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233 行
9.8 KiB
233 行
9.8 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 WaterSystemFeature : ScriptableRendererFeature
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{
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#region Water Effects Pass
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class WaterFxPass : ScriptableRenderPass
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{
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private const string k_RenderWaterFXTag = "Render Water FX";
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private ProfilingSampler m_WaterFX_Profile = new ProfilingSampler(k_RenderWaterFXTag);
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private readonly ShaderTagId m_WaterFXShaderTag = new ShaderTagId("WaterFX");
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private readonly Color m_ClearColor = new Color(0.0f, 0.5f, 0.5f, 0.5f); //r = foam mask, g = normal.x, b = normal.z, a = displacement
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private FilteringSettings m_FilteringSettings;
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private RenderTargetHandle m_WaterFX = RenderTargetHandle.CameraTarget;
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public WaterFxPass()
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{
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m_WaterFX.Init("_WaterFXMap");
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// only wanting to render transparent objects
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m_FilteringSettings = new FilteringSettings(RenderQueueRange.transparent);
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}
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// Calling Configure since we are wanting to render into a RenderTexture and control cleat
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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// no need for a depth buffer
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cameraTextureDescriptor.depthBufferBits = 0;
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// Half resolution
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cameraTextureDescriptor.width /= 2;
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cameraTextureDescriptor.height /= 2;
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// default format TODO research usefulness of HDR format
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cameraTextureDescriptor.colorFormat = RenderTextureFormat.Default;
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// get a temp RT for rendering into
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cmd.GetTemporaryRT(m_WaterFX.id, cameraTextureDescriptor, FilterMode.Bilinear);
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ConfigureTarget(m_WaterFX.Identifier());
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// clear the screen with a specific color for the packed data
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ConfigureClear(ClearFlag.Color, m_ClearColor);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterFXTag);
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using (new ProfilingScope(cmd, m_WaterFX_Profile)) // makes sure we have profiling ability
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{
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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// here we choose renderers based off the "WaterFX" shader pass and also sort back to front
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var drawSettings = CreateDrawingSettings(m_WaterFXShaderTag, ref renderingData,
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SortingCriteria.CommonTransparent);
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// draw all the renderers matching the rules we setup
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public override void FrameCleanup(CommandBuffer cmd)
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{
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// since the texture is used within the single cameras use we need to cleanup the RT afterwards
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cmd.ReleaseTemporaryRT(m_WaterFX.id);
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}
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}
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#endregion
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#region Caustics Pass
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class WaterCausticsPass : ScriptableRenderPass
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{
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private const string k_RenderWaterCausticsTag = "Render Water Caustics";
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private ProfilingSampler m_WaterCaustics_Profile = new ProfilingSampler(k_RenderWaterCausticsTag);
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public Material WaterCausticMaterial;
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private static Mesh m_mesh;
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var cam = renderingData.cameraData.camera;
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// Stop the pass rendering in the preview or material missing
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if (cam.cameraType == CameraType.Preview || !WaterCausticMaterial)
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return;
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var sunMatrix = RenderSettings.sun != null
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? RenderSettings.sun.transform.localToWorldMatrix
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: Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-45f, 45f, 0f), Vector3.one);
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WaterCausticMaterial.SetMatrix("_MainLightDir", sunMatrix);
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CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterCausticsTag);
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using (new ProfilingScope(cmd, m_WaterCaustics_Profile))
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{
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// Create mesh if needed
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if (!m_mesh)
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m_mesh = GenerateCausticsMesh(1000f);
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// Create the matrix to position the caustics mesh.
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var position = cam.transform.position;
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position.y = 0; // TODO should read a global 'water height' variable.
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var matrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one);
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// Setup the CommandBuffer and draw the mesh with the caustic material and matrix
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cmd.DrawMesh(m_mesh, matrix, WaterCausticMaterial, 0, 0);
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}
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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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#endregion
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WaterFxPass m_WaterFxPass;
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WaterCausticsPass m_CausticsPass;
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public WaterSystemSettings settings = new WaterSystemSettings();
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[HideInInspector][SerializeField] private Shader causticShader;
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[HideInInspector][SerializeField] private Texture2D causticTexture;
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private Material _causticMaterial;
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private static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend");
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private static readonly int DstBlend = Shader.PropertyToID("_DstBlend");
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private static readonly int Size = Shader.PropertyToID("_Size");
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private static readonly int CausticTexture = Shader.PropertyToID("_CausticMap");
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public override void Create()
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{
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// WaterFX Pass
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m_WaterFxPass = new WaterFxPass {renderPassEvent = RenderPassEvent.BeforeRenderingOpaques};
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// Caustic Pass
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m_CausticsPass = new WaterCausticsPass();
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causticShader = causticShader ? causticShader : Shader.Find("Hidden/BoatAttack/Caustics");
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if (causticShader == null) return;
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if (_causticMaterial)
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{
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DestroyImmediate(_causticMaterial);
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}
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_causticMaterial = CoreUtils.CreateEngineMaterial(causticShader);
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_causticMaterial.SetFloat("_BlendDistance", settings.causticBlendDistance);
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if (causticTexture == null)
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{
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Debug.Log("Caustics Texture missing, attempting to load.");
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#if UNITY_EDITOR
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causticTexture = UnityEditor.AssetDatabase.LoadAssetAtPath<Texture2D>("Packages/com.verasl.water-system/Textures/WaterSurface_single.tif");
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#endif
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}
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_causticMaterial.SetTexture(CausticTexture, causticTexture);
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switch (settings.debug)
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{
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case WaterSystemSettings.DebugMode.Caustics:
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_causticMaterial.SetFloat(SrcBlend, 1f);
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_causticMaterial.SetFloat(DstBlend, 0f);
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_causticMaterial.EnableKeyword("_DEBUG");
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m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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break;
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case WaterSystemSettings.DebugMode.WaterEffects:
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break;
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case WaterSystemSettings.DebugMode.Disabled:
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// Caustics
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_causticMaterial.SetFloat(SrcBlend, 2f);
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_causticMaterial.SetFloat(DstBlend, 0f);
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_causticMaterial.DisableKeyword("_DEBUG");
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m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1;
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// WaterEffects
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break;
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}
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_causticMaterial.SetFloat(Size, settings.causticScale);
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m_CausticsPass.WaterCausticMaterial = _causticMaterial;
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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_WaterFxPass);
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renderer.EnqueuePass(m_CausticsPass);
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}
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/// <summary>
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/// This function Generates a flat quad for use with the caustics pass.
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/// </summary>
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/// <param name="size">The length of the quad.</param>
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/// <returns></returns>
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private static Mesh GenerateCausticsMesh(float size)
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{
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var m = new Mesh();
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size *= 0.5f;
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var verts = new[]
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{
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new Vector3(-size, 0f, -size),
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new Vector3(size, 0f, -size),
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new Vector3(-size, 0f, size),
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new Vector3(size, 0f, size)
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};
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m.vertices = verts;
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var tris = new[]
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{
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0, 2, 1,
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2, 3, 1
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};
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m.triangles = tris;
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return m;
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}
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[System.Serializable]
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public class WaterSystemSettings
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{
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[Header("Caustics Settings")] [Range(0.1f, 1f)]
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public float causticScale = 0.25f;
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public float causticBlendDistance = 3f;
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[Header("Advanced Settings")] public DebugMode debug = DebugMode.Disabled;
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public enum DebugMode
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{
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Disabled,
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WaterEffects,
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Caustics
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}
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}
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}
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}
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