309 lines
11 KiB
C#
309 lines
11 KiB
C#
// Crest Water System
|
|
// Copyright © 2024 Wave Harmonic. All rights reserved.
|
|
|
|
#if d_UnityURP
|
|
|
|
using System.Collections.Generic;
|
|
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 Underwater Effect";
|
|
|
|
UnderwaterRenderer _Renderer;
|
|
|
|
static UnderwaterEffectPassURP s_Instance;
|
|
RenderObjectsWithoutFogPass _ApplyFogToTransparentObjects;
|
|
UnderwaterEffectPass _UnderwaterEffectPass;
|
|
CopyDepthBufferPassURP _CopyDepthBufferPass;
|
|
|
|
RTHandle _ColorBuffer;
|
|
RTHandle _DepthBuffer;
|
|
|
|
public UnderwaterEffectPassURP()
|
|
{
|
|
renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
|
|
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);
|
|
s_Instance._ApplyFogToTransparentObjects = new();
|
|
}
|
|
|
|
RenderPipelineManager.beginCameraRendering -= s_Instance.EnqueuePass;
|
|
RenderPipelineManager.beginCameraRendering += s_Instance.EnqueuePass;
|
|
RenderPipelineManager.activeRenderPipelineTypeChanged -= Disable;
|
|
RenderPipelineManager.activeRenderPipelineTypeChanged += Disable;
|
|
}
|
|
|
|
public static void Disable()
|
|
{
|
|
if (s_Instance != null) RenderPipelineManager.beginCameraRendering -= s_Instance.EnqueuePass;
|
|
RenderPipelineManager.activeRenderPipelineTypeChanged -= Disable;
|
|
|
|
s_Instance?._UnderwaterEffectPass?.Release();
|
|
s_Instance?._CopyDepthBufferPass?.Release();
|
|
s_Instance = null;
|
|
}
|
|
|
|
void EnqueuePass(ScriptableRenderContext context, Camera camera)
|
|
{
|
|
if (!_Renderer.ShouldRender(camera, UnderwaterRenderer.Pass.Effect))
|
|
{
|
|
return;
|
|
}
|
|
|
|
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 (_Renderer.EnableShaderAPI)
|
|
{
|
|
renderer.EnqueuePass(_ApplyFogToTransparentObjects);
|
|
}
|
|
}
|
|
|
|
#if UNITY_6000_0_OR_NEWER
|
|
void OnSetup(CommandBuffer buffer, PassData data)
|
|
{
|
|
_ColorBuffer = data.colorTargetHandle.Texture;
|
|
_DepthBuffer = data.depthTargetHandle.Texture;
|
|
|
|
// TODO: renderingData.cameraData.cameraTargetDescriptor?
|
|
_UnderwaterEffectPass.ReAllocate(_ColorBuffer.rt.descriptor);
|
|
}
|
|
|
|
void Execute(ScriptableRenderContext context, CommandBuffer buffer, PassData data)
|
|
{
|
|
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
|
|
|
|
// Renders transparent objects after the underwater effect. Using the correct
|
|
// shader, the above water portion of the object is rendered normally (in the
|
|
// transparent pass), and the below water portion is rendered here with underwater
|
|
// applied.
|
|
sealed partial class RenderObjectsWithoutFogPass : ScriptableRenderPass
|
|
{
|
|
FilteringSettings _FilteringSettings;
|
|
|
|
static readonly List<ShaderTagId> s_ShaderTagIdList = new()
|
|
{
|
|
new("SRPDefaultUnlit"),
|
|
new("UniversalForward"),
|
|
new("UniversalForwardOnly"),
|
|
new("LightweightForward"),
|
|
};
|
|
|
|
public RenderObjectsWithoutFogPass()
|
|
{
|
|
renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
|
|
_FilteringSettings = new(RenderQueueRange.transparent, 0);
|
|
}
|
|
|
|
#if UNITY_6000_0_OR_NEWER
|
|
void Execute(ScriptableRenderContext context, CommandBuffer buffer, PassData renderingData)
|
|
#else
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
#endif
|
|
{
|
|
_FilteringSettings.layerMask = s_Instance._Renderer._TransparentObjectLayers;
|
|
|
|
#if !UNITY_6000_0_OR_NEWER
|
|
var buffer = CommandBufferPool.Get("Crest Underwater Objects");
|
|
#endif
|
|
|
|
// Disable Unity's fog keywords as there is no option to ignore fog for the Shader Graph.
|
|
if (RenderSettings.fog)
|
|
{
|
|
switch (RenderSettings.fogMode)
|
|
{
|
|
case FogMode.Exponential:
|
|
buffer.DisableShaderKeyword("FOG_EXP");
|
|
break;
|
|
case FogMode.Linear:
|
|
buffer.DisableShaderKeyword("FOG_LINEAR");
|
|
break;
|
|
case FogMode.ExponentialSquared:
|
|
buffer.DisableShaderKeyword("FOG_EXP2");
|
|
break;
|
|
}
|
|
}
|
|
|
|
buffer.EnableShaderKeyword(UnderwaterRenderer.k_KeywordUnderwaterObjects);
|
|
// If we want anything to apply to DrawRenderers, it has to be executed before:
|
|
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.DrawRenderers.html
|
|
context.ExecuteCommandBuffer(buffer);
|
|
buffer.Clear();
|
|
|
|
#if UNITY_6000_0_OR_NEWER
|
|
var drawingSettings = RenderingUtils.CreateDrawingSettings
|
|
(
|
|
s_ShaderTagIdList,
|
|
renderingData.renderingData,
|
|
renderingData.cameraData,
|
|
renderingData.lightData,
|
|
SortingCriteria.CommonTransparent
|
|
);
|
|
|
|
var parameters = new RendererListParams(renderingData.cullResults, drawingSettings, _FilteringSettings);
|
|
var list = context.CreateRendererList(ref parameters);
|
|
|
|
buffer.DrawRendererList(list);
|
|
#else
|
|
var drawingSettings = CreateDrawingSettings
|
|
(
|
|
s_ShaderTagIdList,
|
|
ref renderingData,
|
|
SortingCriteria.CommonTransparent
|
|
);
|
|
|
|
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref _FilteringSettings);
|
|
#endif
|
|
|
|
// Revert fog keywords.
|
|
if (RenderSettings.fog)
|
|
{
|
|
switch (RenderSettings.fogMode)
|
|
{
|
|
case FogMode.Exponential:
|
|
buffer.EnableShaderKeyword("FOG_EXP");
|
|
break;
|
|
case FogMode.Linear:
|
|
buffer.EnableShaderKeyword("FOG_LINEAR");
|
|
break;
|
|
case FogMode.ExponentialSquared:
|
|
buffer.EnableShaderKeyword("FOG_EXP2");
|
|
break;
|
|
}
|
|
}
|
|
|
|
buffer.DisableShaderKeyword(UnderwaterRenderer.k_KeywordUnderwaterObjects);
|
|
|
|
#if !UNITY_6000_0_OR_NEWER
|
|
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 _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");
|
|
_DepthBuffer = data.depthTargetHandle;
|
|
#else
|
|
RenderingUtils.ReAllocateIfNeeded(ref _DepthBufferCopy, descriptor, FilterMode.Point, name: "Crest Copied Depth Buffer");
|
|
_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
|
|
{
|
|
#if !UNITY_6000_0_OR_NEWER
|
|
var buffer = CommandBufferPool.Get(k_Name);
|
|
#endif
|
|
|
|
// Must clear even though we are overwriting or there will be strange artifacts on new writes.
|
|
// This could be a Unity bug and may be worth reporting.
|
|
buffer.SetRenderTarget(BuiltinRenderTextureType.None, _DepthBufferCopy);
|
|
buffer.ClearRenderTarget(RTClearFlags.Depth, Color.black, 1, 0);
|
|
|
|
buffer.CopyTexture(_DepthBuffer.rt, _DepthBufferCopy.rt);
|
|
|
|
// Clear the stencil component just in case.
|
|
buffer.ClearRenderTarget(RTClearFlags.Stencil, Color.black, 1, 0);
|
|
|
|
#if !UNITY_6000_0_OR_NEWER
|
|
context.ExecuteCommandBuffer(buffer);
|
|
CommandBufferPool.Release(buffer);
|
|
#endif
|
|
}
|
|
|
|
public void Release()
|
|
{
|
|
_DepthBuffer = null;
|
|
_DepthBufferCopy?.Release();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // d_UnityURP
|