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 UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class WaterSystemFeature : ScriptableRendererFeature
{
#region Water Effects Pass
public class WaterFXPass : ScriptableRenderPass
{
const string k_RenderWaterFXTag = "Render Water FX";
public bool debug;
ShaderTagId m_WaterFXShaderTag = new ShaderTagId("WaterFX");
Color m_ClearColor = new Color(0.0f, 0.5f, 0.5f, 0.5f);
RenderTargetHandle m_WaterFX = RenderTargetHandle.CameraTarget;
private FilteringSettings transparentFilterSettings { get; set; }
public WaterFXPass()
{
m_WaterFX.Init("_WaterFXMap");
transparentFilterSettings = new FilteringSettings(RenderQueueRange.transparent);
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cameraTextureDescriptor.depthBufferBits = 0;
cameraTextureDescriptor.width = cameraTextureDescriptor.width / 2;
cameraTextureDescriptor.height = cameraTextureDescriptor.height / 2;
cameraTextureDescriptor.colorFormat = RenderTextureFormat.Default;
cmd.GetTemporaryRT(m_WaterFX.id, cameraTextureDescriptor, FilterMode.Bilinear);
ConfigureTarget(m_WaterFX.Identifier());
ConfigureClear(ClearFlag.Color, m_ClearColor);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterFXTag);
using (new ProfilingSample(cmd, k_RenderWaterFXTag))
{
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
var drawSettings = CreateDrawingSettings(m_WaterFXShaderTag, ref renderingData, SortingCriteria.CommonTransparent);
var filteringSettings = transparentFilterSettings;
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if(!debug)
cmd.ReleaseTemporaryRT(m_WaterFX.id);
}
}
#endregion
#region Caustics Pass
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;
}
var camType = renderingData.cameraData.camera.cameraType;
if(camType != CameraType.Game && camType != CameraType.SceneView)
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);
}
}
#endregion
WaterFXPass m_WaterFxPass;
WaterCausticsPass m_CausticsPass;
public WaterSystemSettings settings = new WaterSystemSettings();
public override void Create()
{
// WaterFX Pass
m_WaterFxPass = new WaterFXPass();
m_WaterFxPass.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques;
// Caustic Pass
m_CausticsPass = new WaterCausticsPass();
if (settings.debug == WaterSystemSettings.DebugMode.Caustics && settings.causticMaterial)
{
settings.causticMaterial.SetFloat("_SrcBlend", 1f);
settings.causticMaterial.SetFloat("_DstBlend", 0f);
settings.causticMaterial.EnableKeyword("_DEBUG");
m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
}
else
{
settings.causticMaterial.SetFloat("_SrcBlend", 2f);
settings.causticMaterial.SetFloat("_DstBlend", 0f);
settings.causticMaterial.DisableKeyword("_DEBUG");
m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1;
}
m_CausticsPass.m_WaterCausticMaterial = settings.causticMaterial;
m_CausticsPass.m_mesh = settings.mesh;
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_WaterFxPass);
renderer.EnqueuePass(m_CausticsPass);
}
[System.Serializable]
public class WaterSystemSettings
{
[Header("Water Effects Settings")]
[Header("Caustics Settings")]
public Material causticMaterial;
public Mesh mesh;
[Header("Advanced Settings")]
public DebugMode debug = DebugMode.Disabled;
public enum DebugMode
{
Disabled,
WaterEffects,
Caustics
}
}
}