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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59 行
2.1 KiB

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace WaterSystem
{
public class WaterCausticsFeature : ScriptableRendererFeature
{
private WaterCausticsPass m_WaterCausticsPass;
public WaterCausticSettings settings = new WaterCausticSettings();
[System.Serializable]
public class WaterCausticSettings
{
public Material material;
public Mesh mesh;
}
public override void Create()
{
m_WaterCausticsPass = new WaterCausticsPass();
m_WaterCausticsPass.m_WaterCausticMaterial = settings.material;
m_WaterCausticsPass.m_mesh = settings.mesh;
m_WaterCausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_WaterCausticsPass);
}
}
public class WaterCausticsPass : ScriptableRenderPass
{
const string k_RenderWaterCausticsTag = "Render Water Caustics";
public Material m_WaterCausticMaterial;
public Mesh m_mesh;
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_WaterCausticMaterial == null || m_mesh == null)
{
Debug.LogErrorFormat(
"Missing caustic material. {0} render pass will not execute. Check for missing reference in the renderer resources.",
GetType().Name);
return;
}
Vector3 position = renderingData.cameraData.camera.transform.position;
position.y = 0;
Matrix4x4 matrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one * 100f);
CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterCausticsTag);
cmd.DrawMesh(m_mesh, matrix , m_WaterCausticMaterial, 0, 0);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}