263 lines
9.7 KiB
C#
263 lines
9.7 KiB
C#
// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#if d_UnityHDRP
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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namespace WaveHarmonic.Crest
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{
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// High Definition Render Pipeline
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partial class WaterRenderer
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{
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internal static bool s_CameraMSAA;
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void OnBeginContextRendering(ScriptableRenderContext context, System.Collections.Generic.List<Camera> cameras)
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{
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s_CameraMSAA = false;
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}
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// This use to be in OnBeginContextRendering with comment: "Most compatible with
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// lighting options if computed here". Cannot remember what that meant.
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Color ApplyAtmosphericAttenuation(Camera camera, Light sun, Vector3 direction, Color intensity)
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{
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if (sun.TryGetComponent<HDAdditionalLightData>(out var data))
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{
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// We could get the main light in the shader the same way we get the main light
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// shadows, but most of the data would be missing (including below horizon
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// attenuation) which would require re-running the light loop which is expensive.
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// It was reported that Light.intensity causes flickering when updated with
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// HDAdditionalLightData.SetIntensity, unless we get intensity from there.
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// Transmittance is for Physically Based Sky.
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var hdCamera = HDCamera.GetOrCreate(camera);
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var settings = SkyManager.GetSkySetting(hdCamera.volumeStack);
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var transmittance = settings != null
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? settings.EvaluateAtmosphericAttenuation(direction, hdCamera.camera.transform.position)
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: Vector3.one;
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intensity *= transmittance.x;
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intensity *= transmittance.y;
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intensity *= transmittance.z;
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}
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return intensity;
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}
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}
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sealed class CrestInternalCopyToTextureCustomPass : CustomPass
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{
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const string k_Name = "Update Pyramids";
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static CrestInternalCopyToTextureCustomPass s_Instance;
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WaterRenderer _Water;
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// Wraps depth pyramid, so we can use Blitter.
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RTHandle _DepthPyramid;
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RenderTexture _DepthTexture;
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RenderTexture _DepthTextureDynamic;
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public static void Enable(WaterRenderer renderer)
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{
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var gameObject = CustomPassHelpers.CreateOrUpdate
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(
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parent: renderer.Container.transform,
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k_Name,
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hide: !renderer._Debug._ShowHiddenObjects
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);
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CustomPassHelpers.CreateOrUpdate
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(
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gameObject,
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ref s_Instance,
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WaterRenderer.k_DrawWater,
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renderer.RenderBeforeTransparency
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? CustomPassInjectionPoint.BeforeTransparent
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: CustomPassInjectionPoint.BeforePostProcess,
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priority: -1
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);
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s_Instance._Water = renderer;
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RenderPipelineManager.beginCameraRendering -= s_Instance.OnBeginCameraRendering;
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RenderPipelineManager.beginCameraRendering += s_Instance.OnBeginCameraRendering;
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RenderPipelineManager.endCameraRendering -= s_Instance.OnEndCameraRendering;
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RenderPipelineManager.endCameraRendering += s_Instance.OnEndCameraRendering;
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}
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public static void Disable()
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{
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if (s_Instance != null)
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{
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RenderPipelineManager.beginCameraRendering -= s_Instance.OnBeginCameraRendering;
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RenderPipelineManager.endCameraRendering -= s_Instance.OnEndCameraRendering;
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}
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// It should be safe to rely on this reference for this reference to fail.
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if (s_Instance != null && s_Instance._GameObject != null)
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{
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// Will also trigger Cleanup below.
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s_Instance._GameObject.SetActive(false);
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}
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}
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void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
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{
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s_Instance._Volume.injectionPoint = _Water.RenderBeforeTransparency
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? CustomPassInjectionPoint.BeforeTransparent
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: CustomPassInjectionPoint.BeforePostProcess;
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}
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void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
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{
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if (this == null) return;
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// Currently, only do this for the surface.
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if (!_Water._ActiveModules.HasFlag(WaterRenderer.ActiveModules.Surface))
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{
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return;
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}
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// TODO: Work out conditions where depth copy is needed when rendering during transparency.
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if (!_Water.RenderBeforeTransparency)
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{
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return;
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}
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var rt = Shader.GetGlobalTexture(ShaderIDs.Unity.s_CameraDepthTexture) as RenderTexture;
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var hdCamera = HDCamera.GetOrCreate(camera);
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if (hdCamera.allowDynamicResolution && hdCamera.canDoDynamicResolution)
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{
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_DepthTextureDynamic = rt;
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}
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else
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{
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_DepthTexture = rt;
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}
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}
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protected override void Cleanup()
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{
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base.Cleanup();
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// Unset internal RT to avoid release it.
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_DepthPyramid?.SetRenderTexture(null);
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_DepthPyramid?.Release();
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}
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MipGenerator MipGenerator =>
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#if UNITY_6000_OR_NEWER
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(RenderPipelineManager.currentPipeline as HDRenderPipeline).m_MipGenerator
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#else
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s_MipGenerator.GetValue(RenderPipelineManager.currentPipeline) as MipGenerator;
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static readonly FieldInfo s_MipGenerator = typeof(HDRenderPipeline).GetField("m_MipGenerator", BindingFlags.NonPublic | BindingFlags.Instance);
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#endif
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static readonly MethodInfo s_UseScaling = typeof(RTHandle).GetProperty("useScaling", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance).SetMethod;
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static readonly object[] s_UseScalingParameters = { true };
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static void UseScaling(RTHandle rt)
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{
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s_UseScaling.Invoke(rt, s_UseScalingParameters);
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}
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protected override void Execute(CustomPassContext context)
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{
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// We cannot override _ColorPyramidTexture or _CameraDepthTexture with our own
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// texture, so we write to these textures instead. Getting these textures has
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// been tricky. Getting _ColorPyramidTexture with Shader.GetGlobalTexture does
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// not always work, as it is replaced with the distortion color pyramid before
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// we can grab it.
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var hdCamera = context.hdCamera;
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var camera = hdCamera.camera;
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var buffer = context.cmd;
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// Currently, only do this for the surface.
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if (!_Water._ActiveModules.HasFlag(WaterRenderer.ActiveModules.Surface))
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{
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return;
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}
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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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if (context.hdCamera.msaaEnabled)
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{
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WaterRenderer.s_CameraMSAA = true;
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return;
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}
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if (!_Water.RenderBeforeTransparency && hdCamera.frameSettings.IsEnabled(FrameSettingsField.Distortion))
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{
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return;
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}
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if (_Water.WriteToColorTexture)
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{
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var colorTexture = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain);
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if (colorTexture != null)
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{
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buffer.BeginSample(WaterRenderer.k_DrawCopyColor);
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var pyramidSize = new Vector2Int(hdCamera.actualWidth, hdCamera.actualHeight);
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Blitter.BlitCameraTexture(buffer, context.cameraColorBuffer, colorTexture);
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MipGenerator.RenderColorGaussianPyramid(buffer, pyramidSize, context.cameraColorBuffer, colorTexture);
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buffer.EndSample(WaterRenderer.k_DrawCopyColor);
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}
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}
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// TODO: Work out conditions where depth copy is needed when rendering during transparency.
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if (!_Water.RenderBeforeTransparency)
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{
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return;
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}
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if (_Water.WriteToDepthTexture)
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{
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// Texture is not set yet, so we need to store it at the end of rendering.
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// Textures may be different depending on configuration.
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var depthTexture = hdCamera.allowDynamicResolution && hdCamera.canDoDynamicResolution ? _DepthTextureDynamic : _DepthTexture;
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if (depthTexture != null)
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{
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buffer.BeginSample(WaterRenderer.k_DrawCopyDepth);
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// Set up wrapper, so we can use Blitter.
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_DepthPyramid ??= RTHandles.Alloc(depthTexture);
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_DepthPyramid.SetRenderTexture(depthTexture);
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UseScaling(_DepthPyramid);
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// Blit to the bottom of the depth atlas.
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Blitter.BlitCameraTexture(buffer, context.cameraDepthBuffer, _DepthPyramid, new Rect(0, 0, hdCamera.actualWidth, hdCamera.actualHeight));
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// Regenerate the depth pyramid.
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MipGenerator.RenderMinDepthPyramid
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(
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buffer,
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depthTexture,
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hdCamera.depthBufferMipChainInfo
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#if !UNITY_6000_0_OR_NEWER
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, mip1AlreadyComputed: false
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#endif
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);
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buffer.EndSample(WaterRenderer.k_DrawCopyDepth);
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}
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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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