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.Rendering;
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using WaveHarmonic.Crest.Internal;
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namespace WaveHarmonic.Crest
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{
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partial class UnderwaterRenderer
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{
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const string k_KeywordFullScreenEffect = "_FULL_SCREEN_EFFECT";
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const string k_KeywordDebugVisualizeMask = "_DEBUG_VISUALIZE_MASK";
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const string k_KeywordDebugVisualizeStencil = "_DEBUG_VISUALIZE_STENCIL";
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internal const string k_KeywordUnderwaterObjects = "CREST_UNDERWATER_OBJECTS_PASS";
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static partial class ShaderIDs
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{
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// Local
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public static readonly int s_HorizonNormal = Shader.PropertyToID("_Crest_HorizonNormal");
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// Global
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public static readonly int s_CameraColorTexture = Shader.PropertyToID("_Crest_CameraColorTexture");
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public static readonly int s_WaterVolumeStencil = Shader.PropertyToID("_Crest_WaterVolumeStencil");
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public static readonly int s_AmbientLighting = Shader.PropertyToID("_Crest_AmbientLighting");
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public static readonly int s_ExtinctionMultiplier = Shader.PropertyToID("_Crest_ExtinctionMultiplier");
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public static readonly int s_UnderwaterEnvironmentalLightingWeight = Shader.PropertyToID("_Crest_UnderwaterEnvironmentalLightingWeight");
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// Built-ins
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public static readonly int s_WorldSpaceLightPos0 = Shader.PropertyToID("_WorldSpaceLightPos0");
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public static readonly int s_LightColor0 = Shader.PropertyToID("_LightColor0");
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}
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// These map to passes in the underwater shader.
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internal enum EffectPass
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{
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FullScreen,
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Reflections,
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}
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CommandBuffer _EffectCommandBuffer;
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Material _CurrentWaterMaterial;
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readonly UnderwaterSphericalHarmonicsData _SphericalHarmonicsData = new();
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System.Action<CommandBuffer> _CopyColor;
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RenderTargetIdentifier _ColorTarget = new
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(
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BuiltinRenderTextureType.CameraTarget,
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0,
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CubemapFace.Unknown,
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-1
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);
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RenderTargetIdentifier _DepthStencilTarget = new
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(
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ShaderIDs.s_WaterVolumeStencil,
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0,
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CubemapFace.Unknown,
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-1
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);
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RenderTargetIdentifier _ColorCopyTarget = new
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(
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ShaderIDs.s_CameraColorTexture,
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0,
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CubemapFace.Unknown,
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-1
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);
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sealed class UnderwaterSphericalHarmonicsData
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{
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internal Color[] _AmbientLighting = new Color[1];
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internal Vector3[] _DirectionsSH = { new(0.0f, 0.0f, 0.0f) };
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}
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void CopyColorTexture(CommandBuffer buffer)
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{
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// Use blit instead of CopyTexture as it will smooth out issues with format
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// differences which is very hard to get right for BIRP.
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buffer.Blit(BuiltinRenderTextureType.CameraTarget, _ColorCopyTarget);
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if (UseStencilBuffer)
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{
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_EffectCommandBuffer.SetRenderTarget(_ColorTarget, _DepthStencilTarget);
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}
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else
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{
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_EffectCommandBuffer.SetRenderTarget(_ColorTarget);
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}
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}
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void SetupUnderwaterEffect()
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{
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_EffectCommandBuffer ??= new()
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{
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name = "Underwater Pass",
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};
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_CopyColor ??= new(CopyColorTexture);
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}
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void OnPreRenderUnderwaterEffect(Camera camera)
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{
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#if UNITY_EDITOR
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// Do not use this to prevent the mask from rendering due to portals and volumes feature.
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if (!IsFogEnabledForEditorCamera(camera))
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{
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_EffectCommandBuffer?.Clear();
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return;
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}
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#endif
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var descriptor = XRHelpers.GetRenderTextureDescriptor(camera);
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descriptor.useDynamicScale = camera.allowDynamicResolution;
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// Format must be correct for CopyTexture to work. Hopefully this is good enough.
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if (camera.allowHDR && QualitySettings.activeColorSpace == ColorSpace.Linear)
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{
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descriptor.graphicsFormat = SystemInfo.GetGraphicsFormat(_Water.LikelyFrameBufferFormat);
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}
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UpdateEffectMaterial(camera, _FirstRender);
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_EffectCommandBuffer.Clear();
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// No need to clear as Blit will overwrite everything.
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_EffectCommandBuffer.GetTemporaryRT(ShaderIDs.s_CameraColorTexture, descriptor);
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var sun = RenderSettings.sun;
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if (sun != null)
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{
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// Unity does not set up lighting for us so we will get the last value which could incorrect.
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// SetGlobalColor is just an alias for SetGlobalVector (no color space conversion like Material.SetColor):
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// https://docs.unity3d.com/2017.4/Documentation/ScriptReference/Shader.SetGlobalColor.html
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_EffectCommandBuffer.SetGlobalVector(ShaderIDs.s_LightColor0, sun.FinalColor());
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_EffectCommandBuffer.SetGlobalVector(ShaderIDs.s_WorldSpaceLightPos0, -sun.transform.forward);
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}
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// Create a separate stencil buffer context by copying the depth texture.
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if (UseStencilBuffer)
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{
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descriptor.colorFormat = RenderTextureFormat.Depth;
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descriptor.depthBufferBits = (int)k_DepthBits;
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// bindMS is necessary in this case for depth.
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descriptor.SetMSAASamples(camera);
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descriptor.bindMS = descriptor.msaaSamples > 1;
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// No need to clear as Blit will overwrite everything.
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_EffectCommandBuffer.GetTemporaryRT(ShaderIDs.s_WaterVolumeStencil, descriptor);
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// Use blit for MSAA. We should be able to use CopyTexture. Might be the following bug:
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// https://issuetracker.unity3d.com/product/unity/issues/guid/1308132
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if (Helpers.IsMSAAEnabled(camera))
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{
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// Blit with a depth write shader to populate the depth buffer.
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Helpers.Blit(_EffectCommandBuffer, _DepthStencilTarget, Helpers.UtilityMaterial, (int)Helpers.UtilityPass.CopyDepth);
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}
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else
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{
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// Copy depth then clear stencil.
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_EffectCommandBuffer.CopyTexture(BuiltinRenderTextureType.Depth, _DepthStencilTarget);
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Helpers.Blit(_EffectCommandBuffer, _DepthStencilTarget, Helpers.UtilityMaterial, (int)Helpers.UtilityPass.ClearStencil);
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}
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}
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CopyColorTexture(_EffectCommandBuffer);
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_EffectCommandBuffer.SetGlobalTexture(ShaderIDs.s_CameraColorTexture, _ColorCopyTarget);
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ExecuteEffect(camera, _EffectCommandBuffer, _CopyColor);
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_EffectCommandBuffer.ReleaseTemporaryRT(ShaderIDs.s_CameraColorTexture);
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if (UseStencilBuffer)
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{
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_EffectCommandBuffer.ReleaseTemporaryRT(ShaderIDs.s_WaterVolumeStencil);
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}
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}
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internal void ExecuteEffect(Camera camera, CommandBuffer buffer, System.Action<CommandBuffer> copyColor, MaterialPropertyBlock properties = null)
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{
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if (camera.cameraType == CameraType.Reflection)
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{
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buffer.DrawProcedural
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(
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Matrix4x4.identity,
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_VolumeMaterial,
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shaderPass: (int)EffectPass.Reflections,
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MeshTopology.Triangles,
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vertexCount: 3,
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instanceCount: 1,
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properties
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);
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}
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#if d_CrestPortals
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else if (_Portals.Active && _Portals.Mode != Portals.PortalMode.Tunnel)
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{
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_Portals.RenderEffect(camera, buffer, _VolumeMaterial, copyColor, properties);
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}
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#endif
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else
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{
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buffer.DrawProcedural
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(
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Matrix4x4.identity,
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_VolumeMaterial,
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shaderPass: (int)EffectPass.FullScreen,
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MeshTopology.Triangles,
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vertexCount: 3,
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instanceCount: 1,
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properties
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);
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}
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}
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internal static void UpdateGlobals(Material waterMaterial)
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{
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// We will have the wrong color values if we do not use linear:
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// https://forum.unity.com/threads/fragment-shader-output-colour-has-incorrect-values-when-hardcoded.377657/
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// _CrestAbsorption is already set as global in Water Renderer.
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Shader.SetGlobalColor(WaterRenderer.ShaderIDs.s_Scattering, waterMaterial.GetColor(WaterRenderer.ShaderIDs.s_Scattering).MaybeLinear());
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Shader.SetGlobalFloat(WaterRenderer.ShaderIDs.s_Anisotropy, waterMaterial.GetFloat(WaterRenderer.ShaderIDs.s_Anisotropy));
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}
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internal void UpdateEffectMaterial(Camera camera, bool isFirstRender)
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{
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// Copy water material parameters to underwater material.
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{
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var material = _SurfaceMaterial;
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if (_CopyWaterMaterialParametersEachFrame || isFirstRender || material != _CurrentWaterMaterial)
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{
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_CurrentWaterMaterial = material;
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if (material != null)
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{
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_VolumeMaterial.CopyMatchingPropertiesFromMaterial(material);
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if (_EnableShaderAPI)
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{
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UpdateGlobals(material);
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}
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}
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}
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}
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// Enabling/disabling keywords each frame don't seem to have large measurable overhead
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_VolumeMaterial.SetKeyword(k_KeywordDebugVisualizeMask, _Debug._VisualizeMask);
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_VolumeMaterial.SetKeyword(k_KeywordDebugVisualizeStencil, _Debug._VisualizeStencil);
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// We use this for caustics to get the displacement.
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_VolumeMaterial.SetInteger(Lod.ShaderIDs.s_LodIndex, 0);
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if (!Portaled && camera.cameraType != CameraType.Reflection)
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{
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var seaLevel = _Water.SeaLevel;
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// We don't both setting the horizon value if we know we are going to be having to apply the effect
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// full-screen anyway.
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var forceFullShader = _Water.ViewerHeightAboveWater < -2f;
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if (!forceFullShader)
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{
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var maxWaterVerticalDisplacement = _Water.MaximumVerticalDisplacement * 0.5f;
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var cameraYPosition = camera.transform.position.y;
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float nearPlaneFrustumWorldHeight;
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{
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var current = camera.ViewportToWorldPoint(new(0f, 0f, camera.nearClipPlane)).y;
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float maxY = current, minY = current;
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current = camera.ViewportToWorldPoint(new(0f, 1f, camera.nearClipPlane)).y;
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maxY = Mathf.Max(maxY, current);
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minY = Mathf.Min(minY, current);
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current = camera.ViewportToWorldPoint(new(1f, 0f, camera.nearClipPlane)).y;
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maxY = Mathf.Max(maxY, current);
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minY = Mathf.Min(minY, current);
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current = camera.ViewportToWorldPoint(new(1f, 1f, camera.nearClipPlane)).y;
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maxY = Mathf.Max(maxY, current);
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minY = Mathf.Min(minY, current);
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nearPlaneFrustumWorldHeight = maxY - minY;
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}
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forceFullShader = (cameraYPosition + nearPlaneFrustumWorldHeight + maxWaterVerticalDisplacement) <= seaLevel;
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}
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_VolumeMaterial.SetKeyword(k_KeywordFullScreenEffect, forceFullShader);
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}
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// Project water normal onto camera plane.
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{
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var projectedNormal = new Vector2
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(
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Vector3.Dot(Vector3.up, camera.transform.right),
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Vector3.Dot(Vector3.up, camera.transform.up)
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);
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_VolumeMaterial.SetVector(ShaderIDs.s_HorizonNormal, projectedNormal);
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}
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// Compute ambient lighting SH.
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{
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// We could pass in a renderer which would prime this lookup. However it doesnt make sense to use an existing render
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// at different position, as this would then thrash it and negate the priming functionality. We could create a dummy invis GO
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// with a dummy Renderer which might be enough, but this is hacky enough that we'll wait for it to become a problem
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// rather than add a pre-emptive hack.
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UnityEngine.Profiling.Profiler.BeginSample("Crest: Underwater Sample Spherical Harmonics");
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LightProbes.GetInterpolatedProbe(camera.transform.position, null, out var sphericalHarmonicsL2);
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sphericalHarmonicsL2.Evaluate(_SphericalHarmonicsData._DirectionsSH, _SphericalHarmonicsData._AmbientLighting);
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Helpers.SetShaderVector(_VolumeMaterial, ShaderIDs.s_AmbientLighting, _SphericalHarmonicsData._AmbientLighting[0], _EnableShaderAPI);
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UnityEngine.Profiling.Profiler.EndSample();
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}
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}
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}
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}
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