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59 行
2.1 KiB
59 行
2.1 KiB
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace WaterSystem
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{
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public class WaterCausticsFeature : ScriptableRendererFeature
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{
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private WaterCausticsPass m_WaterCausticsPass;
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public WaterCausticSettings settings = new WaterCausticSettings();
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[System.Serializable]
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public class WaterCausticSettings
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{
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public Material material;
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public Mesh mesh;
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}
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public override void Create()
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{
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m_WaterCausticsPass = new WaterCausticsPass();
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m_WaterCausticsPass.m_WaterCausticMaterial = settings.material;
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m_WaterCausticsPass.m_mesh = settings.mesh;
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m_WaterCausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1;
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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_WaterCausticsPass);
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}
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}
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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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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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}
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