Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Scripts/Surface/SurfaceRenderer.LevelDepthTexture.cs
2026-01-31 00:32:49 +08:00

160 lines
5.0 KiB
C#

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace WaveHarmonic.Crest
{
partial class SurfaceRenderer
{
RenderTexture _WaterLevelDepthTexture;
internal RenderTexture WaterLevelDepthTexture { get; private set; }
RenderTargetIdentifier _WaterLevelDepthTarget;
Material _WaterLevelDepthMaterial;
internal RenderTexture GetWaterLevelDepthTexture(Camera camera)
{
// Do not use SeparateViewpoint here, as this is called outside the camera loop.
if (_Water.SingleViewpoint)
{
return WaterLevelDepthTexture;
}
else if (_PerCameraLevelDepthTexture.ContainsKey(camera))
{
return _PerCameraLevelDepthTexture[camera];
}
return null;
}
const string k_WaterLevelDepthTextureName = "Crest Water Level Depth Texture";
void ExecuteWaterLevelDepthTexture(Camera camera, CommandBuffer buffer)
{
if (_Water.SingleViewpoint && _WaterLevelDepthTexture == null)
{
_WaterLevelDepthTexture = new(0, 0, 0);
WaterLevelDepthTexture = _WaterLevelDepthTexture;
}
LoadCameraDataLDT(camera);
WaterLevelDepthTexture.name = k_WaterLevelDepthTextureName;
if (_WaterLevelDepthMaterial == null)
{
_WaterLevelDepthMaterial = new(Shader.Find("Hidden/Crest/Editor/Water Level (Depth)"));
}
var descriptor = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight)
{
graphicsFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.None,
depthBufferBits = 32,
};
// Depth buffer.
buffer.GetTemporaryRT(Helpers.ShaderIDs.s_MainTexture, descriptor);
CoreUtils.SetRenderTarget(buffer, Helpers.ShaderIDs.s_MainTexture, ClearFlag.Depth);
Render(camera, buffer, _WaterLevelDepthMaterial);
// Depth texture.
// Always release to handle screen size changes.
WaterLevelDepthTexture.Release();
descriptor.graphicsFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.R32_SFloat;
descriptor.depthBufferBits = 0;
WaterLevelDepthTexture.descriptor = descriptor;
WaterLevelDepthTexture.Create();
_WaterLevelDepthTarget = new
(
WaterLevelDepthTexture,
mipLevel: 0,
CubemapFace.Unknown,
depthSlice: -1 // Bind all XR slices.
);
// Convert.
Helpers.Blit(buffer, _WaterLevelDepthTarget, Rendering.BIRP.UtilityMaterial, (int)Rendering.BIRP.UtilityPass.Copy);
buffer.ReleaseTemporaryRT(Helpers.ShaderIDs.s_MainTexture);
}
void EnableWaterLevelDepthTexture()
{
if (Application.isPlaying) return;
#if d_UnityURP
if (RenderPipelineHelper.IsUniversal)
{
WaterLevelDepthTextureURP.Enable(_Water, this);
}
#endif
#if d_UnityHDRP
if (RenderPipelineHelper.IsHighDefinition)
{
WaterLevelDepthTextureHDRP.Enable(_Water, this);
}
#endif
}
void DisableWaterLevelDepthTexture()
{
if (Application.isPlaying) return;
#if d_UnityHDRP
WaterLevelDepthTextureHDRP.Disable();
#endif
}
}
// Multiple Viewpoints
// Technically, this should always store an RT per camera, as it is screen-space.
// But having it opt-in is not a bad idea.
partial class SurfaceRenderer
{
internal Dictionary<Camera, RenderTexture> _PerCameraLevelDepthTexture = new();
void LoadCameraDataLDT(Camera camera)
{
if (_Water.SingleViewpoint)
{
return;
}
if (!_PerCameraLevelDepthTexture.ContainsKey(camera))
{
var descriptor = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight)
{
graphicsFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.None,
depthBufferBits = 32,
};
WaterLevelDepthTexture = new(descriptor);
_PerCameraLevelDepthTexture.Add(camera, WaterLevelDepthTexture);
}
else
{
WaterLevelDepthTexture = _PerCameraLevelDepthTexture[camera];
}
}
internal void RemoveCameraDataLDT(Camera camera)
{
if (_PerCameraLevelDepthTexture.ContainsKey(camera))
{
_PerCameraLevelDepthTexture[camera].Release();
Helpers.Destroy(_PerCameraLevelDepthTexture[camera]);
_PerCameraLevelDepthTexture.Remove(camera);
}
}
}
}
#endif