Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Scripts/Volume/UnderwaterEffectPassURP.cs
2025-05-10 12:49:47 +08:00

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