mathf.Lerp(0.5f, 1.5f, i * r);
var amp = a * p * Random.Range(0.8f, 1.2f);
var dir = d + Random.Range(-90f, 90f);
var 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();
}
}
private void GenerateColorRamp()
{
if(_rampTexture == null)
_rampTexture = new Texture2D(128, 4, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None);
_rampTexture.wrapMode = TextureWrapMode.Clamp;
var defaultFoamRamp = resources.defaultFoamRamp;
var cols = new Color[512];
for (var i = 0; i < 128; i++)
{
cols[i] = surfaceData._absorptionRamp.Evaluate(i / 128f);
}
for (var i = 0; i < 128; i++)
{
cols[i + 128] = surfaceData._scatterRamp.Evaluate(i / 128f);
}
for (var i = 0; i < 128; i++)
{
switch(surfaceData._foamSettings.foamType)
{
case 0: // default
cols[i + 256] = defaultFoamRamp.GetPixelBilinear(i / 128f , 0.5f);
break;
case 1: // simple
cols[i + 256] = defaultFoamRamp.GetPixelBilinear(surfaceData._foamSettings.basicFoam.Evaluate(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)
{
var go =
new GameObject("depthCamera") {hideFlags = HideFlags.HideAndDontSave}; //create the cameraObject
_depthCam = go.AddComponent<Camera>();
}
var additionalCamData = _depthCam.GetUniversalAdditionalCameraData();
additionalCamData.renderShadows = false;
additionalCamData.requiresColorOption = CameraOverrideOption.Off;
additionalCamData.requiresDepthOption = CameraOverrideOption.Off;
var t = _depthCam.transform;
var depthExtra = 4.0f;
t.position = Vector3.up * (transform.position.y + depthExtra);//center the camera on this water plane height
t.up = Vector3.forward;//face the camera down
_depthCam.enabled = true;
_depthCam.orthographic = true;
_depthCam.orthographicSize = 250;//hardcoded = 1k area - TODO
_depthCam.nearClipPlane =0.01f;
_depthCam.farClipPlane = surfaceData._waterMaxVisibility + depthExtra;
_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 depth bufferParams for depth cam(since it doesnt exist and only temporary)
var _params = new Vector4(t.position.y, 250, 0, 0);
//Vector4 zParams = new Vector4(1-f/n, f/n, (1-f/n)/f, (f/n)/f);//2015
Shader.SetGlobalVector(DepthCamZParams, _params);
/* #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;
}
[Serializable]
public enum DebugMode { none, stationary, screen };
}
}