251 lines
8.8 KiB
C#
251 lines
8.8 KiB
C#
// 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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namespace WaveHarmonic.Crest
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{
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// Built-in Render Pipeline
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partial class WaterRenderer
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{
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internal const string k_DrawWater = "Crest.DrawWater";
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internal const string k_DrawCopyColor = "CopyColor";
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internal const string k_DrawCopyDepth = "CopyDepth";
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partial class ShaderIDs
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{
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public static readonly int s_ScreenSpaceShadowTexture = Shader.PropertyToID("_Crest_ScreenSpaceShadowTexture");
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public static readonly int s_TemporaryDepthTexture = Shader.PropertyToID("_Crest_TemporaryDepthTexture");
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public static readonly int s_PrimaryLightHasCookie = Shader.PropertyToID("g_Crest_PrimaryLightHasCookie");
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public static class Unity
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{
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public static readonly int s_CameraOpaqueTexture = Shader.PropertyToID("_CameraOpaqueTexture");
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}
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}
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bool _DoneMatrices;
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CommandBuffer _ScreenSpaceShadowMapBuffer;
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CommandBuffer _UpdateColorDepthTexturesBuffer;
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internal Rendering.BIRP.FrameBufferFormatOverride FrameBufferFormatOverride =>
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!_OverrideRenderHDR
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? Rendering.BIRP.FrameBufferFormatOverride.None
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: _RenderHDR
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? Rendering.BIRP.FrameBufferFormatOverride.HDR
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: Rendering.BIRP.FrameBufferFormatOverride.LDR;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void InitializeOnLoad()
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{
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// Fixes error on first frame.
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Shader.SetGlobalTexture(Crest.ShaderIDs.Unity.s_ShadowMapTexture, Texture2D.whiteTexture);
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}
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internal void UpdateMatrices(Camera camera)
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{
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if (_DoneMatrices)
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{
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return;
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}
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Rendering.BIRP.SetMatrices(camera);
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_DoneMatrices = true;
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}
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void OnBeginCameraRenderingLegacy(Camera camera)
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{
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if (PrimaryLight == null)
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{
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return;
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}
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// Force shadow map to remain for transparent pass and beyond.
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{
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_ScreenSpaceShadowMapBuffer ??= new() { name = "Crest.CausticsOcclusion" };
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_ScreenSpaceShadowMapBuffer.Clear();
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// Make the screen-space shadow texture available for the water shader for caustic occlusion.
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_ScreenSpaceShadowMapBuffer.SetGlobalTexture(ShaderIDs.s_ScreenSpaceShadowTexture, BuiltinRenderTextureType.CurrentActive);
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PrimaryLight.AddCommandBuffer(LightEvent.AfterScreenspaceMask, _ScreenSpaceShadowMapBuffer);
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// Always set these in case shadow maps are disabled in the graphics settings which
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// we cannot check at runtime.
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// Black for shadowed. White for unshadowed.
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Shader.SetGlobalTexture(ShaderIDs.s_ScreenSpaceShadowTexture, Rendering.BIRP.GetWhiteTexture(camera));
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}
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Helpers.SetGlobalBoolean(ShaderIDs.s_PrimaryLightHasCookie, PrimaryLight.cookie != null);
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}
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void OnEndCameraRenderingLegacy(Camera camera)
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{
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_DoneMatrices = false;
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_DoneCameraOpaqueTexture = false;
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if (_UpdateColorDepthTexturesBuffer != null)
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{
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camera.RemoveCommandBuffer(RenderBeforeTransparency ? CameraEvent.BeforeForwardAlpha : CameraEvent.AfterForwardAlpha, _UpdateColorDepthTexturesBuffer);
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}
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if (QualitySettings.shadows != ShadowQuality.Disable && PrimaryLight != null)
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{
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if (_ScreenSpaceShadowMapBuffer != null)
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{
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PrimaryLight.RemoveCommandBuffer(LightEvent.AfterScreenspaceMask, _ScreenSpaceShadowMapBuffer);
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}
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}
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Shader.SetGlobalTexture(ShaderIDs.Unity.s_CameraOpaqueTexture, Texture2D.grayTexture);
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}
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// Needs to be separate, as it needs to run after the water volume pass.
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void OnLegacyCopyPass(Camera camera)
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{
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if (!ShouldRender(camera, Surface.Layer))
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{
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return;
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}
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if (Surface.Material == null)
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{
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return;
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}
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if (!SurfaceRenderer.IsTransparent(Surface.Material))
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{
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return;
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}
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// Our reflections do not need them.
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if (camera == WaterReflections.CurrentCamera)
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{
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return;
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}
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_UpdateColorDepthTexturesBuffer ??= new() { name = k_DrawWater };
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_UpdateColorDepthTexturesBuffer.Clear();
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var buffer = _UpdateColorDepthTexturesBuffer;
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if (WriteToColorTexture)
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{
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UpdateCameraOpaqueTexture(camera, buffer);
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}
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if (WriteToDepthTexture && Shader.GetGlobalTexture(Crest.ShaderIDs.Unity.s_CameraDepthTexture) is RenderTexture depthRT)
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{
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buffer.BeginSample(k_DrawCopyDepth);
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// There is no way to update the depth texture with the depth buffer, as we cannot
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// get a reference to it. We have to render water depth separately and then merge
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// the results.
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var target = new RenderTargetIdentifier(depthRT, 0, CubemapFace.Unknown, -1);
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var id = ShaderIDs.s_TemporaryDepthTexture;
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buffer.GetTemporaryRT(id, depthRT.descriptor);
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CoreUtils.SetRenderTarget(buffer, id, ClearFlag.Depth);
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Surface.Render(camera, buffer, pass: Surface.Material.FindPass("DepthOnly"), culled: true);
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buffer.SetGlobalTexture(Helpers.ShaderIDs.s_MainTexture, id);
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Helpers.Blit(buffer, target, Rendering.BIRP.UtilityMaterial, (int)Rendering.BIRP.UtilityPass.MergeDepth);
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// TODO: add debug toggle
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// buffer.Blit(target, BuiltinRenderTextureType.CameraTarget);
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buffer.ReleaseTemporaryRT(id);
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buffer.EndSample(k_DrawCopyDepth);
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}
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if (WriteToColorTexture || WriteToDepthTexture)
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{
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camera.AddCommandBuffer(RenderBeforeTransparency ? CameraEvent.BeforeForwardAlpha : CameraEvent.AfterForwardAlpha, buffer);
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}
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}
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}
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// Camera Opaque Texture.
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partial class WaterRenderer
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{
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bool _DoneCameraOpaqueTexture;
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RenderTexture _CameraOpaqueTexture;
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CommandBuffer _CameraOpaqueTextureCommands;
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internal void UpdateCameraOpaqueTexture(Camera camera, CommandBuffer commands)
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{
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commands.BeginSample(k_DrawCopyColor);
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var target = new RenderTargetIdentifier(_CameraOpaqueTexture, 0, CubemapFace.Unknown, -1);
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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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commands.Blit(BuiltinRenderTextureType.CameraTarget, target);
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commands.EndSample(k_DrawCopyColor);
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}
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internal void OnBeginCameraOpaqueTexture(Camera camera)
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{
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if (_DoneCameraOpaqueTexture)
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{
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return;
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}
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var descriptor = Rendering.BIRP.GetCameraTargetDescriptor(camera, FrameBufferFormatOverride);
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// Occurred in a build and caused a black screen.
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if (descriptor.width <= 0)
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{
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return;
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}
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if (_CameraOpaqueTexture == null)
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{
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_CameraOpaqueTexture = new(descriptor)
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{
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name = "_CameraOpaqueTexture",
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};
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}
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else
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{
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_CameraOpaqueTexture.Release();
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_CameraOpaqueTexture.descriptor = descriptor;
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}
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_CameraOpaqueTexture.Create();
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_CameraOpaqueTextureCommands ??= new()
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{
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name = "Crest.DrawWater",
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};
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_CameraOpaqueTextureCommands.Clear();
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// Do every frame as we set to default texture at end of rendering.
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_CameraOpaqueTextureCommands.SetGlobalTexture(Crest.ShaderIDs.Unity.s_CameraOpaqueTexture, _CameraOpaqueTexture);
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UpdateCameraOpaqueTexture(camera, _CameraOpaqueTextureCommands);
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camera.AddCommandBuffer(CameraEvent.BeforeForwardAlpha, _CameraOpaqueTextureCommands);
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_DoneCameraOpaqueTexture = true;
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}
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internal void OnEndCameraOpaqueTexture(Camera camera)
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{
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if (_CameraOpaqueTextureCommands != null)
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{
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camera.RemoveCommandBuffer(CameraEvent.BeforeForwardAlpha, _CameraOpaqueTextureCommands);
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}
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}
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}
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}
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