升级6.4.升级水,升级天气
This commit is contained in:
@@ -10,7 +10,7 @@ using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Rendering.Universal;
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using WaveHarmonic.Crest.Internal;
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#if !UNITY_2023_2_OR_NEWER
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#if !UNITY_6000_0_OR_NEWER
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using GraphicsFormatUsage = UnityEngine.Experimental.Rendering.FormatUsage;
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#endif
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@@ -21,18 +21,6 @@ namespace WaveHarmonic.Crest
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/// </summary>
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static partial class Helpers
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{
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// Adapted from:
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// Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs
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#if UNITY_SWITCH || UNITY_ANDROID || UNITY_EMBEDDED_LINUX || UNITY_QNX
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internal const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D24_UNorm_S8_UInt;
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internal const int k_DepthBufferBits = 24;
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internal const DepthBits k_DepthBits = DepthBits.Depth24;
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#else
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internal const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D32_SFloat_S8_UInt;
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internal const int k_DepthBufferBits = 32;
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internal const DepthBits k_DepthBits = DepthBits.Depth32;
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#endif
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public static class ShaderIDs
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{
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public static readonly int s_MainTexture = Shader.PropertyToID("_Utility_MainTexture");
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@@ -92,6 +80,24 @@ namespace WaveHarmonic.Crest
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return result != 0 ? result : 1;
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}
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public static Object[] FindObjectsByType(System.Type type, FindObjectsInactive inactive = FindObjectsInactive.Exclude)
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{
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#if UNITY_6000_4_OR_NEWER
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return Object.FindObjectsByType(type, inactive);
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#else
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return Object.FindObjectsByType(type, inactive, FindObjectsSortMode.None);
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#endif
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}
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public static T[] FindObjectsByType<T>(FindObjectsInactive inactive = FindObjectsInactive.Exclude) where T : Object
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{
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#if UNITY_6000_4_OR_NEWER
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return Object.FindObjectsByType<T>(inactive);
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#else
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return Object.FindObjectsByType<T>(inactive, FindObjectsSortMode.None);
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#endif
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}
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static Vector2Int CalculateResolution(Vector2 resolution, int maximum)
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{
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// Enforce maximum and scale to maintain aspect ratio.
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@@ -138,8 +144,17 @@ namespace WaveHarmonic.Crest
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return (T)System.Attribute.GetCustomAttribute(type, typeof(T));
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}
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/// <inheritdoc cref="UnityEngine.WaitForEndOfFrame"/>
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/// <remarks>
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/// Does not work in batch mode or with the scene view.
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/// </remarks>
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public static WaitForEndOfFrame WaitForEndOfFrame { get; } = new();
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public static float Fmod(float x, float y)
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{
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return x - y * (float)System.Math.Truncate(x / y);
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}
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// Taken from:
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// https://github.com/Unity-Technologies/Graphics/blob/871df5563d88e1ba778c82a43f39c9afc95368e6/Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl#L1149-L1152
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// Z buffer to linear 0..1 depth (0 at camera position, 1 at far plane).
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@@ -374,6 +389,16 @@ namespace WaveHarmonic.Crest
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return mask == (mask | (1 << layer));
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}
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// https://docs.unity3d.com/6000.3/Documentation/Manual/WebGPU-limitations.html
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public static bool IsWebGPU =>
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#if UNITY_6000_0_OR_NEWER
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SystemInfo.graphicsDeviceType is GraphicsDeviceType.WebGPU;
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#else
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false;
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#endif
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public static bool RequiresCustomClear => IsWebGPU || Application.platform == RuntimePlatform.PS5;
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// R16G16B16A16_SFloat appears to be the most compatible format.
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// https://docs.unity3d.com/Manual/class-TextureImporterOverride.html#texture-compression-support-platforms
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// https://learn.microsoft.com/en-us/windows/win32/direct3d12/typed-unordered-access-view-loads#supported-formats-and-api-calls
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@@ -386,10 +411,44 @@ namespace WaveHarmonic.Crest
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&& SystemInfo.SupportsRandomWriteOnRenderTextureFormat(rtFormat);
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}
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static GraphicsFormat GetWebGPUTextureFormat(GraphicsFormat format)
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{
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// WebGPU is very limited in format usage - especially read-write.
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return GraphicsFormatUtility.GetComponentCount(format) switch
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{
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1 => GraphicsFormat.R32_SFloat,
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_ => GraphicsFormat.R32G32B32A32_SFloat,
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};
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}
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internal static readonly GraphicsFormatUsage s_DataGraphicsFormatUsage =
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// Ensures a non compressed format is returned. This is a prerequisite for random
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// write, but not random write itself according to a dubious comment in the
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// Graphics repository. Search UUM-91313.
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GraphicsFormatUsage.LoadStore |
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// All these textures are sampled at some point.
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GraphicsFormatUsage.Sample |
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// Always use linear filtering.
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GraphicsFormatUsage.Linear;
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internal static GraphicsFormat GetCompatibleTextureFormat(GraphicsFormat format, GraphicsFormatUsage usage, string label, bool randomWrite = false)
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{
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var result = SystemInfo.GetCompatibleFormat(format, usage);
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var useFallback = result == GraphicsFormat.None;
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var isMetal = GraphicsDeviceType.Metal == SystemInfo.graphicsDeviceType;
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#if CREST_DISABLE_PLATFORM_RTFORMAT_OVERRIDES
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isMetal = false;
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#endif
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#if !UNITY_6000_0_OR_NEWER
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// Weird bug on macOS where unknown format is returned, but it is really the same
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// as the input (R32G32B32A32_SFloat).
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if (isMetal && (int)result == 89)
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{
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result = GraphicsFormat.R32G32B32A32_SFloat;
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}
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#endif
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#if CREST_DEBUG_LOG_FORMAT_CHANGES
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if (useFallback)
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@@ -402,29 +461,57 @@ namespace WaveHarmonic.Crest
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}
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#endif
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// NOTE: Disabling for now. RenderTextureFormat is a subset of GraphicsFormat and
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// there is not always an equivalent.
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// if (!useFallback && randomWrite && !SupportsRandomWriteOnRenderTextureFormat(result))
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// {
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// Debug.Log($"Crest: The graphics device does not support the render texture format {result} with random read/write. Will attempt to use fallback.");
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// useFallback = true;
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// }
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#if !CREST_DISABLE_RANDOMWRITE_CHECK
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// Metal will return false for any two channel texture, as per the below link, but
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// they work without issue. Lets trust the API, but only for other platforms.
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// https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf
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if (!isMetal && !useFallback && randomWrite && !SupportsRandomWriteOnRenderTextureFormat(result))
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{
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#if CREST_DEBUG_LOG_FORMAT_CHANGES
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Debug.Log($"Crest: The graphics device does not support the render texture format {result} with random read/write. Will attempt to use fallback. ({label})");
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#endif
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useFallback = true;
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}
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#endif
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#if CREST_DEBUG_LOG_FORMAT_CHANGES
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// Check if fallback is compatible before using it.
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if (useFallback && format == s_FallbackGraphicsFormat)
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{
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Debug.Log($"Crest: Fallback {s_FallbackGraphicsFormat} is not supported on this device. Please inform us. ({label})");
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useFallback = false;
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Debug.Log($"Crest: Fallback {s_FallbackGraphicsFormat} is not supported on this device. This may be a false positive. Please inform us if you have any issues. ({label})");
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}
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#endif
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if (useFallback)
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{
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result = s_FallbackGraphicsFormat;
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}
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#if !CREST_DISABLE_PLATFORM_RTFORMAT_OVERRIDES
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if (randomWrite && IsWebGPU)
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{
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// Pass the requested format otherwise GetCompatibleFormat may change the component
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// count which we need to pick the right format.
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result = GetWebGPUTextureFormat(format);
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}
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#endif
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return result;
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}
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public static GraphicsFormat GetCompatibleTextureFormat(GraphicsFormat format, bool randomWrite)
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{
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#if !CREST_DISABLE_PLATFORM_RTFORMAT_OVERRIDES
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if (randomWrite && IsWebGPU)
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{
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format = GetWebGPUTextureFormat(format);
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}
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#endif
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return format;
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}
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public static void SetGlobalKeyword(string keyword, bool enabled)
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{
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if (enabled)
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@@ -711,12 +798,12 @@ namespace WaveHarmonic.Crest
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public static bool GetGlobalBoolean(int id)
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{
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return Shader.GetGlobalInteger(id) == 1;
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return Shader.GetGlobalFloat(id) != 0f;
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}
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public static void SetGlobalBoolean(int id, bool value)
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{
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Shader.SetGlobalInteger(id, value ? 1 : 0);
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Shader.SetGlobalFloat(id, value ? 1f : 0f);
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}
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#if d_UnityURP
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@@ -731,6 +818,12 @@ namespace WaveHarmonic.Crest
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internal static ScriptableRendererData[] UniversalRendererData(UniversalRenderPipelineAsset asset) =>
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(ScriptableRendererData[])s_RenderDataListField.GetValue(asset);
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#if UNITY_EDITOR
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static readonly System.Type s_PlayModeViewType = typeof(UnityEditor.EditorWindow).Assembly.GetType("UnityEditor.PlayModeView");
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static readonly FieldInfo s_RenderingViewField = s_PlayModeViewType.GetField("s_RenderingView", BindingFlags.Static | BindingFlags.NonPublic);
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static readonly FieldInfo s_ShowGizmosField = s_PlayModeViewType.GetField("m_ShowGizmos", BindingFlags.NonPublic | BindingFlags.Instance);
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#endif
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internal static int GetRendererIndex(Camera camera)
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{
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var rendererIndex = (int)s_RendererIndex.GetValue(camera.GetUniversalAdditionalCameraData());
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@@ -760,6 +853,92 @@ namespace WaveHarmonic.Crest
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return false;
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}
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internal static void UniversalRenderCamera(ScriptableRenderContext context, Camera camera, int slice)
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{
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#if UNITY_EDITOR
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// Fixes when using Render Graph:
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// Attempting to render to a depth only surface with no dummy color attachment
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var sceneView = UnityEditor.SceneView.currentDrawingSceneView;
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var drawGizmos = false;
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if (sceneView != null)
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{
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drawGizmos = sceneView.drawGizmos;
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sceneView.drawGizmos = false;
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}
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var gameView = s_RenderingViewField.GetValue(null);
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if (gameView != null)
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{
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drawGizmos = (bool)s_ShowGizmosField.GetValue(gameView);
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s_ShowGizmosField.SetValue(gameView, false);
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}
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#endif
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#if UNITY_6000_0_OR_NEWER
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// SingleCameraRequest does not render the full camera stack, thus should exclude
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// overlays which is likely desirable. Alternative approach worth investigating:
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// https://docs.unity3d.com/6000.0/Documentation/Manual/urp/User-Render-Requests.html
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// Setting destination silences a warning if Opaque Texture enabled.
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s_RenderSingleCameraRequest.destination = camera.targetTexture;
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s_RenderSingleCameraRequest.slice = slice;
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UnityEngine.Rendering.RenderPipeline.SubmitRenderRequest(camera, s_RenderSingleCameraRequest);
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#else
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#pragma warning disable CS0618 // Type or member is obsolete
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UniversalRenderPipeline.RenderSingleCamera(context, camera);
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#pragma warning restore CS0618 // Type or member is obsolete
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#endif
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#if UNITY_EDITOR
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if (sceneView != null)
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{
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sceneView.drawGizmos = drawGizmos;
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}
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if (gameView != null)
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{
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s_ShowGizmosField.SetValue(gameView, drawGizmos);
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}
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#endif
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}
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internal static void UniversalRenderCamera(ScriptableRenderContext context, Camera camera, int slice, bool noRenderFeatures)
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{
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// Get this every time as it could change.
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var renderers = (ScriptableRendererData[])s_RenderDataListField.GetValue(UniversalRenderPipeline.asset);
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var renderer = (UniversalRendererData)renderers[GetRendererIndex(camera)];
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// On Unity 6.3, got exceptions if this was auto with SSAO enabled.
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var safe = !noRenderFeatures && renderer.intermediateTextureMode == IntermediateTextureMode.Always;
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if (!safe)
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{
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foreach (var feature in renderer.rendererFeatures)
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{
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// Null exception reported here. Might be null due to missing render features
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if (feature == null) continue;
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s_RenderFeatureActiveStates.Add(feature.isActive);
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feature.SetActive(false);
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}
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}
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UniversalRenderCamera(context, camera, slice);
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if (!safe)
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{
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var index = 0;
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foreach (var feature in renderer.rendererFeatures)
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{
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if (feature == null) continue;
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feature.SetActive(s_RenderFeatureActiveStates[index++]);
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}
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s_RenderFeatureActiveStates.Clear();
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}
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}
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internal static void RenderCameraWithoutCustomPasses(Camera camera)
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{
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// Get this every time as it could change.
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@@ -791,24 +970,12 @@ namespace WaveHarmonic.Crest
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static readonly UnityEngine.Rendering.RenderPipeline.StandardRequest s_RenderStandardRequest = new();
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public static void RenderCamera(Camera camera, ScriptableRenderContext context, int slice)
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public static void RenderCamera(Camera camera, ScriptableRenderContext context, int slice, bool noRenderFeatures = false)
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{
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#if d_UnityURP
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if (RenderPipelineHelper.IsUniversal)
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{
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#if UNITY_6000_0_OR_NEWER
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// SingleCameraRequest does not render the full camera stack, thus should exclude
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// overlays which is likely desirable. Alternative approach worth investigating:
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// https://docs.unity3d.com/6000.0/Documentation/Manual/urp/User-Render-Requests.html
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// Setting destination silences a warning if Opaque Texture enabled.
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s_RenderSingleCameraRequest.destination = camera.targetTexture;
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s_RenderSingleCameraRequest.slice = slice;
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UnityEngine.Rendering.RenderPipeline.SubmitRenderRequest(camera, s_RenderSingleCameraRequest);
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#else
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#pragma warning disable CS0618 // Type or member is obsolete
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UniversalRenderPipeline.RenderSingleCamera(context, camera);
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#pragma warning restore CS0618 // Type or member is obsolete
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#endif
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UniversalRenderCamera(context, camera, slice, noRenderFeatures);
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return;
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}
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#endif
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@@ -894,7 +1061,7 @@ namespace WaveHarmonic.Crest
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namespace Internal
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{
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static class Extensions
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static partial class Extensions
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{
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// Swizzle
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public static Vector2 XZ(this Vector3 v) => new(v.x, v.z);
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@@ -1003,6 +1170,18 @@ namespace WaveHarmonic.Crest
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return GeometryUtility.CalculateBounds(s_BoundsPoints, transform.localToWorldMatrix);
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}
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public static Bounds Rotate(this Bounds bounds, Quaternion rotation)
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{
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var center = rotation * bounds.center;
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// Rotation each axis separately gets closer to Unity's, but the difference is only
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// epsilon in magnitude.
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var extents = rotation * bounds.extents * 2f;
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// Rotation can produce negatives.
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return new(center, new(Mathf.Abs(extents.x), Mathf.Abs(extents.y), Mathf.Abs(extents.z)));
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}
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public static bool IntersectsXZ(this Bounds a, Bounds b)
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{
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return a.min.x <= b.max.x && a.max.x >= b.min.x &&
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@@ -1083,24 +1262,17 @@ namespace WaveHarmonic.Crest
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public static bool GetBoolean(this Material material, int id)
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{
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return (material.HasInteger(id) ? material.GetInteger(id) : material.GetInt(id)) != 0;
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return material.GetFloat(id) != 0f;
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}
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public static void SetBoolean(this Material material, int id, bool value)
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{
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if (material.HasInteger(id))
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{
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material.SetInteger(id, value ? 1 : 0);
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}
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else
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{
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material.SetInt(id, value ? 1 : 0);
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}
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material.SetFloat(id, value ? 1f : 0f);
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}
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public static void SetGlobalBoolean(this CommandBuffer buffer, int id, bool value)
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{
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buffer.SetGlobalInteger(id, value ? 1 : 0);
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buffer.SetGlobalFloat(id, value ? 1f : 0f);
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}
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public static bool IsEmpty(this UnityEngine.Events.UnityEvent @event)
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@@ -1112,6 +1284,30 @@ namespace WaveHarmonic.Crest
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{
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return @event.GetPersistentEventCount() == 0;
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}
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public static bool Encapsulates(this Rect r1, Rect r2)
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{
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return r1.Contains(r2.min) && r1.Contains(r2.max);
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}
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}
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static partial class Extensions
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{
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#if !UNITY_6000_3_OR_NEWER
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internal static int GetEntityId(this Object @this)
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{
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return @this.GetInstanceID();
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}
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#endif
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internal static ulong GetRawSceneHandle(this UnityEngine.SceneManagement.Scene @this)
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{
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#if UNITY_6000_4_OR_NEWER
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return @this.handle.GetRawData();
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#else
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return (ulong)@this.handle;
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#endif
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}
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}
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}
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