214 lines
8.1 KiB
C#
214 lines
8.1 KiB
C#
// Crest Water System
|
|
// Copyright © 2024 Wave Harmonic. All rights reserved.
|
|
|
|
#if d_UnityURP
|
|
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Rendering.Universal;
|
|
|
|
namespace WaveHarmonic.Crest
|
|
{
|
|
// Universal Render Pipeline
|
|
partial class WaterRenderer
|
|
{
|
|
sealed class ConfigureUniversalRenderer : ScriptableRenderPass
|
|
{
|
|
readonly WaterRenderer _Water;
|
|
public static ConfigureUniversalRenderer Instance { get; set; }
|
|
|
|
public ConfigureUniversalRenderer(WaterRenderer water)
|
|
{
|
|
_Water = water;
|
|
renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
|
|
ConfigureInput(ScriptableRenderPassInput.Color | ScriptableRenderPassInput.Depth);
|
|
}
|
|
|
|
public static void Enable(WaterRenderer water)
|
|
{
|
|
#if UNITY_EDITOR
|
|
var data = water.Viewer != null ? water.Viewer.GetUniversalAdditionalCameraData() : null;
|
|
|
|
// Type is internal.
|
|
if (data != null && data.scriptableRenderer.GetType().Name == "Renderer2D")
|
|
{
|
|
UnityEditor.EditorUtility.DisplayDialog
|
|
(
|
|
"Crest Error!",
|
|
"The project has been detected as a URP 2D project. Crest only supports 3D projects. " +
|
|
"You may see errors from Crest in the console, and other issues.",
|
|
"Ok"
|
|
);
|
|
}
|
|
#endif
|
|
|
|
Instance = new ConfigureUniversalRenderer(water);
|
|
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
|
|
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
|
|
}
|
|
|
|
public static void Disable()
|
|
{
|
|
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
|
|
}
|
|
|
|
static void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
|
|
{
|
|
// May cause assertions/exceptions for reflection camera.
|
|
if (camera.cameraType == CameraType.Reflection) return;
|
|
|
|
if (!Helpers.MaskIncludesLayer(camera.cullingMask, Instance._Water.Layer))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// TODO: Could also check RenderType. Which is better?
|
|
if (!Instance._Water.Material.IsKeywordEnabled("_SURFACE_TYPE_TRANSPARENT"))
|
|
{
|
|
return;
|
|
}
|
|
|
|
camera.GetUniversalAdditionalCameraData().scriptableRenderer.EnqueuePass(Instance);
|
|
}
|
|
|
|
#if UNITY_6000_0_OR_NEWER
|
|
sealed class PassData { }
|
|
|
|
public override void RecordRenderGraph(UnityEngine.Rendering.RenderGraphModule.RenderGraph graph, ContextContainer frame)
|
|
{
|
|
using (var builder = graph.AddUnsafePass<PassData>("Crest Register Color/Depth Requirements.", out var data))
|
|
{
|
|
builder.AllowPassCulling(false);
|
|
builder.SetRenderFunc<PassData>((data, context) => { });
|
|
}
|
|
}
|
|
|
|
[System.Obsolete]
|
|
#endif
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
// Blank
|
|
}
|
|
}
|
|
|
|
internal sealed class UniversalCopyWaterSurfaceDepth : ScriptableRenderPass
|
|
{
|
|
readonly WaterRenderer _Water;
|
|
public static UniversalCopyWaterSurfaceDepth Instance { get; set; }
|
|
|
|
readonly UnityEngine.Rendering.Universal.Internal.CopyDepthPass _CopyDepthPass;
|
|
readonly Shader _CopyDepthShader;
|
|
readonly Material _CopyDepthMaterial;
|
|
|
|
public UniversalCopyWaterSurfaceDepth(WaterRenderer water)
|
|
{
|
|
_Water = water;
|
|
renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
|
|
|
|
_CopyDepthShader = Shader.Find("Hidden/Universal Render Pipeline/CopyDepth");
|
|
#if !UNITY_6000_0_OR_NEWER
|
|
_CopyDepthMaterial = new Material(_CopyDepthShader);
|
|
#endif
|
|
|
|
_CopyDepthPass = new
|
|
(
|
|
RenderPassEvent.BeforeRenderingPostProcessing,
|
|
#if UNITY_6000_0_OR_NEWER
|
|
_CopyDepthShader,
|
|
#else
|
|
_CopyDepthMaterial,
|
|
#endif
|
|
// Will not work in U6 without it.
|
|
copyToDepth: true,
|
|
copyResolvedDepth: RenderingUtils.MultisampleDepthResolveSupported(),
|
|
shouldClear: false
|
|
);
|
|
}
|
|
|
|
public static void Enable(WaterRenderer water)
|
|
{
|
|
Instance = new UniversalCopyWaterSurfaceDepth(water);
|
|
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
|
|
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
|
|
}
|
|
|
|
public static void Disable()
|
|
{
|
|
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
|
|
}
|
|
|
|
static void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
|
|
{
|
|
// May cause assertions/exceptions for reflection camera.
|
|
if (camera.cameraType == CameraType.Reflection) return;
|
|
|
|
if (!Instance._Water._WriteToDepthTexture)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!Helpers.MaskIncludesLayer(camera.cullingMask, Instance._Water.Layer))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// TODO: Could also check RenderType. Which is better?
|
|
if (!Instance._Water.Material.IsKeywordEnabled("_SURFACE_TYPE_TRANSPARENT"))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var renderer = camera.GetUniversalAdditionalCameraData().scriptableRenderer;
|
|
// Needed for OnCameraSetup.
|
|
renderer.EnqueuePass(Instance);
|
|
|
|
#if UNITY_6000_0_OR_NEWER
|
|
// Copy depth pass does not support RG directly.
|
|
if (GraphicsSettings.GetRenderPipelineSettings<RenderGraphSettings>().enableRenderCompatibilityMode)
|
|
#endif
|
|
{
|
|
renderer.EnqueuePass(Instance._CopyDepthPass);
|
|
}
|
|
}
|
|
|
|
#if UNITY_6000_0_OR_NEWER
|
|
public override void RecordRenderGraph(UnityEngine.Rendering.RenderGraphModule.RenderGraph graph, ContextContainer frame)
|
|
{
|
|
var resources = frame.Get<UniversalResourceData>();
|
|
var descriptor = resources.cameraDepthTexture.GetDescriptor(graph);
|
|
// Whether we a writing to color or depth format.
|
|
_CopyDepthPass.CopyToDepth = descriptor.colorFormat == UnityEngine.Experimental.Rendering.GraphicsFormat.None;
|
|
_CopyDepthPass.Render(graph, frame, resources.cameraDepthTexture, resources.cameraDepth);
|
|
}
|
|
|
|
[System.Obsolete]
|
|
#endif
|
|
public override void OnCameraSetup(CommandBuffer buffer, ref RenderingData data)
|
|
{
|
|
var renderer = (UniversalRenderer)data.cameraData.renderer;
|
|
|
|
|
|
|
|
// Also check internal RT because it can be null on Vulkan for some reason.
|
|
if (renderer.cameraDepthTargetHandle?.rt != null && renderer.m_DepthTexture?.rt != null)
|
|
{
|
|
// Whether we a writing to color or depth format.
|
|
_CopyDepthPass.CopyToDepth = renderer.m_DepthTexture.rt.graphicsFormat == UnityEngine.Experimental.Rendering.GraphicsFormat.None;
|
|
_CopyDepthPass.m_CopyResolvedDepth = false;
|
|
_CopyDepthPass.Setup(renderer.cameraDepthTargetHandle, renderer.m_DepthTexture);
|
|
}
|
|
}
|
|
|
|
#if UNITY_6000_0_OR_NEWER
|
|
[System.Obsolete]
|
|
#endif
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData data)
|
|
{
|
|
// Blank
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|