移除水
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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using WaveHarmonic.Crest.Utility;
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namespace WaveHarmonic.Crest
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{
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/// <summary>
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/// The default state for clipping.
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/// </summary>
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public enum DefaultClippingState
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{
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/// <summary>
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/// By default, nothing is clipped. Use clip inputs to remove water.
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/// </summary>
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NothingClipped,
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/// <summary>
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/// By default, everything is clipped. Use clip inputs to add water.
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/// </summary>
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EverythingClipped,
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}
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/// <summary>
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/// Drives water surface clipping (carving holes).
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/// </summary>
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/// <remarks>
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/// 0-1 values, surface clipped when > 0.5.
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/// </remarks>
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[FilterEnum(nameof(_TextureFormatMode), Filtered.Mode.Exclude, (int)LodTextureFormatMode.Automatic)]
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public sealed partial class ClipLod : Lod
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{
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[Tooltip("The default clipping behaviour.\n\nWhether to clip nothing by default (and clip inputs remove patches of surface), or to clip everything by default (and clip inputs add patches of surface).")]
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[@GenerateAPI(Setter.Custom)]
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[@DecoratedField, SerializeField]
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internal DefaultClippingState _DefaultClippingState = DefaultClippingState.NothingClipped;
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static new class ShaderIDs
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{
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public static readonly int s_ClipByDefault = Shader.PropertyToID("g_Crest_ClipByDefault");
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}
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internal static readonly Color s_GizmoColor = new(0f, 1f, 1f, 0.5f);
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internal override string ID => "Clip";
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internal override string Name => "Clip Surface";
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internal override Color GizmoColor => s_GizmoColor;
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private protected override Color ClearColor => _DefaultClippingState == DefaultClippingState.EverythingClipped ? Color.white : Color.black;
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private protected override bool NeedToReadWriteTextureData => true;
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private protected override bool RequiresClearBorder => true;
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private protected override GraphicsFormat RequestedTextureFormat => _TextureFormatMode switch
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{
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// The clip values only really need 8bits (unless using signed distance).
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LodTextureFormatMode.Performance => GraphicsFormat.R8_UNorm,
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LodTextureFormatMode.Precision => GraphicsFormat.R16_UNorm,
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LodTextureFormatMode.Manual => _TextureFormat,
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_ => throw new System.NotImplementedException(),
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};
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internal ClipLod()
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{
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_TextureFormat = GraphicsFormat.R8_UNorm;
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}
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internal override void SetGlobals(bool enable)
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{
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base.SetGlobals(enable);
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Shader.SetGlobalFloat(ShaderIDs.s_ClipByDefault, enable && Enabled ? (float)_DefaultClippingState : (float)DefaultClippingState.NothingClipped);
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}
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internal override void Disable()
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{
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base.Disable();
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Shader.SetGlobalFloat(ShaderIDs.s_ClipByDefault, (float)DefaultClippingState.NothingClipped);
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}
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internal override void BuildCommandBuffer(WaterRenderer water, CommandBuffer buffer)
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{
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base.BuildCommandBuffer(water, buffer);
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Shader.SetGlobalFloat(ShaderIDs.s_ClipByDefault, (float)_DefaultClippingState);
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}
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internal static readonly SortedList<int, ILodInput> s_Inputs = new(Helpers.DuplicateComparison);
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private protected override SortedList<int, ILodInput> Inputs => s_Inputs;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void OnLoad()
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{
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s_Inputs.Clear();
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}
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void SetDefaultClippingState(DefaultClippingState previous, DefaultClippingState current)
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{
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if (previous == current) return;
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if (_Water == null || !_Water.isActiveAndEnabled || !Enabled) return;
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// Change default clipping state.
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_TargetsToClear = Mathf.Max(1, _TargetsToClear);
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}
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#if UNITY_EDITOR
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[@OnChange]
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private protected override void OnChange(string path, object previous)
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{
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base.OnChange(path, previous);
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switch (path)
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{
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case nameof(_DefaultClippingState):
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SetDefaultClippingState((DefaultClippingState)previous, _DefaultClippingState);
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break;
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}
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}
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#endif
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}
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}
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