Add water system package
This commit is contained in:
@@ -0,0 +1,234 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace WaterSystem
|
||||
{
|
||||
public class WaterSystemFeature : ScriptableRendererFeature
|
||||
{
|
||||
|
||||
#region Water Effects Pass
|
||||
|
||||
class WaterFxPass : ScriptableRenderPass
|
||||
{
|
||||
private const string k_RenderWaterFXTag = "Render Water FX";
|
||||
private ProfilingSampler m_WaterFX_Profile = new ProfilingSampler(k_RenderWaterFXTag);
|
||||
private readonly ShaderTagId m_WaterFXShaderTag = new ShaderTagId("WaterFX");
|
||||
private readonly Color m_ClearColor = new Color(0.0f, 0.5f, 0.5f, 0.5f); //r = foam mask, g = normal.x, b = normal.z, a = displacement
|
||||
private FilteringSettings m_FilteringSettings;
|
||||
private RTHandle m_WaterFX;
|
||||
|
||||
public WaterFxPass()
|
||||
{
|
||||
m_WaterFX=RTHandles.Alloc("_WaterFXMap", "_WaterFXMap");
|
||||
// only wanting to render transparent objects
|
||||
m_FilteringSettings = new FilteringSettings(RenderQueueRange.transparent);
|
||||
}
|
||||
|
||||
// Calling Configure since we are wanting to render into a RenderTexture and control cleat
|
||||
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
||||
{
|
||||
// no need for a depth buffer
|
||||
cameraTextureDescriptor.depthBufferBits = 0;
|
||||
// Half resolution
|
||||
cameraTextureDescriptor.width /= 2;
|
||||
cameraTextureDescriptor.height /= 2;
|
||||
// default format TODO research usefulness of HDR format
|
||||
cameraTextureDescriptor.colorFormat = RenderTextureFormat.Default;
|
||||
// get a temp RT for rendering into
|
||||
cmd.GetTemporaryRT(Shader.PropertyToID(m_WaterFX.name), cameraTextureDescriptor, FilterMode.Bilinear);
|
||||
ConfigureTarget(m_WaterFX);
|
||||
// clear the screen with a specific color for the packed data
|
||||
ConfigureClear(ClearFlag.Color, m_ClearColor);
|
||||
}
|
||||
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
CommandBuffer cmd = CommandBufferPool.Get();
|
||||
using (new ProfilingScope(cmd, m_WaterFX_Profile)) // makes sure we have profiling ability
|
||||
{
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
|
||||
// here we choose renderers based off the "WaterFX" shader pass and also sort back to front
|
||||
var drawSettings = CreateDrawingSettings(m_WaterFXShaderTag, ref renderingData,
|
||||
SortingCriteria.CommonTransparent);
|
||||
|
||||
// draw all the renderers matching the rules we setup
|
||||
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings);
|
||||
}
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
// since the texture is used within the single cameras use we need to cleanup the RT afterwards
|
||||
cmd.ReleaseTemporaryRT(Shader.PropertyToID(m_WaterFX.name));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Caustics Pass
|
||||
|
||||
class WaterCausticsPass : ScriptableRenderPass
|
||||
{
|
||||
private const string k_RenderWaterCausticsTag = "Render Water Caustics";
|
||||
private ProfilingSampler m_WaterCaustics_Profile = new ProfilingSampler(k_RenderWaterCausticsTag);
|
||||
public Material WaterCausticMaterial;
|
||||
private static Mesh m_mesh;
|
||||
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
var cam = renderingData.cameraData.camera;
|
||||
// Stop the pass rendering in the preview or material missing
|
||||
if (cam.cameraType == CameraType.Preview || !WaterCausticMaterial)
|
||||
return;
|
||||
|
||||
CommandBuffer cmd = CommandBufferPool.Get();
|
||||
using (new ProfilingScope(cmd, m_WaterCaustics_Profile))
|
||||
{
|
||||
var sunMatrix = RenderSettings.sun != null
|
||||
? RenderSettings.sun.transform.localToWorldMatrix
|
||||
: Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-45f, 45f, 0f), Vector3.one);
|
||||
WaterCausticMaterial.SetMatrix("_MainLightDir", sunMatrix);
|
||||
|
||||
|
||||
// Create mesh if needed
|
||||
if (!m_mesh)
|
||||
m_mesh = GenerateCausticsMesh(1000f);
|
||||
|
||||
// Create the matrix to position the caustics mesh.
|
||||
var position = cam.transform.position;
|
||||
position.y = 0; // TODO should read a global 'water height' variable.
|
||||
var matrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one);
|
||||
// Setup the CommandBuffer and draw the mesh with the caustic material and matrix
|
||||
cmd.DrawMesh(m_mesh, matrix, WaterCausticMaterial, 0, 0);
|
||||
}
|
||||
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
WaterFxPass m_WaterFxPass;
|
||||
WaterCausticsPass m_CausticsPass;
|
||||
|
||||
public WaterSystemSettings settings = new WaterSystemSettings();
|
||||
[HideInInspector][SerializeField] private Shader causticShader;
|
||||
[HideInInspector][SerializeField] private Texture2D causticTexture;
|
||||
|
||||
private Material _causticMaterial;
|
||||
|
||||
private static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend");
|
||||
private static readonly int DstBlend = Shader.PropertyToID("_DstBlend");
|
||||
private static readonly int Size = Shader.PropertyToID("_Size");
|
||||
private static readonly int CausticTexture = Shader.PropertyToID("_CausticMap");
|
||||
|
||||
public override void Create()
|
||||
{
|
||||
// WaterFX Pass
|
||||
m_WaterFxPass = new WaterFxPass {renderPassEvent = RenderPassEvent.BeforeRenderingOpaques};
|
||||
|
||||
// Caustic Pass
|
||||
m_CausticsPass = new WaterCausticsPass();
|
||||
|
||||
causticShader = causticShader ? causticShader : Shader.Find("Hidden/BoatAttack/Caustics");
|
||||
if (causticShader == null) return;
|
||||
if (_causticMaterial)
|
||||
{
|
||||
DestroyImmediate(_causticMaterial);
|
||||
}
|
||||
_causticMaterial = CoreUtils.CreateEngineMaterial(causticShader);
|
||||
_causticMaterial.SetFloat("_BlendDistance", settings.causticBlendDistance);
|
||||
|
||||
if (causticTexture == null)
|
||||
{
|
||||
Debug.Log("Caustics Texture missing, attempting to load.");
|
||||
#if UNITY_EDITOR
|
||||
causticTexture = UnityEditor.AssetDatabase.LoadAssetAtPath<Texture2D>("Packages/com.verasl.water-system/Textures/WaterSurface_single.tif");
|
||||
#endif
|
||||
}
|
||||
_causticMaterial.SetTexture(CausticTexture, causticTexture);
|
||||
|
||||
switch (settings.debug)
|
||||
{
|
||||
case WaterSystemSettings.DebugMode.Caustics:
|
||||
_causticMaterial.SetFloat(SrcBlend, 1f);
|
||||
_causticMaterial.SetFloat(DstBlend, 0f);
|
||||
_causticMaterial.EnableKeyword("_DEBUG");
|
||||
m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
|
||||
break;
|
||||
case WaterSystemSettings.DebugMode.WaterEffects:
|
||||
break;
|
||||
case WaterSystemSettings.DebugMode.Disabled:
|
||||
// Caustics
|
||||
_causticMaterial.SetFloat(SrcBlend, 2f);
|
||||
_causticMaterial.SetFloat(DstBlend, 0f);
|
||||
_causticMaterial.DisableKeyword("_DEBUG");
|
||||
m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1;
|
||||
// WaterEffects
|
||||
break;
|
||||
}
|
||||
|
||||
_causticMaterial.SetFloat(Size, settings.causticScale);
|
||||
m_CausticsPass.WaterCausticMaterial = _causticMaterial;
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
renderer.EnqueuePass(m_WaterFxPass);
|
||||
renderer.EnqueuePass(m_CausticsPass);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This function Generates a flat quad for use with the caustics pass.
|
||||
/// </summary>
|
||||
/// <param name="size">The length of the quad.</param>
|
||||
/// <returns></returns>
|
||||
private static Mesh GenerateCausticsMesh(float size)
|
||||
{
|
||||
var m = new Mesh();
|
||||
size *= 0.5f;
|
||||
|
||||
var verts = new[]
|
||||
{
|
||||
new Vector3(-size, 0f, -size),
|
||||
new Vector3(size, 0f, -size),
|
||||
new Vector3(-size, 0f, size),
|
||||
new Vector3(size, 0f, size)
|
||||
};
|
||||
m.vertices = verts;
|
||||
|
||||
var tris = new[]
|
||||
{
|
||||
0, 2, 1,
|
||||
2, 3, 1
|
||||
};
|
||||
m.triangles = tris;
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class WaterSystemSettings
|
||||
{
|
||||
[Header("Caustics Settings")] [Range(0.1f, 1f)]
|
||||
public float causticScale = 0.25f;
|
||||
|
||||
public float causticBlendDistance = 3f;
|
||||
|
||||
[Header("Advanced Settings")] public DebugMode debug = DebugMode.Disabled;
|
||||
|
||||
public enum DebugMode
|
||||
{
|
||||
Disabled,
|
||||
WaterEffects,
|
||||
Caustics
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user