2025-10-21 14:18:31 +09:00

231 lines
10 KiB
C#

// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
#if URP
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal;
namespace StylizedWater3
{
public class HeightPrePass : ScriptableRenderPass
{
private const string profilerTag = "Water Height Prepass";
private static readonly ProfilingSampler profilerSampler = new ProfilingSampler(profilerTag);
/// <summary>
/// Using this as a value comparison in shader code to determine if not water is being hit
/// </summary>
public const float VOID_THRESHOLD = -1000f;
private static readonly Color targetClearColor = new Color(VOID_THRESHOLD, 0, 0, 0);
[Serializable]
public class Settings
{
public bool enable = true;
public float range = 500f;
[Range(1f, 8f)]
public int cellsPerUnit = 4;
public int maxResolution = 4096;
[Tooltip("[When in Play mode] Skips processing the height prepass for the scene-view camera. This helps keep the rendering centered around the main camera when in Play mode.")]
public bool disableInSceneView = true;
/// <summary>
/// Returns the enabled state, either from the settings or if forced because it is required by other functionality
/// </summary>
public bool isEnabled => enable || StylizedWaterRenderFeature.RequireHeightPrePass || HeightQuerySystem.RequiresHeightPrepass;
}
//Render pass
FilteringSettings m_FilteringSettings;
RenderStateBlock m_RenderStateBlock;
private readonly List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>()
{
new (ShaderParams.LightModes.WaterHeight)
};
public HeightPrePass()
{
m_FilteringSettings = new FilteringSettings(RenderQueueRange.all, LayerMask.GetMask("Water"));
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
}
public const string BufferName = "_WaterHeightBuffer";
public static readonly int _WaterHeightBuffer = Shader.PropertyToID(BufferName);
private const string CoordsName = "_WaterHeightCoords";
private static readonly int _WaterHeightCoords = Shader.PropertyToID(CoordsName);
public static readonly int _WaterHeightPrePassAvailable = Shader.PropertyToID("_WaterHeightPrePassAvailable");
private int resolution;
private int m_resolution;
private Settings settings;
private RendererListParams rendererListParams;
private RendererList rendererList;
public sealed class RenderTargetDebugContext : RenderTargetDebugger.RenderTarget
{
public RenderTargetDebugContext()
{
this.name = "Height Buffer";
this.description = "Water geometry height (red channel). Height displacement from effects (green channel)." +
"\n\nUsed by: Water decals, GPU-based buoyancy";
this.textureName = BufferName;
this.propertyID = _WaterHeightBuffer;
this.order = 0;
}
}
public void Setup(Settings settings)
{
this.settings = settings;
resolution = PlanarProjection.CalculateResolution(settings.range, settings.cellsPerUnit, 16, settings.maxResolution);
}
public class FrameData : ContextItem
{
public TextureHandle _WaterHeightBuffer;
public override void Reset()
{
_WaterHeightBuffer = TextureHandle.nullHandle;
}
}
private class PassData
{
public RendererListHandle rendererListHandle;
public TextureHandle renderTarget;
public PlanarProjection planarProjection;
public Vector4 rendererCoords;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameContext)
{
var renderingData = frameContext.Get<UniversalRenderingData>();
var cameraData = frameContext.Get<UniversalCameraData>();
var lightData = frameContext.Get<UniversalLightData>();
DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, SortingCriteria.RenderQueue | SortingCriteria.SortingLayer | SortingCriteria.CommonTransparent);
drawingSettings.perObjectData = PerObjectData.None;
rendererListParams.cullingResults = renderingData.cullResults;
rendererListParams.drawSettings = drawingSettings;
rendererListParams.filteringSettings = m_FilteringSettings;
using(var builder = renderGraph.AddRasterRenderPass<PassData>("Water Height Pre-pass", out var passData))
{
//Render target
RenderTextureDescriptor renderTargetDescriptor = new RenderTextureDescriptor(resolution, resolution, GraphicsFormat.R16G16_SFloat, 0);
passData.renderTarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, renderTargetDescriptor, BufferName, true, FilterMode.Bilinear, TextureWrapMode.Clamp);
//Store render target in RG, so it can be retrieved in other passes
FrameData frameData = frameContext.GetOrCreate<FrameData>();
frameData._WaterHeightBuffer = passData.renderTarget;
//Mark the texture as readable
//builder.UseTexture(passData.renderTarget, AccessFlags.ReadWrite);
#if UNITY_EDITOR || DEVELOPMENT_BUILD
if (RenderTargetDebugger.InspectedProperty == _WaterHeightBuffer)
{
StylizedWaterRenderFeature.DebugData debugData = frameContext.Get<StylizedWaterRenderFeature.DebugData>();
debugData.currentHandle = passData.renderTarget;
}
#endif
passData.rendererListHandle = renderGraph.CreateRendererList(rendererListParams);
passData.planarProjection = new PlanarProjection
{
center = cameraData.camera.transform.position,
scale = settings.range,
offset = cameraData.camera.transform.forward * ((settings.range * 0.5f) - 5),
resolution = resolution
};
passData.planarProjection.Recalculate();
passData.planarProjection.SetUV(ref passData.rendererCoords);
//Set render target and bind to global property
builder.SetRenderAttachment(passData.renderTarget, 0, AccessFlags.Write);
//builder.CreateTransientTexture(passData.renderTarget);
builder.SetGlobalTextureAfterPass(passData.renderTarget, _WaterHeightBuffer);
builder.UseRendererList(passData.rendererListHandle);
builder.AllowGlobalStateModification(true);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
Execute(context, data);
});
}
}
private readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos");
private void Execute(RasterGraphContext context, PassData data)
{
var cmd = context.cmd;
using (new ProfilingScope(cmd, profilerSampler))
{
cmd.ClearRenderTarget(true, true, targetClearColor);
cmd.SetGlobalInt(_WaterHeightPrePassAvailable, 1);
cmd.EnableShaderKeyword(ShaderParams.Keywords.WaterHeightPass);
cmd.SetViewProjectionMatrices(data.planarProjection.view, data.planarProjection.projection);
//RenderingUtils.SetViewAndProjectionMatrices(cmd, data.planarProjection.view, data.planarProjection.projection, true);
cmd.SetViewport(data.planarProjection.viewportRect);
//Is this still needed?
//cmd.SetGlobalMatrix("UNITY_MATRIX_V", data.view);
cmd.SetGlobalVector(_WaterHeightCoords, data.rendererCoords);
//Bug? During this pass the camera position sent to shaderland is that of the scene-view camera (if the tab is open)
//Possibly the value from the previous frame/camera. This breaks distance-based effects such as waves.
//Force an updated value
cmd.SetGlobalVector(_WorldSpaceCameraPos, data.planarProjection.center);
cmd.DrawRendererList(data.rendererListHandle);
//Reset (breaks VR!)
//cmd.SetViewProjectionMatrices(data.ViewMatrix, data.GPUProjectionMatrix);
}
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.SetGlobalVector(_WaterHeightCoords, Vector4.zero);
cmd.SetGlobalInt(_WaterHeightPrePassAvailable, 0);
cmd.DisableShaderKeyword(ShaderParams.Keywords.WaterHeightPass);
}
public void Dispose()
{
}
#pragma warning disable CS0672
#pragma warning disable CS0618
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { }
#pragma warning restore CS0672
#pragma warning restore CS0618
}
}
#endif