198 lines
7.7 KiB
C#
198 lines
7.7 KiB
C#
// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#if d_UnityURP
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#if !UNITY_6000_3_OR_NEWER
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#define URP_COMPATIBILITY_MODE
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#endif
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace WaveHarmonic.Crest
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{
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// Universal Render Pipeline
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partial class WaterRenderer
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{
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internal const RenderPassEvent k_WaterRenderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
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internal sealed class CopyTargetsRenderPass : ScriptableRenderPass
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{
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readonly WaterRenderer _Water;
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public static CopyTargetsRenderPass Instance { get; set; }
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readonly UnityEngine.Rendering.Universal.Internal.CopyDepthPass _CopyDepthPass;
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readonly Shader _CopyDepthShader;
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readonly Material _CopyDepthMaterial;
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static readonly System.Reflection.FieldInfo s_OpaqueColor = typeof(UniversalRenderer).GetField("m_OpaqueColor", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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static readonly System.Reflection.FieldInfo s_ActiveRenderPassQueue = typeof(ScriptableRenderer).GetField("m_ActiveRenderPassQueue", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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readonly UnityEngine.Rendering.Universal.Internal.CopyColorPass _CopyColorPass;
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readonly Material _CopyColorMaterial;
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readonly Material _SampleColorMaterial;
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public CopyTargetsRenderPass(WaterRenderer water)
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{
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_Water = water;
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_CopyDepthShader = Shader.Find("Hidden/Universal Render Pipeline/CopyDepth");
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#if !UNITY_6000_0_OR_NEWER
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_CopyDepthMaterial = new Material(_CopyDepthShader);
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#endif
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_CopyDepthPass = new
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(
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renderPassEvent,
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#if UNITY_6000_0_OR_NEWER
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_CopyDepthShader,
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#else
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_CopyDepthMaterial,
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#endif
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// Will not work in U6 without it.
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copyToDepth: true,
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copyResolvedDepth: RenderingUtils.MultisampleDepthResolveSupported(),
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shouldClear: false
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#if UNITY_6000_0_OR_NEWER
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, customPassName: "Crest.DrawWater"
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#endif
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);
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_CopyColorMaterial = new(Shader.Find("Hidden/Universal/CoreBlit"));
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_SampleColorMaterial = new(Shader.Find("Hidden/Universal Render Pipeline/Sampling"));
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_CopyColorPass = new
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(
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renderPassEvent,
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_SampleColorMaterial,
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_CopyColorMaterial
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#if UNITY_6000_0_OR_NEWER
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, customPassName: "Crest.DrawWater"
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#endif
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);
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}
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public static void Enable(WaterRenderer water)
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{
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Instance = new(water);
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}
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internal void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
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{
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var water = _Water;
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if (!ShouldRender(camera, water.Surface.Layer))
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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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if (!water.WriteToColorTexture && !water.WriteToDepthTexture)
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{
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return;
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}
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if (water.Surface.Material == null)
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{
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return;
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}
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// TODO: Could also check RenderType. Which is better?
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if (!SurfaceRenderer.IsTransparent(water.Surface.Material))
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{
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return;
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}
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renderPassEvent = water.RenderBeforeTransparency ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.AfterRenderingTransparents;
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_CopyColorPass.renderPassEvent = renderPassEvent;
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_CopyDepthPass.renderPassEvent = renderPassEvent;
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var renderer = camera.GetUniversalAdditionalCameraData().scriptableRenderer;
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// Needed for OnCameraSetup.
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renderer.EnqueuePass(this);
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#if UNITY_6000_0_OR_NEWER
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// Copy depth pass does not support RG directly.
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if (GraphicsSettings.GetRenderPipelineSettings<RenderGraphSettings>().enableRenderCompatibilityMode)
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#endif
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{
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if (water.WriteToColorTexture) renderer.EnqueuePass(_CopyColorPass);
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if (water.WriteToDepthTexture) renderer.EnqueuePass(_CopyDepthPass);
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}
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}
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#if UNITY_6000_0_OR_NEWER
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public override void RecordRenderGraph(UnityEngine.Rendering.RenderGraphModule.RenderGraph graph, ContextContainer frame)
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{
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var resources = frame.Get<UniversalResourceData>();
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var descriptor = resources.cameraDepthTexture.GetDescriptor(graph);
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if (_Water.WriteToColorTexture)
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{
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_CopyColorPass.RenderToExistingTexture(graph, frame, resources.cameraOpaqueTexture, resources.cameraColor, UniversalRenderPipeline.asset.opaqueDownsampling);
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}
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if (_Water.WriteToDepthTexture)
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{
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// Whether we a writing to color or depth format.
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_CopyDepthPass.CopyToDepth = descriptor.colorFormat == UnityEngine.Experimental.Rendering.GraphicsFormat.None;
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_CopyDepthPass.Render(graph, frame, resources.cameraDepthTexture, resources.cameraDepth);
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}
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}
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[System.Obsolete]
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#endif
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public override void OnCameraSetup(CommandBuffer buffer, ref RenderingData data)
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{
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var renderer = (UniversalRenderer)data.cameraData.renderer;
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var opaqueColorHandle = s_OpaqueColor.GetValue(renderer) as RTHandle;
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// Also check internal RT because it can be null on Vulkan for some reason.
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if (renderer.cameraColorTargetHandle?.rt != null && opaqueColorHandle?.rt != null)
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{
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_CopyColorPass.Setup(renderer.cameraColorTargetHandle, opaqueColorHandle, UniversalRenderPipeline.asset.opaqueDownsampling);
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}
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else
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{
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var queue = s_ActiveRenderPassQueue.GetValue(renderer) as List<ScriptableRenderPass>;
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queue.Remove(_CopyColorPass);
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}
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#if URP_COMPATIBILITY_MODE
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// Also check internal RT because it can be null on Vulkan for some reason.
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if (renderer.cameraDepthTargetHandle?.rt != null && renderer.m_DepthTexture?.rt != null)
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{
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// Whether we a writing to color or depth format.
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_CopyDepthPass.CopyToDepth = renderer.m_DepthTexture.rt.graphicsFormat == UnityEngine.Experimental.Rendering.GraphicsFormat.None;
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_CopyDepthPass.m_CopyResolvedDepth = false;
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_CopyDepthPass.Setup(renderer.cameraDepthTargetHandle, renderer.m_DepthTexture);
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}
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else
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#endif
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{
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var queue = s_ActiveRenderPassQueue.GetValue(renderer) as List<ScriptableRenderPass>;
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queue.Remove(_CopyDepthPass);
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}
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}
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#if UNITY_6000_0_OR_NEWER
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[System.Obsolete]
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#endif
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public override void Execute(ScriptableRenderContext context, ref RenderingData data)
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{
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// Blank
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}
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}
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}
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}
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#endif
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