升级6.4.升级水,升级天气

This commit is contained in:
2026-04-05 00:26:54 +08:00
parent 63bc9b5536
commit 5f7cbfb713
635 changed files with 34718 additions and 22567 deletions

View File

@@ -12,8 +12,10 @@ namespace WaveHarmonic.Crest
[System.Serializable]
public abstract partial class PersistentLod : Lod
{
[@Space(10)]
[Tooltip("Frequency to run the simulation, in updates per second.\n\nLower frequencies are more efficient but may lead to visible jitter or slowness.")]
[@Range(15, 200, order = -1000)]
[@Range(15, 200)]
[@GenerateAPI]
[SerializeField]
private protected int _SimulationFrequency = 60;
@@ -21,27 +23,27 @@ namespace WaveHarmonic.Crest
static new class ShaderIDs
{
public static readonly int s_SimDeltaTime = Shader.PropertyToID("_Crest_SimDeltaTime");
public static readonly int s_SimDeltaTimePrev = Shader.PropertyToID("_Crest_SimDeltaTimePrev");
public static readonly int s_TemporaryPersistentTarget = Shader.PropertyToID("_Crest_TemporaryPersistentTarget");
}
private protected override bool NeedToReadWriteTextureData => true;
internal override int BufferCount => 2;
float _PreviousSubstepDeltaTime = 1f / 60f;
// Is this the first step since being enabled?
private protected bool _NeedsPrewarmingThisStep = true;
// This is how far the simulation time is behind Unity's time.
private protected float _TimeToSimulate = 0f;
// Pristine historic data. Needed if using blur or multiple viewpoints. For the
// latter, we cannot optimize the upstream data texture away due to camera filtering.
private protected RenderTexture _PersistentDataTexture;
internal int LastUpdateSubstepCount { get; private set; }
private protected virtual int Kernel => 0;
private protected virtual bool SkipFlipBuffers => false;
private protected abstract ComputeShader SimulationShader { get; }
private protected abstract void GetSubstepData(float timeToSimulate, out int substeps, out float delta);
internal override void Initialize()
{
@@ -56,28 +58,51 @@ namespace WaveHarmonic.Crest
_NeedsPrewarmingThisStep = true;
}
internal override void ClearLodData()
private protected override void Allocate()
{
base.ClearLodData();
_Targets.RunLambda(x => Clear(x));
base.Allocate();
// Use per-camera data.
if (!_Water.IsSingleViewpointMode)
{
return;
}
if (Blur)
{
_PersistentDataTexture = CreateLodDataTextures("_Source");
}
}
internal override void Destroy()
{
base.Destroy();
if (_PersistentDataTexture != null) _PersistentDataTexture.Release();
Helpers.Destroy(_PersistentDataTexture);
foreach (var data in _AdditionalCameraData.Values)
{
var x = data._PersistentData;
if (x != null) x.Release();
Helpers.Destroy(x);
}
_AdditionalCameraData.Clear();
}
internal override void BuildCommandBuffer(WaterRenderer water, CommandBuffer buffer)
{
buffer.BeginSample(ID);
if (!SkipFlipBuffers)
{
FlipBuffers();
}
var slices = water.LodLevels;
FlipBuffers(buffer);
// How far are we behind.
_TimeToSimulate += water.DeltaTime;
// Do a set of substeps to catch up.
GetSubstepData(_TimeToSimulate, out var substeps, out var delta);
var substeps = Mathf.FloorToInt(_TimeToSimulate * _SimulationFrequency);
var delta = substeps > 0 ? (1f / _SimulationFrequency) : 0f;
LastUpdateSubstepCount = substeps;
@@ -91,7 +116,10 @@ namespace WaveHarmonic.Crest
delta = 0f;
}
if (substeps > 1)
// Use temporary if only storing one texture upstream which has the source.
var useTemporary = _Water.IsSingleViewpointMode && !Blur;
if (useTemporary)
{
// No need to clear, as the update dispatch overwrites every pixel, but finding
// artifacts if not and there is a renderer input. Happens for foam and dynamic
@@ -100,9 +128,9 @@ namespace WaveHarmonic.Crest
CoreUtils.SetRenderTarget(buffer, ShaderIDs.s_TemporaryPersistentTarget, ClearFlag.Color, ClearColor);
}
var target = new RenderTargetIdentifier(DataTexture);
var source = new RenderTargetIdentifier(ShaderIDs.s_TemporaryPersistentTarget);
var current = target;
var final = new RenderTargetIdentifier(DataTexture);
var target = useTemporary ? new RenderTargetIdentifier(ShaderIDs.s_TemporaryPersistentTarget) : final;
var source = useTemporary ? final : new RenderTargetIdentifier(_PersistentDataTexture);
var wrapper = new PropertyWrapperCompute(buffer, SimulationShader, Kernel);
@@ -130,10 +158,9 @@ namespace WaveHarmonic.Crest
// Both simulation update and input draws need delta time.
buffer.SetGlobalFloat(ShaderIDs.s_SimDeltaTime, delta);
buffer.SetGlobalFloat(ShaderIDs.s_SimDeltaTimePrev, _PreviousSubstepDeltaTime);
wrapper.SetTexture(Crest.ShaderIDs.s_Source, source);
wrapper.SetTexture(Crest.ShaderIDs.s_Target, target);
wrapper.SetTexture(_TextureSourceShaderID, isFirstStep ? _Targets.Previous(1) : source);
// Compute which LOD data we are sampling source data from. if a scale change has
// happened this can be any LOD up or down the chain. This is only valid on the
@@ -141,7 +168,7 @@ namespace WaveHarmonic.Crest
// places.
wrapper.SetFloat(Lod.ShaderIDs.s_LodChange, isFirstStep ? _Water.ScaleDifferencePower2 : 0);
wrapper.SetVectorArray(WaterRenderer.ShaderIDs.s_CascadeDataSource, _Water._CascadeData.Previous(frame));
wrapper.SetVectorArray(WaterRenderer.ShaderIDs.s_CascadeDataSource, _Water.CascadeData.Previous(frame));
wrapper.SetVectorArray(_SamplingParametersCascadeSourceShaderID, _SamplingParameters.Previous(frame));
SetAdditionalSimulationParameters(wrapper);
@@ -157,22 +184,25 @@ namespace WaveHarmonic.Crest
// The very first step since being enabled.
_NeedsPrewarmingThisStep = false;
_PreviousSubstepDeltaTime = delta;
}
// Swap textures if needed.
if (target != current)
if (target != final)
{
buffer.CopyTexture(target, DataTexture);
buffer.CopyTexture(target, final);
}
// Preserve non-blurred historic data.
else if (!useTemporary)
{
buffer.CopyTexture(target, source);
}
if (substeps > 1)
if (useTemporary)
{
buffer.ReleaseTemporaryRT(ShaderIDs.s_TemporaryPersistentTarget);
}
// Set the target texture as to make sure we catch the 'pong' each frame.
Shader.SetGlobalTexture(_TextureShaderID, DataTexture);
TryBlur(buffer);
buffer.EndSample(ID);
}
@@ -184,5 +214,107 @@ namespace WaveHarmonic.Crest
{
}
private protected override void ReAllocate()
{
base.ReAllocate();
if (!Enabled)
{
return;
}
var descriptor = DataTexture.descriptor;
if (_Water.IsMultipleViewpointMode)
{
foreach (var (key, data) in _AdditionalCameraData)
{
var texture = data._PersistentData;
texture.Release();
texture.descriptor = descriptor;
texture.Create();
}
return;
}
if (_PersistentDataTexture != null)
{
_PersistentDataTexture.Release();
if (Blur)
{
_PersistentDataTexture.descriptor = descriptor;
_PersistentDataTexture.Create();
}
else
{
Helpers.Destroy(_PersistentDataTexture);
}
}
else if (Blur)
{
_PersistentDataTexture = CreateLodDataTextures("_Source");
}
}
}
partial class PersistentLod
{
sealed class AdditionalCameraData
{
public RenderTexture _PersistentData;
public float _TimeToSimulate;
}
readonly System.Collections.Generic.Dictionary<Camera, AdditionalCameraData> _AdditionalCameraData = new();
internal override void LoadCameraData(Camera camera)
{
base.LoadCameraData(camera);
AdditionalCameraData data;
if (!_AdditionalCameraData.ContainsKey(camera))
{
data = new()
{
_PersistentData = CreateLodDataTextures("_Source"),
_TimeToSimulate = _TimeToSimulate,
};
_AdditionalCameraData.Add(camera, data);
}
else
{
data = _AdditionalCameraData[camera];
}
_PersistentDataTexture = data._PersistentData;
_TimeToSimulate = data._TimeToSimulate;
}
internal override void StoreCameraData(Camera camera)
{
base.StoreCameraData(camera);
if (_AdditionalCameraData.ContainsKey(camera))
{
_AdditionalCameraData[camera]._TimeToSimulate = _TimeToSimulate;
}
}
internal override void RemoveCameraData(Camera camera)
{
base.RemoveCameraData(camera);
if (_AdditionalCameraData.ContainsKey(camera))
{
var rt = _AdditionalCameraData[camera]._PersistentData;
if (rt != null) rt.Release();
Helpers.Destroy(rt);
_AdditionalCameraData.Remove(camera);
}
}
}
}