Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Scripts/Volume/UnderwaterEffectPassURP.cs
2026-01-08 22:30:55 +08:00

221 lines
7.5 KiB
C#

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#if d_UnityURP
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace WaveHarmonic.Crest
{
sealed partial class UnderwaterEffectPassURP : ScriptableRenderPass
{
const string k_Name = "Crest.DrawWater/Volume";
UnderwaterRenderer _Renderer;
internal static UnderwaterEffectPassURP s_Instance;
UnderwaterEffectPass _UnderwaterEffectPass;
CopyDepthBufferPassURP _CopyDepthBufferPass;
RTHandle _ColorBuffer;
RTHandle _DepthBuffer;
public UnderwaterEffectPassURP()
{
ConfigureInput(ScriptableRenderPassInput.Color | ScriptableRenderPassInput.Depth);
}
public static void Enable(UnderwaterRenderer renderer)
{
if (s_Instance == null)
{
s_Instance = new();
s_Instance._Renderer = renderer;
s_Instance._CopyDepthBufferPass = new(RenderPassEvent.AfterRenderingOpaques);
}
RenderPipelineManager.activeRenderPipelineTypeChanged -= Disable;
RenderPipelineManager.activeRenderPipelineTypeChanged += Disable;
}
public static void Disable()
{
RenderPipelineManager.activeRenderPipelineTypeChanged -= Disable;
s_Instance?._UnderwaterEffectPass?.Release();
s_Instance?._CopyDepthBufferPass?.Release();
s_Instance = null;
}
internal void EnqueuePass(ScriptableRenderContext context, Camera camera)
{
if (!_Renderer.ShouldRender(camera, UnderwaterRenderer.Pass.Effect))
{
return;
}
s_Instance.renderPassEvent = _Renderer.RenderBeforeTransparency ? WaterRenderer.k_WaterRenderPassEvent : RenderPassEvent.AfterRenderingTransparents;
var renderer = camera.GetUniversalAdditionalCameraData().scriptableRenderer;
#if UNITY_EDITOR
if (renderer == null) return;
#endif
// Copy the depth buffer to create a new depth/stencil context.
if (_Renderer.UseStencilBuffer)
{
renderer.EnqueuePass(_CopyDepthBufferPass);
}
// Set up internal pass which houses shared code for SRPs.
_UnderwaterEffectPass ??= new(_Renderer);
renderer.EnqueuePass(s_Instance);
}
#if UNITY_6000_0_OR_NEWER
bool _ErrorMissingColorTarget;
void OnSetup(CommandBuffer buffer, RenderGraphHelper.PassData data)
{
_ColorBuffer = data.colorTargetHandle.Texture;
_DepthBuffer = data.depthTargetHandle.Texture;
// Unity bug
if (_ColorBuffer?.rt == null)
{
if (!_ErrorMissingColorTarget)
{
Debug.LogError($"Crest: Your current URP setup has a Unity bug which prevents underwater from rendering on this camera ({data.cameraData.camera.name}). It is too complicated for us to advise which combination of settings are the issue (sorry), but they will be on either the URP asset or renderer file.");
_ErrorMissingColorTarget = true;
}
return;
}
// TODO: renderingData.cameraData.cameraTargetDescriptor?
_UnderwaterEffectPass.ReAllocate(_ColorBuffer.rt.descriptor);
}
void Execute(ScriptableRenderContext context, CommandBuffer buffer, RenderGraphHelper.PassData data)
{
// Unity bug
if (_ColorBuffer?.rt == null)
{
return;
}
if (_Renderer.UseStencilBuffer)
{
_DepthBuffer = _CopyDepthBufferPass._DepthBufferCopy;
}
_UnderwaterEffectPass.Execute(data.cameraData.camera, buffer, _ColorBuffer, _DepthBuffer);
}
#else
public override void OnCameraSetup(CommandBuffer buffer, ref RenderingData data)
{
_ColorBuffer = data.cameraData.renderer.cameraColorTargetHandle;
_DepthBuffer = data.cameraData.renderer.cameraDepthTargetHandle;
// TODO: renderingData.cameraData.cameraTargetDescriptor?
_UnderwaterEffectPass.ReAllocate(_ColorBuffer.rt.descriptor);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData data)
{
var buffer = CommandBufferPool.Get(k_Name);
if (_Renderer.UseStencilBuffer)
{
_DepthBuffer = _CopyDepthBufferPass._DepthBufferCopy;
}
_UnderwaterEffectPass.Execute(data.cameraData.camera, buffer, _ColorBuffer, _DepthBuffer);
context.ExecuteCommandBuffer(buffer);
CommandBufferPool.Release(buffer);
}
#endif
}
// Copies the depth buffer to avoid conflicts when using the stencil buffer.
sealed partial class CopyDepthBufferPassURP : ScriptableRenderPass
{
const string k_Name = "Crest Copy Depth Buffer";
RTHandle _ColorBuffer;
RTHandle _DepthBuffer;
public RTHandle _DepthBufferCopy;
public CopyDepthBufferPassURP(RenderPassEvent @event)
{
renderPassEvent = @event;
}
#if UNITY_6000_0_OR_NEWER
void OnSetup(CommandBuffer buffer, PassData data)
#else
public override void OnCameraSetup(CommandBuffer buffer, ref RenderingData data)
#endif
{
var descriptor = data.cameraData.cameraTargetDescriptor;
descriptor.graphicsFormat = GraphicsFormat.None;
descriptor.bindMS = descriptor.msaaSamples > 1;
#if UNITY_6000_0_OR_NEWER
RenderingUtils.ReAllocateHandleIfNeeded(ref _DepthBufferCopy, descriptor, FilterMode.Point, name: "Crest Copied Depth Buffer");
_ColorBuffer = data.colorTargetHandle;
_DepthBuffer = data.depthTargetHandle;
#else
RenderingUtils.ReAllocateIfNeeded(ref _DepthBufferCopy, descriptor, FilterMode.Point, name: "Crest Copied Depth Buffer");
_ColorBuffer = data.cameraData.renderer.cameraColorTargetHandle;
_DepthBuffer = data.cameraData.renderer.cameraDepthTargetHandle;
#endif
}
#if UNITY_6000_0_OR_NEWER
void Execute(ScriptableRenderContext context, CommandBuffer buffer, PassData data)
#else
public override void Execute(ScriptableRenderContext context, ref RenderingData data)
#endif
{
// Just in case.
if (_ColorBuffer == null || _DepthBuffer == null)
{
return;
}
#if !UNITY_6000_0_OR_NEWER
var buffer = CommandBufferPool.Get(k_Name);
#endif
// NOTE: previously we cleared the target depth first due to artifacts.
buffer.CopyTexture(_DepthBuffer.rt, _DepthBufferCopy.rt);
// Clear the stencil component just in case.
// Previously we passed BuiltinRenderTextureType.None for color but this made the
// scene disappear in the scene view on DX11 only.
CoreUtils.SetRenderTarget(buffer, _ColorBuffer, _DepthBufferCopy, ClearFlag.Stencil);
// Required for Unity 6+.
CoreUtils.SetRenderTarget(buffer, _ColorBuffer, _DepthBuffer);
#if !UNITY_6000_0_OR_NEWER
context.ExecuteCommandBuffer(buffer);
CommandBufferPool.Release(buffer);
#endif
}
public void Release()
{
_DepthBuffer = null;
_DepthBufferCopy?.Release();
}
}
}
#endif // d_UnityURP