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.Experimental.Rendering;
using UnityEngine.Rendering;
namespace WaterSystem
{
public class WaterFXFeature : UnityEngine.Rendering.Universal.ScriptableRendererFeature
{
WaterFXPass m_WaterFXPass;
public override void Create()
{
m_WaterFXPass = new WaterFXPass();
m_WaterFXPass.renderPassEvent = UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingOpaques;
}
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
{
renderer.EnqueuePass(m_WaterFXPass);
}
}
public class WaterFXPass : UnityEngine.Rendering.Universal.ScriptableRenderPass
{
const string k_RenderWaterFXTag = "Render Water FX";
ShaderTagId m_WaterFXShaderTag = new ShaderTagId("WaterFX");
Color m_ClearColor = new Color(0.0f, 0.5f, 0.5f, 0.5f);
UnityEngine.Rendering.Universal.RenderTargetHandle m_WaterFX = UnityEngine.Rendering.Universal.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 UnityEngine.Rendering.Universal.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)
{
cmd.ReleaseTemporaryRT(m_WaterFX.id);
}
}
}